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Tech - Unstoppable Unstoppable Tech and Strategy Discussion

KeyserSoze

Fabled Villain
I thought Buff and Heal were the same frame data wise but the effects were different.
They DID have identical frame data PRE-XL patch. But now, corpse walk only has 26 frames of recovery. That was a buff that they didn't explicitly mention it in the kombat kast. The frame data you have there is old.
 

Scott The Scot

Where there is smoke, there is cancer.
They DID have identical frame data PRE-XL patch. But now, corpse walk only has 26 frames of recovery. That was a buff that they didn't explicitly mention it in the kombat kast. The frame data you have there is old.
Good to know. So they buffed the recovery of heal but not damage buff?

Where can I get the frame data you have?
 

KeyserSoze

Fabled Villain
Good to know. So they buffed the recovery of heal but not damage buff?

Where can I get the frame data you have?
i always just commit the frame data for the characters I play to memory. So, I noticed it while labbing on the morning after the patch.

The change was also listed in the official patch notes.
 

KeyserSoze

Fabled Villain
I'm actually going to go so far as to suggest that it NEVER makes sense to use ex-heal. If we didn't have reasurecrion, you could say that using it with low health would make sense.

But, since that bar is going to be converted into extra health automatically (unless we choose to opt out), i don't see why you would ever choose to spend a bar for 9%, when you could spend that bar on getting a 10 second, 1.5x damage multiplier that breaks armor (even x-rays!). To me, ex-heal would have to give us something like 15% back for it to be worth it.
 
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The ONLY time I can think of to use Corpse Walk is in the neutral because it is so fast. Maybe for times where you are at like 30% health and your opponents bnb is something like 34% you can maybe use it. And Keyser is right, No combo on earth can call out EX Damage and continue combo.

Corpse walk is sadly a missed step for Unstoppable. Imagine the fun it could add if it were better implemented. It should have been something like this.

"Corpse Walk: immediately receive the rest of the Rise heal if the Rise buff was on and then continue to heal 9% over 6 seconds."

That moves sounds like it is fun, and I would use that move.
 

-YMK-

Noob
considering 3 bar resurrection is bout 25%, 1 bar for 9% during the match isnt bad, just that meter has better uses for meter and normal is 5% plus MORE METER.

so its not terrible, just not practical to use. the quick recovery is nice though. good to know
 

KeyserSoze

Fabled Villain
considering 3 bar resurrection is bout 25%, 1 bar for 9% during the match isnt bad, just that meter has better uses for meter and normal is 5% plus MORE METER.

so its not terrible, just not practical to use. the quick recovery is nice though. good to know
I agree that it's not "bad" per se, but when we agree that it's "not practical to use," I think the point has been made abundantly clear.
 
I played a Bo rai cho last night and this variation seems boned against him. He can stand behind the fart cloud like a shield so you cant approach and then has normals that are equal or outrange b122. Its like fighting lamemaster sub. Didnt think id need to switch to slasher for something, lol
 

Damonta

Online Warrior
I found a use for EX Heal. Cancel into it after a F2 and you can still continue the combo before the opponent's dizzy state wears off
 

KeyserSoze

Fabled Villain
I found a use for EX Heal. Cancel into it after a F2 and you can still continue the combo before the opponent's dizzy state wears off
Yeah, it's been established that it can be executed mid-combo, but the question still remains whether it is actually worth it to do so.
 

Skedar70

Noob
I'm actually going to go so far as to suggest that it NEVER makes sense to use ex-heal. If we didn't have reasurecrion, you could say that using it with low health would make sense.

But, since that bar is going to be converted into extra health automatically (unless we choose to opt out), i don't see why you would ever choose to spend a bar for 9%, when you could spend that bar on getting a 10 second, 1.5x damage multiplier that breaks armor (even x-rays!). To me, ex-heal would have to give us something like 15% back for it to be worth it.
Ex-heal can work whenever you are going to win by timeout since you won't resurrect if you die out of a time out. With the new real time counter this situation may happen more often. That 9% might be the difference between you winning and loosing.
 

Hidan

Where the hell is Reiko's wheel kick

This armor breaks Lao's spin whether or not he rolls. I'm looking into this character a bit cause I really like armor breaking, it's so demoralizing.
nice find on timing, nice choice on the armor break string (I'd go for b3u1) and the combo is not too shabby
 

KeyserSoze

Fabled Villain
Ex-heal can work whenever you are going to win by timeout since you won't resurrect if you die out of a time out. With the new real time counter this situation may happen more often. That 9% might be the difference between you winning and loosing.
Good point. I've kind of backed off my original opinion of ex-heal. I've been using it quite a bit lately, actually. Its big advantage is that it has so little recovery. You can get away with using it in the neutral, which is pretty awesome.
 
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Hidan

Where the hell is Reiko's wheel kick
Doesn't meaty both tech roll and non roll though.
True, 111 is better for rolls, but I remember many wake ups low profiling b12 (the old "armor break"). So, throwing a high above their downed state is somewhat risky

In case you wanna cover both options: low profile wake ups & roll-no roll
You can sacrifice dmg and go for b3~bf3 (you actually just press b3f3)
it won't get low profiled. If they stay down, the special won't come out so you whiff b3, only to confirm the situation and press it again. Plus a corner bf3's animation and knockdown is the swiftest ender to keep things fast paced for the precious dd3 timer to compensate that you didn't go for a launcher instead