Hey guys haven't posted much in the last year or so
Been maining Cryo
Variation seems the most honest. No real crazy mix ups, just plays off conditioning and gets high damage for when you make the right reads.
I've started using f1,2,2 alot more off of jump ins
String is only -1 and you have FOREVER to hitconfirm the final 2. As in you can press 2 well after the first 2 has hit and it'll still string into the launcher part. Useful for meterless confirms and when you dont want to give up pressure cuz 1,1, and b1,2 are both really negative on block.
The string lets you play pressure or end in the mostly safe ice burst (not all characs can punish it due to pushback) to catch people trying to poke after blocking f1,2.
Though still trying to decide whether its good to go into the 5050 off of jump ins or use f1,2,2
With b2 being punishable, i'm leaning more towards f1,2,2 to gauge reactions before committing to 50/50s now
Still going to be labbing a lot, but yeah this variation seems to only have damage on the other variations
No real set ups
If f4,2,1+3 actually knocked down it would be nice. Oki is so much stronger in this game, so getting the knockdown would be super beneficial. Ending with slide seems redundant because you give up damage, so if you were going to end in slide it would be better to just use gmaster or unbreakable. Most of the damage comes from the 1+3 ender anyway.
Maybe the restand could be good to avoid the delayed wake up mix up, but even then im not too sure.
Honestly think f4,2,1+3 should be able to knockdown on choice, say add a down input during the animation or something; that or be slightly positive on hit. And normal hammer needs to be sped up cuz in its current state holy crap its useless. Only time I use it is when i misjudge my meter and hitconfirm into normal hammer, which is then blocked...