Scott The Scot
Where there is smoke, there is cancer.
Sure thing, I'm done here anyway.
Sure thing, I'm done here anyway.
qftThe problem is, that without a serious mix up its hard to open up any good player without a mixup.
What really drive me crazy about this situation is that it legitimately LOOKS like the first hit of her F22 string should b an overhead, but isn't. My friend and I were talking about this yesterday. The move animation is literally an overhead lol.
Also, if ur opponent has a life lead and common sense all they have to do is turtle and duck, and the whole throw fans like crazy strategy is mute and that SUPER SLOW/UNSAFE overhead of hers isn't gonna win any matches anytime soon. And even if by some chance u manage to hit someone with B2 and get the hard knockdown...Then wat? Sweep, overhead, or grab mixup? Cuz u dont have much else up close.
Ehhh, pretty much all of Cassie's strings have some use, but I'd consider her the exception, not the rule.Can people please realize that not every single string and/or normal has a purpose in fighting games? I'm pretty sure there has NEVER been a character in any game ever that utilizes it's entire tool set meaningfully. Find what is useful and let the rest chill on the move list.
I get poked out of it.Question? Has anyone landed B2 multiple times again and kinda just gave up playing cuz you know it wouldnt work like that against someone good?
Damage is the same, hit boxes are slightly different.Is there any difference which leg attack you use in the air?
Same quastion for punches.
Poses looks different but I did not notice any change.
You have to time it with their wakeup, and you won'tI get poked out of it.
J3 is faster by a frame or two. I like j3 better but j4 has a better diagonal hitboxIs there any difference which leg attack you use in the air?
Same quastion for punches.
Poses looks different but I did not notice any change.
I'll get started on thiscan we start kitana parry compilation thread?
aka today i learned it catches both takeda teleports (air and ground), it catches mileena teleport but for some random reason airborne ermac teleport rekts me
Sure, if you're using it on wakeup. But that's one.You have to time it with their wakeup, and you won't
can we start kitana parry compilation thread?
aka today i learned it catches both takeda teleports (air and ground), it catches mileena teleport but for some random reason airborne ermac teleport rekts me
43% midscreen meterless, 51% one bar cornerwhat damage are you guys getting off ij2
to avoid chip when on low healthWhy would you parry them when you can just block and punish for MUCH more damage?
F43x2, f33 GF, JK AF, f4 lift, NJP, run 3 TS43 mid screen what combo is that I am not even breaking 32.
Thats 42% unless your counting the jump in. Then I would just use f43 f43 f33 fan dash f4 lift JiK AF dash 3 assassin strike(41%) or TS (40%). The run 3 in your variation is seems inconsistent to me, and probably for some other people as well.F43x2, f33 GF, JK AF, f4 lift, NJP, run 3 TS
I do at times but usually when it feels like people don't know what to do. Ive landed it a few times against some people here and I'm like "BRUH!!!"I get poked out of it.
You're only partially looking at itSo i just went through Kitana's strings in assassin.
Up Ball starts up in 5 frames.
I could not punish:
1,1
1,1,1
B1,2
B1,2,2
B1,4
B1,4,3
F1,1,2
F3,3,2
F3,3,4
That's a lot of unpunished strings.
So how is she so unsafe?