hkriderz
Lin Kuei Scum, yellow robot enthusiast
Hi guys! I wanted to discuss with you about the main move of Unstoppable and Relentless- Tight Squeeze (dbf2). I feel like this grab is very underrated and almost swept under the rug when people mention stuff that has too little whiff recovery.
This move is a grab that does 16-19%, and depending on the type of buff and variation you have it can go up to 25 or even 30% damage. It cannot be neutral crouched, can be canceled off of several strings, serves as a fantastic wakeup. The only way out is jump, backdash or armor. And Jason has plenty of mindgames to counter those.
Now let's discuss whiff recovery. 17 frames. 17. To put into perspective, Sonya's divekick is 13 frames on whiff. Now you could say its not comparable since hers starts a combo and blah blah blah. But keep in mind, this move progressively increases in damage over time, and is literally unblockable.
I tested it against several cmd grabs in the game, just seeing the punish opportunity.
As you can see, its very unforgiving. One mistake and the jason player can d2 you out of the air and you got punished for guessing right. The NJP has to be instant.
Other cmd grabs like Commando Kano have 48 to 44 frames, Erron has 38, Jax has 40. Yet here Jason sits, with a whopping 17 frame recovery. Literally making Commando utterly useless in this game.
I feel this move is a bit stupid and should get at least 10 or 15 frames more of recovery. It's only fair so its on par with the other ones. It makes zero sense for commando and wrestler to have more than twice the recovery Jason has.
P.S. this is not a "Jason is OP NERF" thread. So all the people coming to defend this based on other Jason weaknesses should save their words. I want to see what you guys think about this. Should it get normalized or is it fine the way it is?
This move is a grab that does 16-19%, and depending on the type of buff and variation you have it can go up to 25 or even 30% damage. It cannot be neutral crouched, can be canceled off of several strings, serves as a fantastic wakeup. The only way out is jump, backdash or armor. And Jason has plenty of mindgames to counter those.
Now let's discuss whiff recovery. 17 frames. 17. To put into perspective, Sonya's divekick is 13 frames on whiff. Now you could say its not comparable since hers starts a combo and blah blah blah. But keep in mind, this move progressively increases in damage over time, and is literally unblockable.
I tested it against several cmd grabs in the game, just seeing the punish opportunity.
As you can see, its very unforgiving. One mistake and the jason player can d2 you out of the air and you got punished for guessing right. The NJP has to be instant.
Other cmd grabs like Commando Kano have 48 to 44 frames, Erron has 38, Jax has 40. Yet here Jason sits, with a whopping 17 frame recovery. Literally making Commando utterly useless in this game.
I feel this move is a bit stupid and should get at least 10 or 15 frames more of recovery. It's only fair so its on par with the other ones. It makes zero sense for commando and wrestler to have more than twice the recovery Jason has.
P.S. this is not a "Jason is OP NERF" thread. So all the people coming to defend this based on other Jason weaknesses should save their words. I want to see what you guys think about this. Should it get normalized or is it fine the way it is?