Im assuming you wanted it to hit low?Sonya's demolition bombs hit mid
Yeah. I figured they wouldn't make it unblockable like Cyrax, but I was hoping for it to at least hit low like Joker's chattering teethIm assuming you wanted it to hit low?
Hi @Espio, how are you getting your offense started in this variation? The drone setup alone seems very crippling and if you tag drone setup at the end of juggles, you're sacrificing what seems to be a large amount of damage for a low-damage character. That paired with the fact that she can't seem to create great mix-ups that even lead to those standard combos seems like a huge detriment in Special Forces variation.Okay so I've been playing with Sonya's Special forces variation almost exclusively as I anxiously await Goro to become available to me. I love this variation so far and can see myself playing this pretty exclusively. Every single drone based attack is plus on block so it grants safe, pressure extending mix ups, even if they block it correctly thus amplifying your offense from what I've gleaned.
The only thing about this variation is the combo potential seems much lower for her than her covert ops variation, but I really enjoy the blending of old and new that Special Forces provides.
Her forward 2 is one of her best normals in footsies, good chip, neutral on block, can be cancelled into specials and great range to boot. I was playing it more as a space control build, but I agree, setting it up can be tricky. I try to pressure with her safe strings like back 3,3,2 leaves them standing and her I believe it's forward 4,4, which is neutral.Hi @Espio, how are you getting your offense started in this variation? The drone setup alone seems very crippling and if you tag drone setup at the end of juggles, you're sacrificing what seems to be a large amount of damage for a low-damage character. That paired with the fact that she can't seem to create great mix-up that even lead to those standard combos seems like a huge detriment in Special Forces variation.
Yeah you pretty much hit the nail on the head....I sat in training mode for a good minute looking at Spec Forces and the damage output in that variation is =[ ....However, a lot of other characters seem to have that problem when it comes to their other variations. Just look at Jacqui's High Tech for example, she has a special move that leaves her at +3, unblockable ground pound. But then you look at the damage and it's pretty much just =[...lolHer forward 2 is one of her best normals in footsies, good chip, neutral on block, can be cancelled into specials and great range to boot. I was playing it more as a space control build, but I agree, setting it up can be tricky. I try to pressure with her safe strings like back 3,3,2 leaves them standing and her I believe it's forward 4,4, which is neutral.
I honestly feel like Sonya was designed with her covert ops/MS/parry variation as a central focus and (I dunno if this is true for demolition, but it seems to be for Special Forces) . In Covert Ops she has more combo potential whereas Special Forces has her mix up strings, but they don't lead to high enough damage.
I wish cartwheel was a universal special so she could have the same combo potential across all variations, that reason alone is why this variation is lacking in combo damage then add to that the fact that the low damage she gets are FCP and it's discouraging for people who want to explore other variations. Having to take risks for your mix ups is fine if the risk reward is reasonably equal for both sides.
Then her MS options have mix ups of low/overhead/grab built into them too so when you couple that with her universal mix ups, it makes sense that those other mix ups aren't safe, but when you remove MS in her other variations it no longer makes sense and becomes a huge hindering situation to keep the frame data 100% identical across variations.
It annoys me because her drone is really good, lots of frame advantage, low, overhead options, but the lack of damage, lack of safe options and setting up the drone hold this variation back just in my opinion. It still might be workable, but I am disappointed about her combo options in SF.
lol i don't play ranked....but i feel like that would be easy.There are exactly 0 Sonyas in the top 100 ranked PvP, on PS4 anyway. Are there any on xbone or PC?
First Sonya player in the top 100 ranked PvP gets my undying loyalty.
Im on that list on PCThere are exactly 0 Sonyas in the top 100 ranked PvP, on PS4 anyway. Are there any on xbone or PC?
First Sonya player in the top 100 ranked PvP gets my undying loyalty.
Thanks for your insight @Espio, I thought I was totally missing something and I came to the same conclusions. Yeah, I think Special Forces Sonya is a wash. Really, after seeing Fatal 8 and playing against good/patient Kenshis, Scorpions, Kung Lao, etc. I just don't think she has the stuff to cut it. Like she isn't able to play the same game as those characters or even force them to play her game. Getting multiple opportunities is great, but she needs too many of them and against some characters, they can just close the book on her all of the time I feel. Fighting Kenshi zoning with it just seems impossible. Drone options would have have been great if she could catch stray hits more easily or if the drones attacks always at least provided a standard pop-up state.Her forward 2 is one of her best normals in footsies, good chip, neutral on block, can be cancelled into specials and great range to boot. I was playing it more as a space control build, but I agree, setting it up can be tricky. I try to pressure with her safe strings like back 3,3,2 leaves them standing and her I believe it's forward 4,4, which is neutral.
I honestly feel like Sonya was designed with her covert ops/MS/parry variation as a central focus and (I dunno if this is true for demolition, but it seems to be for Special Forces) . In Covert Ops she has more combo potential whereas Special Forces has her mix up strings, but they don't lead to high enough damage.
I wish cartwheel was a universal special so she could have the same combo potential across all variations, that reason alone is why this variation is lacking in combo damage then add to that the fact that the low damage she gets are FCP and it's discouraging for people who want to explore other variations. Having to take risks for your mix ups is fine if the risk reward is reasonably equal for both sides.
Then her MS options have mix ups of low/overhead/grab built into them too so when you couple that with her universal mix ups, it makes sense that those other mix ups aren't safe, but when you remove MS in her other variations it no longer makes sense and becomes a huge hindering situation to keep the frame data 100% identical across variations.
It annoys me because her drone is really good, lots of frame advantage, low, overhead options, but the lack of damage, lack of safe options and setting up the drone hold this variation back just in my opinion. It still might be workable, but I am disappointed about her combo options in SF.