AK L0rdoftheFLY
I hatelove this game
Frost gives no fucks.
Grundy also...gives no fucks.No she does not lol
Frost gives no fucks.
Grundy also...gives no fucks.No she does not lol
I've been doing something similar for forever.This is some good shit. A set up that demands respect. i like it. Lately I've been working on an OS w 2 xx Flip Kick. That goes over most hitboxes and MB launches for a combo. Works beautiful on Black Adam, Wonder woman, superman (except rising grab) and a few others. This set up seems to work better tho. Very pleased
So it's a guaranteed loss of 1/4 of your bar at a range you can't otherwise threaten at? Can you at least get some good damage off the mb staffy staff if they don't backdash?
I've been doing something similar for forever.
You can use it to beat a lot of wakeups depending on the character. Against GA I use j2 flip kick as a mini OS to beat jump back arrow also.
I get it, I'm just saying that spending a meter to make someone do something they should default to anyway at that distance (blocking) seems inefficient. Can you do the staff, then react to their wakeup or movement by meter burning it?They can't do anything but block it unless you have a forward advancing wakeup.
It's threatening because you are forced to respect it. You are also within standing 1 range, j2 range, j1 range, B3 range, dash Flip kick range in escrima dash b2 range in escrima...the list goes on and on and on.
I get it, I'm just saying that spending a meter to make someone do something they should default to anyway at that distance (blocking) seems inefficient. Can you do the staff, then react to their wakeup or movement by meter burning it?
Well it doesn't punish all wakeups, it preemptively beats them. That's pretty different, since it means you have to bet that they'll try to get up with something rather than seeing that they did something and then punishing it. Maybe semantics but it's useful to be accurate.The MB is required to condition them to A)Not wakeup and B) not backdash or dash.
If they start respecting it, go nuts with whatever you want to do. It's a meter to not only punish all wakeups and get 38%, but to force them to sit there.
If they block it, you are at hefty advantage.
I am not sure what more you want.
It punishes wakeups with poor/no invincibility. It also punishes wakeups with invincibility that have to travel to Nightwing (like phase blasts etc.) It makes characters like joker have no options. None. He has to block. He can't wakeup to beat it, he can't jump he can't dash he has to sit there in crouch. Having that kind of advantage in a match especially when you have a tell that says "The opponent is going to be crouching" is huge.Well it doesn't punish all wakeups, it preemptively beats them. That's pretty different, since it means you have to bet that they'll try to get up with something rather than seeing that they did something and then pushing it.
Anyway I'm not trying to attack you or anything, I'm just trying to think through it. It's certainly a nice idea against opponents you know to be wakeup happy.
Yeah I get what the MB does I'm just wondering if can wait to confirm that the opponent did something and then use MB so that you could save the meter if the opponent sits still. If not that's fine, just wondering.
But it's not punishing. Punishing is a process that starts with the opponent making a mistake and then finishes with you doing damage to the opponent and/or putting the opponent into a bad situation. This is the opposite because you act before the opponent even gets a chance to make a mistake. That is, you bet a meter that the opponent will make a mistake. That's fine if you're pretty sure they're gonna make that mistake, just saying that thinking of it as punishing the opponent is liable to make you a little overreliant on it.It punishes wakeups with poor/no invincibility. It also punishes wakeups with invincibility that have to travel to Nightwing (like phase blasts etc.) It makes characters like joker have no options. None. He has to block. He can't wakeup to beat it, he can't jump he can't dash he has to sit there in crouch. Having that kind of advantage in a match especially when you have a tell that says "The opponent is going to be crouching" is huge.
You do not have to MB, but the opponent can then dash out. It opens up escape routes. As far as hitconfirming, I am not sure if it can be done.
But it's not punishing. Punishing is a process that starts with the opponent making a mistake and then finishes with you doing damage to the opponent and/or putting the opponent into a bad situation. This is the opposite because you act before the opponent even gets a chance to make a mistake. That is, you bet a meter that the opponent will make a mistake. That's fine if you're pretty sure they're gonna make that mistake, just saying that thinking of it as punishing the opponent is liable to make you a little overreliant on it.
Gonna try to remember to test out the hit confirm when I get home.
Yeah the advantage is nice, but the space it puts you are means you are too far to really follow up with any serious pressure.I hereby announce that we immediately change the name of the setup to something not related to Regime Nightwing.
I'd gladly spend a bar if it meant I'd be at adv, eliminate wakeups, and possibly land a full combo
Good shit.
Yeah the advantage is nice, but the space it puts you are means you are too far to really follow up with any serious pressure.
I could see how the mixups open up after your opponent knows the setup, but at that point they have different options to get out.
Maybe, it depends on what both players choose to do of course.And if they utilize them, and you do this again...they get full combo'd
I haven't gotten a chance to lab it yet, so I'm just going off of the OP + replies.Yeah the advantage is nice, but the space it puts you are means you are too far to really follow up with any serious pressure.
I could see how the mixups open up after your opponent knows the setup, but at that point they have different options to get out.