RM Jonnitti
Hot Dog
against kotal kahn last night i got this to work
f3 f2 air takedown njp f2 mimicry. did around 35% meterless
f3 f2 air takedown njp f2 mimicry. did around 35% meterless
Yeah honestly if you are waiting to block it and only looking for the 50 50 then maybe it's blockable on reaction, but if we condition well enough we should be able to hit it no problem.I really don't think 18 frames is that bad.
Yeah it's always a 33/33/33 with grab + you can go for teleport mixup to keep them on their toes. Also 18 frames is not SUPER reactable. It will catch people at times.Yeah honestly if you are waiting to block it and only looking for the 50 50 then maybe it's blockable on reaction, but if we condition well enough we should be able to hit it no problem.
Thats all well and good, but there is no vortex with B3/F4All about conditioning and shenanigans my boy.
Their is no misinformation..It would be best to remove the "vortex options" part of the thread title just to avoid any kind of confusion/misinformation.
Yup. Exactly why I posted:Also after trying out in offline match the "tricky portal xx NJP /tricky portal into nothing, f4" mix up, I came to a conclusion that it is viable, but again after you had hit them with NJP if you end it back into Mimicry, you can NOT start a combo off of NJP again from the mimicry blockstun ( it will result in a splat), so you are only left with a low and an 18 frame overhead option, throw, chip:/
I am not talking about not using it in the initial combo into mimicry - that is understood! I am just saying that after NJP is used, it is no longer an option and vortex ends there, you haven't stated that in the op. B3 /f4 can be fuzzied and you can't do NJP, so only a throw and chip after an initial mix up if it results in a successful NJP , not a vortex, just a mix up:/Yup. Exactly why I posted:
Using a neutral jump punch in your combo pre Mimicry will nullify the Mimicry -> instant air teleport -> neutral jump punch/F4 mixup since the neutral jump punch splats if it hits twice in a row before recovering from Mimicry's hit stun
It's been in the OP since the very first second of this thread.
It still sucks.So is Necromancer any good? This is the variation that i wanted to play as, but i wasn't sure if the buffs improved it or not.
Didn't they allow you to control the flick and Palm, or is the tracking still bad?It still sucks.
The other "tracking" moves don't track well at all...and no, flick can't be controlled, just the unblockable.Didn't they allow you to control the flick and Palm, or is the tracking still bad?
I think you could fix the problem simply if you had Close Flick, Medium Flick, Far Flick. Kind of like Quan's Runes. Between that and hos ground fireballs you'd really have something.The other "tracking" moves don't track well at all...and no, flick can't be controlled, just the unblockable.
18 frames is not consistently reactable, online or offline. You can react to these sometimes if you hyperfocus, but no one is going to consistently do this in matches. The overheads you see top SF players get hit by all the time are 17-23 frame startups (C Viper is 20 frames for example).yeah... LOL
goddammit stupid online
isn't this something that should be headlined? completely worthless moved added to Shinnok's moveset.
18 is perfect online but will never work offline. Why didnt they just make it 15 frames? its like they're fing with us
This. 18 frames is ok when they also have to worry about low, grab or chip string.18 frames is not consistently reactable, online or offline. You can react to these sometimes if you hyperfocus, but no one is going to consistently do this in matches. The overheads you see top SF players get hit by all the time are 17-23 frame startups (C Viper is 20 frames for example).
To use NRS examples, Killer Frost's overhead is SLOWER than Shinnok's, at 19 frames. And it is universally agreed she has an unseeable 50/50. To use another example, Kung Jin's f2 is also slower at 19 frames and people get bopped by that constantly.
I am positive that your friend/offline opponent is fuzzy guarding the mixup, even if he thinks he is reacting to it. There is more than a 10 frame difference between his low and his overhead so it's pretty easy to fuzzy. If you mix up delayed low and overhead I am sure your opponent is going to sudden stop being "able to react to it."
The overhead is good.
What? That isn't agreed on at all. Don't speak for everyone when you're not even representing the majority. In a vortex situation KFs 50/50 is reactable. Barely mind you but still reactable when you're in a vortex situation.To use NRS examples, Killer Frost's overhead is SLOWER than Shinnok's, at 19 frames. And it is universally agreed she has an unseeable 50/50.