lol what makes his offense 5/5?i cant believe some people here dont have green lantern's offense as 5/5... smh
the hard part is getting in
mainly the fear of b1 in combination with staggers/ cant jump back becasue of lm/ occasional rp pressure/ trait cancel pressure/ cant back dash b1/ b13/ very quick f3/ mb oa rocket pressure/ post combo setups are ridiculous/ good jump ins/ b13 minigun shenanigans/lol what makes his offense 5/5?
Doesn't surprise me at all considering this is the game with 16 people in Top 10.So I just realized that according to the numbers people have put up, at least 12 characters have "One of the best" traits in the game.
Well-said. I agree.Most of the WOWO numbers are okay, but she is a 1.5-2/3 on Zoning, a 2/3 on anti-zoning, and her trait is not a 5/5. (3/5? Okay.) I agree that her Offense and Mobility are probably top 3 in the game.
If we're saying WOWO has top offense, then can you REALLY give Hawkgirl a 5/5 on offense?
3/3 for interactables should be for characters that can completely control them: Zod, MMH, Scorpion, and Sinestro w/ Trait. No one else should have that, IMHO. I could go on about other attributes, but my point is, without context, these numbers aren't exactly helpful.
I don't know why Lex wouldn't be 3/3 with interactables. I can throw stuff at any character if I want to. I can walk through interactables and punish without fadc and take no damage. MB interactables with trait on and your only good option is to try and avoid it. I can get 60%+ combos off interactables. And if bg bounce is considered an interactable I get unblockable setups off it.3/3 for interactables should be for characters that can completely control them: Zod, MMH, Scorpion, and Sinestro w/ Trait. No one else should have that, IMHO. I could go on about other attributes, but my point is, without context, these numbers aren't exactly helpful.
i agree with all the b1 stuff but alot of characters can counter/punish after a blocked b1, rp has terrible startup and can be beat even though you might get away with using a couple times, f3 is fast but hardly covers any distance, you can wakeup out of pretty much every GL setup aside from the MU specific ones if im not mistaken not to mention the meter reliance for any type of reset, jumpins are good b13 minigun is alsomainly the fear of b1 in combination with staggers/ cant jump back becasue of lm/ occasional rp pressure/ trait cancel pressure/ cant back dash b1/ b13/ very quick f3/ mb oa rocket pressure/ post combo setups are ridiculous/ good jump ins/ b13 minigun shenanigans/
Idk. when i use him he feels close to op when i finally have the opponent on lock down..
his mobility sucks ass though
I don't know if it's really that simple. Technically, Joker has 50/50s that reset (In the form of crowbar, wakeup traps or corner traps) and in the corner he has unblockable setups that reset infinitely. I still would not give him a 5/5 in offense despite this.Offense Nobody ought to have 5/5 in this category with the exception of characters who have 50/50 mix ups that reset. In other words, Batgirl, Killer Frost, The Flash, and Wonder Woman have the strongest offensive games. If a character gains better offense with trait, average the regular offense with the trait offense. For example, Zod's regular offense is 3/5 at best but 5/5 with trait. Zod's offense is therefore 4/5.
unblockable setups that reset infinitely? what would those be? o.oI don't know if it's really that simple. Technically, Joker has 50/50s that reset (In the form of crowbar, wakeup traps or corner traps) and in the corner he has unblockable setups that reset infinitely. I still would not give him a 5/5 in offense despite this.
Well, there are no true unblockables in this game (if a high and a low hit on the same frame they count as mids for some reason), but in the corner after MB crowbar you can throw down teeth then OTG with B13 for something that hits low/high/low then starts a 30-some % combo back into MB crowbar while building 90% of a bar. So I guess it's not infinitely per se if you want to use that set up (If you're missing meter there are a lot of stupid corner resets) but so long as you start with a little over a bar (basically if you have 30-40% of a bar of meter after the MB crowbar) you can take a full health bar.unblockable setups that reset infinitely? what would those be? o.o
ah, so its still escape-able then?Well, there are no true unblockables in this game (if a high and a low hit on the same frame they count as mids for some reason), but in the corner after MB crowbar you can throw down teeth then OTG with B13 for something that hits low/high/low then starts a 30-some % combo back into MB crowbar while building 90% of a bar. So I guess it's not infinitely per se if you want to use that set up (If you're missing meter there are a lot of stupid corner resets) but so long as you start with a little over a bar (basically if you have 30-40% of a bar of meter after the MB crowbar) you can take a full health bar.
Technically speaking, everything in this game is escapable. That said, you have to block low/high/low in a ridiculously tight frame of time, and even if you do I am ridiculously + after it.ah, so its still escape-able then?
Dude, 3/3 on antizoning. iaDG, air dash, and a projectile parry, and shield stance forces zoners to come in. I agree on your other points.Most of the WOWO numbers are okay, but she is a 1.5-2/3 on Zoning, a 2/3 on anti-zoning, and her trait is not a 5/5. (3/5? Okay.) I agree that her Offense and Mobility are probably top 3 in the game.
If we're saying WOWO has top offense, then can you REALLY give Hawkgirl a 5/5 on offense?
3/3 for interactables should be for characters that can completely control them: Zod, MMH, Scorpion, and Sinestro w/ Trait. No one else should have that, IMHO. I could go on about other attributes, but my point is, without context, these numbers aren't exactly helpful.
Don't think I saw one for Scorps yet so I'll do it...
Offense: (3.5/5): *My* Scorpion is Yolo as fuck. Barring setups, mostly all of his combo starting normals are negative on block. Even his sweep is unsafe on block. -13 actually. Granted I haven't gotten punished for it nearly as much as I should considering how much I use it, cuz yolo. He also has an 8 frame d1 that is -1 on hit and a 6 frame poke with down diagonal forward 1 that's neutral on block. His saving grace is that if I can touch you for any reason be it AA, Air to air, random j3, or a yolo d1 spear, you eat a full combo. It's stupidly easy to convert any hit into a full combo for damage or into his vortex *read unsafe low or reactable, unsafe overhead.* for more yolo scorpion shenanigans. I get endless combo opportunities in a match off little things, so those 30-40% combos add up.
Defense: (2.5/5): Nothing really besides universal armor. His defense relies on player skill honestly.
Trait: (2/5): It's mainly used in combos to add a bit more damage in combos or in my go to corner B&B. Decent cooldown speed and uptime.
Damage: (2/3): Scorpion isn't about big damage and ending rounds in 1 1/2 combos. He plays to chipping away 30-40% at a time every time you make a mistake. He can also get about 50% in the corner.
Zoning: (2/3): Hellfire to get people moving. Spears to punish forced jumps. Hellfire has a pretty slow start up so it's more preemptive than reactionary.
Anti-Zoning: (3/3) See above except better because you have teleports to punish air projectiles from mostly everyone but a traited hawkslut.
Mobility: (1.5/3) Good forward dash, but pretty bad backwards dash. Teleports are unsafe but can get you in if you make the right reads.
Interactable Control: (2.5/3): Playing against Scorpion makes your interact button low gunshots unsafe. Would be 3/3 easy, but we have to factor in interactable usage... I can't even throw light fixtures at people, but I'll be damned if I let you touch em...
Total 19/30. according to Dave, my main is low tier...
1man3letters You know much more about Scorpion than me, care to rate him?
Edit: Forgot mobility.