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Worst move for your character

Martian Manhunter's... his....

um.... shit all his moves are so good....

I guess his f3 and the grab on f2u1 are kind of bad... but i use f3 for hard knockdown and it can be used as a fake...
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Joker's.... Joker.
...
...
Kidding.
Probably Joker's Laughing Gas (the high one). It's almost a full second of startup, can be dashed under, useless as an anti air unless the opponent sees you doing it and decides that they should be it by jumping directly into it, and doesn't even hit overhead for synergy with setups.
Debatable, but probably the worst move in the game. I literally only find it useful to chip people out because they tend to panic from not seeing it often instead of just dashing under.
 
I have to agree with you %100 there, Blake. I'd also like to include BM's d1 in the conversation- its range is horrendous and doesn't lead into much of anything extremely worthwhile on block or hit.

Regarding AM, I can only imagine his standing 1 being somewhat useless simply because d1 is superior in many ways. Even then, 1123 is a solid string in its own right.
flounder fist fillet
 

RM Nubcakes

On the grind again
what about his sweep???? I feel his down 1 in very close neutral situations is his only mid hitting 6 frame move (plus crouch)
BM's sweep finds its value as a cool reset option after mb grapple. Otherwise, it's a fairly useless normal too, lol.

When you say "very close neutral situations" you have to take that very literally, his d1 is only guaranteed to hit the opponent if the characters are standing as close to each other as possible. Lastly, it has a 7f startup, not 6 :(
 

Amplified$hotz

I like Tekken 8
Joker's.... Joker.
...
...
Kidding.
Probably Joker's Laughing Gas (the high one). It's almost a full second of startup, can be dashed under, useless as an anti air unless the opponent sees you doing it and decides that they should be it by jumping directly into it, and doesn't even hit overhead for synergy with setups.
Debatable, but probably the worst move in the game. I literally only find it useful to chip people out because they tend to panic from not seeing it often instead of just dashing under.
Naw 112 is worst.
 

Yoaks

A spaceman
Lobo's 213, f213, f23 and 112 are all worthless. All punishable except f213. 112 does have a use tho within some combos like "113 xx MB Toss xx b2u1 xx 112 xx Hook Charge/4." But 112 as a combo starter is worthless. -7 on block. Does less damage than 113 and 113 is also +6 on block. Lobo's 21 by itself is awesome cause of the mixup you get off of it. But the full string sucks. Never use it. Even within a combo.

The only saving grace for these moves is that they look awesome.
 

SoapBar

My pussy, my rules
All of Raven's specials are amazing, in and out of Demon Stance.

That being said, someone mentioned her F13 string, and I have to agree. Like, what...?
 

rev0lver

Come On Die Young
Lex's standing 3 is his only move that doesn't have a particular use. It's not bad since it has pretty good range, there's just always a better option. If it was a little bit faster on startup or was safer on whiff it might be more useful.
 

Icy Black Deep

Still training...
Since when do chains count as moves?

Hawkgirl's Wing Evade 1. Terrible angle and startup for an anti-air. Her only hard knockdown besides d3 but you still can't do anything in time to take advantage of it.
It's so bad that when you mess your inputs up and get it most people will tell you they've never seen it before.
 

EMPRESS_SunFire

Regina George of discord
Zatanna's B1D3 is negative af on block and on hit it doesn't even create set-ups.
Firekiss is useless af unless it's the MB version, then it becomes pretty usefull.
Her 221 string.
 

EMPRESS_SunFire

Regina George of discord
Since when do chains count as moves?

Hawkgirl's Wing Evade 1. Terrible angle and startup for an anti-air. Her only hard knockdown besides d3 but you still can't do anything in time to take advantage of it.
It's so bad that when you mess your inputs up and get it most people will tell you they've never seen it before.
B13 is a HKD too.
 
I'd probably say Green Arrows B13 string. Its mid hitting with 13 frame startup which doesn't even reach as far as D1, and while it does leave you at plus 15 or something crazy like that there's so much push-back from it that it makes for a pretty poor frametrap. F2 only seems to hit when you do B13 as close as possible to the other character, otherwise it wiffs. On hit it only gets 13% and you can't even land an arrow outside of the corner because it sends them too far.

It does have usage in his super resets, but its also a lot harder to hit/block confirm then some of his other strings and if you screw up you've potentially just blown your load.

If B1 had been a low starter it would have been an integral part of his game, but as it is I almost never use this move.

EDIT: there are some swaggy corner combos you can do with it, but they don't net you anymore damage then his standard BNBS, and they cost you a bar you're better off holding onto.

for green arrow, hurricane bow...does like 4% chip and it`s negative a kazillion on block.

now if only it did 15% chip and was safe on block and called trident rush instead
Its no trident rush, but hurricane bow can still be useful in end round situations. If I'm at the end of the first lifebar for example and I land an ice arrow with only a pixel of their bar left I'll load up another ice arrow for the start of next round and hurricane bow chip them. You do run the risk of getting pushblocked doing this and if you misjudge the life you're gonna eat a punish...but starting next round with an ice arrow loaded can be *huge* for your momentum.
Also, Hurricane bow is useful in matchups where armor becomes a big problem like Lex. Doesn't help much with the one who really matters though. I dare not speak his name......
 
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