yo yo!
how you doin dave?
alright...Again, for the third clash/argument lol.....Taking a deep breath. I luv you
...okay, your a nice guy as well. THOUGH, i will prove you wrong for the third time AGAIN!
you have to know Dave, why would i say something i am not sure off by now? wuts the purpose? a career of FIGHTING game hobby since i was 14.. Now i am 27, and my Career in REAL life is Game development...soon enough (graduating this year), will help in illustrating and designing fighting games (WISH ME LUCK!! lol really)
but anyways...i am not sayin that to show off. I am saying that because , as i told you, your stubborn and rush a LOT! you have to calm lol.
again, through out the boards, not my first time to say, show, and give feed back of something inaccurate. not only in MK9, but since TTT through out any boards and many other fighting games.
so i guess, it's not that i am putting wrong information, or that Your answers is the ONLY right information....but, maybe you just didnt know bout wut i was talking about
....right?
I will tell u this , Please wait for the coming vid! it MIGHT change your mind.... sounds fair? ^_^. thats my backup lol
]While Freddy is probably the best overall zoning character in the game, zoning effectiveness is match up dependent. For example, Kitana zones Kung Lao better than Freddy does because aerial fans shut down Kung Lao's superb aerial moblity. On the other hand, Freddy zones Kabal better than Kitana does because ground spikes always crouch under aerial gas blasts regardless how low to the ground they are done.
Very correct. still that doesnt Make Krugur less of a Zone master. against certain characters, and no teleporters characters, Krugur's zoning out is AMAZING....please tell me am wrong
?
remember how u annoyed my kenshi when we play though laggy games?
add to that, the vast range of Escapes, Zone in, Oki, and Meter gaining/managment
right
?
First of all, Freddy's NMS is nothing like Sonya's MS. Any canceled string into NMS + 1, 2, or 3 is always interruptable on block. Second of all, Freddy has no frame traps aside from projectile frame traps. Freddy's best offensive tools are his 50/50 mix ups and f+4,2,1, which is a hit confirmable string. As far as 50/50 mix ups go, b+2 is the safe overhead while b+3 is the safe low attack. You can cancel straight into close ground spike for a juggle after either attack, but the close ground spike is not safe on block in the patched version of the game. Its recovery is similar to Kung Lao's new low hat recovery. EX ground spike is safe, though.
who said it's like SOnya's NMS? though, have u ever tried b+3~ NMS
? try it out and you will see that on block or hit, IT"S SIMPLY un stopabble with any normals....only way is like a special move/ or armor move or X ray.
not only that, b+3 is not the only option .
also, yes it's interruptable on other strings...that doesnt mean it's not a Game guess and frame traps. it's a great tool for whether to bait move by NMS into teleport, or even going offensive with NMS normals, or even Claws bait....it's a good tool, you cannot say it's not. this makes freddy good for NMS frame traps
Also: FYI: lets say f+2,1~MS,3 . the 3 will put krugur in a very Low hitbox that it can EVEN escapes fireballs.... are u aware of this?
also, i never mention that claw is safe on block post patch ><
you also said man
"f+4,2,1 is the best string. Around 12-13F in start up and hit-confirmable. Very few people know, but f+4,2,1 is actually -6 on block, so Kung Lao (spin) and Reptile (elbow dash) get a significant punish. However, you can cancel into NMS to avoid Kung Lao's spin. You cannot do the same against Reptile's elbow dash. You have to keep the Reptile player guessing by finishing the string with close ground spike, back, or front teleport. Everything is still punishable if the Reptile player reads your next move."
hmmm...doesnt that prove that strings to NMS is good ?
you wrote it yourself...THIS , itself is an amazing frame trap and move baiter.
Second of all, Freddy has no frame traps aside from projectile frame traps. Freddy's best offensive tools are his 50/50 mix ups and f+4,2,1, which is a hit confirmable string
.... i think you will like the video, krugur Act.2. cause i think that again, ur not aware of wut krugur got in such case.
Regular and EX teleport have more recovery frames in the patched version of the game. They are very easy to punish if you see them coming. EX sweet dreams is Freddy's best defensive tool but is useless against characters who have forward advancing strings as the projectile only tracks for a handful of frames. Furthermore, Freddy is tied with Kenshi for having the largest crouching hitbox in the game. Every high jab in the game hits this man while he is crouch blocking. Also, Freddy has no low attack that lowers his hitbox. That is why Johnny Cage is surprisingly a difficult match up for Freddy. Every single one of Cage's pokes hit him, and once he gets close, you will be blocking until the cows come home.
Again, be patient, hopefully this weekend i will try to edit and post the vid . EX sweet dreams is TOO MUCH!! as simple as that! only way that opponent will advance on defensive block strings or in general defense, is by EX move due to armor! beside that...EX sweet dreams is Simply put, one of krugurs best move along with EX claw for combos.
as for the teleports....i am kinda lost....u meant on recovery when it's done? who cares...when used to escape, i will be far from opponent...wut do opponent have that can punish after evading? from wut i know, i can block stuff as fast as 7 and 6 frames after (example Cage EX kick and Elbow dash)
as for AA. yup. dont forget i come from Kenshi and reptile...so i am used to limited close AA
and great stuff for the console combat man!! please...dont take this the wrong way like the last two times!! PLEASE!! ...beg you!!
<3 ...there u go, luv luv!
and be patient for the vid. i prmised you some interesting stuff, means it will be there for sure