No and yes. Mostly no.Does Zatanna have a true meterless vortex like Sinestro?
She does in the corner. End all corner combos with f21 and the hit advantage lets you go for a 50/50 with b2 or b1.Does Zatanna have a true meterless vortex like Sinestro?
There's like a 3 frame gap so you can start a jump and it will stuff up the overhead combo.She does in the corner. End all corner combos with f21 and the hit advantage lets you go for a 50/50 with b2 or b1.
Yes, good shitShe does in the corner. End all corner combos with f21 and the hit advantage lets you go for a 50/50 with b2 or b1.
couldn't you go for a instant j1 and levi hit confirm?There's like a 3 frame gap so you can start a jump and it will stuff up the overhead combo.
Also, b2 is reactable (albeit with lots of practise) so this is fuzzy-guardable.
True you couldcouldn't you go for a instant j1 and levi hit confirm?
This jist opens up more options cause of the ambiguous dive kick fuzzy guard.Y
True you could
Record yourself doing the setup and try to block.In practice mode, how do you check whether a move is crossing up or not? I knock down my opponent and do a ji2 and I can't tell whether it is crossing him up or not. Is there a way to test this in practice mode without having to have a buddy hold left or right to block?
Thanks!Record yourself doing the setup and try to block.
(A.I. options, scroll to record)
The kicks hit low, mid, mid, low, mid, mid, mid. Make sure you're blocking low. I have never seen this happen before. Are you sure you aren't trying to reversal out or mash? Maybe your controller is dropping out.Have any of you guys been messaged about MB multi kicks being glitched in online play? I was playing KillaG today (great player, btw), and there were several instances of me blocking 112 but getting hit by MB kicks, even though I was still blocking. The same happened when he did d1-multi kicks. I block the d1, but the kicks still hit me. It wasn't every time, but multi kicks hit me (when I was blocking) about 90% of the time.
This is not the first instance of this. It also happened to me in a set several months ago, but I ignored it, thinking it was an isolated incident. But if this is an actual glitch, then its an issue.
So, have you guys received any complaints on this, or noticed opponents blocking strings but somehow getting hit by the kicks? If not, I'll just chalk it up to connection issues or something....
Alright, thanks. Just making sure. I'll try a new controller.The kicks hit low, mid, mid, low, mid, mid, mid. Make sure you're blocking low. I have never seen this happen before. Are you sure you aren't trying to reversal out or mash? Maybe your controller is dropping out.
I'm pretty confident that there isn't a glitch that does this.
I don't quite understand this setup, but couldn't they just block by holding down? Or just jump out?Something I've been playing around with: I like to call it the Zatanna earth shaker.
After a regular puppet master, dash up and do Standing 3 canceled into puppet master or kicks.
What happens is they have to block the standing 3 backwards then whatever you cancel into must be blocked same side.
For example: 3xx PM is a left to right block
3xx PM is a left to down back block.
Its some very "tricky" stuff.
They can jump out if they know how to with reversed controls but can't block it holding down. The best way to describe this is think of her fuzzy guard setup. You have to block the j1 in front but then the dive kick behind. This is the same thing, but with reversed controls. If your opponent tries holding down or in this case up to auto block it, they must fuzzy guard to the opposite direction they are holding since the puppet master wears off when you cancel it. The most practical use of this is in the corner since you don't need to dash up. Also if they are holding up to hold down, they can jump out of the puppet master but can't against the multi-kicks. So therefore, I recommend you don't cancel 3 into puppet master if you are facing a smart opponent. Hope this clears some confusion up.I don't quite understand this setup, but couldn't they just block by holding down? Or just jump out?
i dont think there is a practical reason to do this... corner or midscreen after a regular mb trance, you might as well go for a full combo that still ends in trance... of course doing little tricks like this is whats fun about mixing it up with zatanna ...They can jump out if they know how to with reversed controls but can't block it holding down. The best way to describe this is think of her fuzzy guard setup. You have to block the j1 in front but then the dive kick behind. This is the same thing, but with reversed controls. If your opponent tries holding down or in this case up to auto block it, they must fuzzy guard to the opposite direction they are holding since the puppet master wears off when you cancel it. The most practical use of this is in the corner since you don't need to dash up. Also if they are holding up to hold down, they can jump out of the puppet master but can't against the multi-kicks. So therefore, I recommend you don't cancel 3 into puppet master if you are facing a smart opponent. Hope this clears some confusion up.
Either way, I'm posting it as a thread so people know it exists.i dont think there is a practical reason to do this... corner or midscreen after a regular mb trance, you might as well go for a full combo that still ends in trance... of course doing little tricks like this is whats fun about mixing it up with zatanna ...
After rings into trance I think max damage is;Out of curiosity, what are your guys bnbs? I'm talking about what you would do after a ring toss into Puppet master. The practical stuff.
The combo I've been doing is similar to that last one:After rings into trance I think max damage is;
db1, bf3(MB), du, du, low levitate, j2, b3, ji2, ji2, 112~bf3
Easier to land however is;
db1, bf3(MB), du, du, j2, b1u3, ji2, d2, b3, dash, 112~bf3
b23 doesn't work after rings as a launcher but will work for more damage after a naked puppet master.