naw you can do some cool shit with it. 33 literally is nothing but ass clappingI think we can all agree grundy's f223 is literally way worse than anything anyone else has mentioned.
naw you can do some cool shit with it. 33 literally is nothing but ass clappingI think we can all agree grundy's f223 is literally way worse than anything anyone else has mentioned.
Absolutely not.Naw 112 is worst.
I disagree, you can use that by mixing it up with 1f2 because 1 and 2 both has the same animation. So this can confuse your opponent.What is your character's worst move? Post yours and maybe there can be some arguments explaining why it's not so bad.
I will say Catwoman's 2,d+2,3. In particular that list hit.
I have to agree with you %100 there, Blake. I'd also like to include BM's d1 in the conversation- its range is horrendous and doesn't lead into much of anything extremely worthwhile on block or hit.
Regarding AM, I can only imagine his standing 1 being somewhat useless simply because d1 is superior in many ways. Even then, 1123 is a solid string in its own right.
Actually batman's d1 is.....okayish lol its a good poking tool when you are having that stare down with ur opponent super up close lol its 6f and can confirm j to grapple at least ....but agreed its not the most useful tool lolI'm shocked I forgot his D1...but that just goes to show you how useful it really is. Basically, not at all.
I disagree, you can use that by mixing it up with 1f2 because 1 and 2 both has the same animation. So this can confuse your opponent.
Batgirl: db3, 2
You got baited by one of the most infamous down players in the biz.To stick with bits post
Are you telling me you've never hit a character outside of SM, and HW with a boulder? You've never used it to chip someone out the end of a round, to knock someone out of the sky when they try to go for an interactable or dodge one, to get a knockdown on characters like cyborg or zod? To bait someone into moving and punishing with trait?
No, I agree 2,d+2 is good. I mix up 1,f+2 and 2,d+2~claws as well. I just mean the 2,d+2,3 version sucks.
123 does kinda suck, but there is SOME application. Because of the delay from the elbow, you can start canceling into LK to keep them honest. Once they respect that, it can open up a 50/50 or throw or something. I never use it, but it's there.Flash 113 123 are both strings no one uses. Especially 113 a high starter that ends in an unsafe low.
MB speed dodge isnt great either.
Came to answer, found the answer.Scatter bomb.
Unloading Scatter Bomb MB one after another is incredible corner pressure in Escrima.Came to answer, found the answer.
yea, but cmon, if killing a stationary frozen opponent with a pixel left of health is the best argument for why a move is good I have some bad news....I'd probably say Green Arrows B13 string. Its mid hitting with 13 frame startup which doesn't even reach as far as D1, and while it does leave you at plus 15 or something crazy like that there's so much push-back from it that it makes for a pretty poor frametrap. F1 only seems to hit when you do B13 as close as possible to the other character, otherwise it wiffs. On hit it only gets 13% and you can't even land an arrow outside of the corner because it sends them too far.
It does have usage in his super resets, but its also a lot harder to hit/block confirm then some of his other strings and if you screw up you've potentially just blown your load.
If B1 had been a low starter it would have been an integral part of his game, but as it is I almost never use this move.
EDIT: there are some swaggy corner combos you can do with it, but they don't net you anymore damage then his standard BNBS, and they cost you a bar you're better off holding onto.
Its no trident rush, but hurricane bow can still be useful in end round situations. If I'm at the end of the first lifebar for example and I land an ice arrow with only a pixel of their bar left I'll load up another ice arrow for the start of next round and hurricane bow chip them. You do run the risk of getting pushblocked doing this and if you misjudge the life you're gonna eat a punish...but starting next round with an ice arrow loaded can be *huge* for your momentum.
Also, Hurricane bow is useful in matchups where armor becomes a big problem like Lex. Doesn't help much with the one who really matters though. I dare not speak his name......
I see what you're saying but its a high starter, if I'm not going for punish I'll start with 21 because it is only one frame less and they can't duck it.123 does kinda suck, but there is SOME application. Because of the delay from the elbow, you can start canceling into LK to keep them honest. Once they respect that, it can open up a 50/50 or throw or something. I never use it, but it's there.
Isn't it good on knockdown, though?Godsmack, learn 2 jump scrubz
I REALLY want to agree, but I find that I use that I still occasionally use the move (Like for chip, certain frame traps, or as a bait), which is more than I can say for F21 and 112. In fact if you ever see me input 112 it means I messed up a cancel.Joker's.... Joker.
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Kidding.
Probably Joker's Laughing Gas (the high one). It's almost a full second of startup, can be dashed under, useless as an anti air unless the opponent sees you doing it and decides that they should be it by jumping directly into it, and doesn't even hit overhead for synergy with setups.
Debatable, but probably the worst move in the game. I literally only find it useful to chip people out because they tend to panic from not seeing it often instead of just dashing under.
So you mean 112 is 113 with less frame advantage, that can't be canceled and that some characters can duck (Because ducking overheads is a thing against Joker).Absolutely not.
11 can be cancelled into RLG for a full combo on hit and is our fastest punishing string, which is necessary for several punishes.
The full 112 also has uses for unblockable setups, similar to f21.
And when used alone, it has a sneaky overhead at the end and is +8 on block.
Far from his worst.
Not sure if it's actually viable but:The fact that you can dash-cancel Lantern's st.3. Like, WTF is the point of that?
I'm not saying its "good". As an end of round closeout tool in a game that has trident rush, Batarangs, staff spin, and venom its probably one of the worst. I'm simply saying that it has its uses in some situations and matchups...which I think is kinda the point of the thread. If I had a choice between keeping it or B13 I'd definitely take hurricane bow.yea, but cmon, if killing a stationary frozen opponent with a pixel left of health is the best argument for why a move is good I have some bad news....
Sindel's U3 is the most useless normal of hers. -11 on block, not safe not an overhead and doesn't launch.Sindel's f3.
Lol I know I love cowboy I just enjoy talkin about Sinestro thought it would be gud to talk about boulderYou got baited by one of the most infamous down players in the biz.
Boulders are the tits.