DownfouralitY
Noob
Couldnt you run up and throw after the last ex hellspark?
After the 3rd Spark there's a gap that can be armored through...but they need armor to do anything about it.Couldnt you run up and throw after the last ex hellspark?
That's why I have concerns about this...a restand into boat loads of chip damage and god forbid that you have 2 bars if you do get hit.Actually, and with the extra damage buff you get after mimicry in impostor, doing this after mimicry can get pretty silly I think
Please tell me that you're trolling right now.Even with these changes with the Hellsparks being good for all variations, I still see Imposter as the worst variation overall.
Wait what? Imposter is arguably his best variation, and even better now that he has an overhead starter and can do insane chip damage after Mimicry.Even with these changes with the Hellsparks being good for all variations, I still see Imposter as the worst variation overall.
Unfortunately, f22 bf2 isn't a true block string, or at least i couldn't get it to be. It's a mixup between flick and up fireball, since that move is a true block stringActually, and with the extra damage buff you get after mimicry in impostor, doing this after mimicry can get pretty silly I think
Edit: ok, to be precise about this then:
impostor: j2 (1.25) + f22 db2ex *4 (6.13*4) = 25.77
necro: j2 (1.25) + f22 db2ex *4 (6.13*4) + f22 bf2 (3.75) = 29.52
impostor after mimicry: j2 (1.66) + f22 db2ex *4 (8.15*4) = 35.27
Because you remain with the worst overall tool-set to engage with, almost all the Imp tech you go over relies on you first landing something before it will work. To actually engage people what you get in imposter is air-teleport which after practising can be dodged or countered on reaction (dodging avoids the which side issue). In contrast Necro and Boneshaper have superior footsies options as well as added ranged and punish options, you can apply more pressure and are more likely to land something to convert.Wait what? Imposter is arguably his best variation, and even better now that he has an overhead starter and can do insane chip damage after Mimicry.
I don't care if he's top tier or not, I just want him to be viable. Before these buffs he wasn't viable at all, IMO.I'm happy for the buffs, but I think you guys are celebrating too much. The blockstun is overrated, as is the overhead. Again, I'm happy for the buffs, but he isn't anywhere near top tier.
That being said, he's good enough for Evo, so he's now my main.
The (poor) zoning/punishing options are not even close to comparable to the power of Imposter's vortex and chip potential. It was the best pre-patch and it's the best now.Because you remain with the worst overall tool-set to engage with, almost all the Imp tech you go over relies on you first landing something before it will work. To actually engage people what you get in imposter is air-teleport which after practising can be dodged or countered on reaction (dodging avoids the which side issue). In contrast Necro and Boneshaper have superior footsies options as well as added ranged and punish options, you can apply more pressure and are more likely to land something to convert.
Punish options are fantastic as long as you use them on reaction, especially for Bone. Shinnok was never in any capacity whatsoever a Zoner, he's a footsies /punish character. It enrages me every time I see someone reference "zoning" and "shinnok" together.The (poor) zoning/punishing options are not even close to comparable to the power of Imposter's vortex and chip potential. It was the best pre-patch and it's the best now.
Don't do raw low scoop so often, it really should only be a punish or in a combo. It's super punishable on block. Other than that, I can't rate online play.If anyone wants to know how the samurai skin looks, I uploaded some gameplay from today:Also, please rate me from 0 to 10 lol
Thanks
where can i watch his gameplay?Smokex put a good show today with his boneshaping skills. Good job to him. I'm the minority here, but I don't think Imposter is a variation you should ever want to pick. More like the desperate I need an answer variation.
it must work on males or bigs because in playing against mileena and only the 1st hit of db2 hits. the 2nd wiffs on block.Ok I found a pretty nice tight block string that does about 30ish% damage in necromancer and like 27ish% in impostor, builds one bar of meter for every 2 you spend, and ends up safe on block:
j2, f22 db2 ex (ex on the 2nd hit), f22 db2 ex, f22 db2 ex, f22 db2 ex, f22 bf2 (or just f2 if in impostor)
Needless to say this is really great after a mimicry when the opponent is in a block-only state. I'm imagining like, whatever combo into mimicry, then 30% more damage if you have the bars heh. But it's probably useful in lots of others too.
Video incoming!
Impostor tech to open opponent up for a vortex: get him to block Hell Sparks, MB it on block, you are at +24 , run in for b3/f4 mix up leading to the said 50/50 vortex, with damage buff, insane chip and 16% throws.Punish options are fantastic as long as you use them on reaction, especially for Bone. Shinnok was never in any capacity whatsoever a Zoner, he's a footsies /punish character. It enrages me every time I see someone reference "zoning" and "shinnok" together.
You do understand that the "mix-up" can be fully avoided on reaction every time right? Just dash when you see the teleport go off and it whiffs no matter what you try. While you can attack right away from teleport, it actually takes 40 frames to occur in all which is very reactable (15-20 frames is a reasonable human reaction) go try it out in training or better yet have a buddy do it so it's less predictable.
And "chip potential" and "vortex" all rely on you landing your tech first. What you can do after you land Mimicry is not as relevant as what you can do before. Otherwise Blood God must be the strongest character in the game.
Don't think you have enough time for the overhead to be guaranteed if you're run cancelling into it.Impostor tech to open opponent up for a vortex: get him to block Hell Sparks, MB it on block, you are at +24 , run in for b3/f4 mix up leading to the said 50/50 vortex, with damage buff, insane chip and 16% throws.
You don't need to have both options guaranteed in order for it to be a guaranteed mix up. Because f4 beats both stand blocking and trying to interrupt you mix up attempt . If they respect that they will be opened for the overhead and other slower options.Don't think you have enough time for the overhead to be guaranteed if you're run cancelling into it.
Yeah, you do need to have all your options guaranteed...that's why it's called a guaranteed mixup. Throw and F4 are guaranteed but the B3 isn't so the only "guaranteed mixup" he has is F4 or throw. F4 is 7 frames, yes you can delay it but if you delay it too long the opponent can armour out.You don't need to have both options guaranteed in order for it to be a guaranteed mix up. Because f4 beats both stand blocking and trying to interrupt you mix up attempt . If they respect that they will be opened for the overhead and other slower options.