ProudDisciple
Average at Best
GGs @The Slaj Jazz
I'm not, plus I didn't know I had to say@ShotgunInsanity Ggs. Why didn't you tell me you were actually good at the game?!
Lemme know next time. Don't wanna be embarrassed.I'm not, plus I didn't know I had to say
Chill with counter breakers btw, it's not too bad if you get broken especially because you play cinder.Lemme know next time. Don't wanna be embarrassed.
I really wanted my 30% combo. I also need to work on my shadow countering. Especially against Jago.Chill with counter breakers btw, it's not too bad if you get broken especially because you play cinder.
mira is good in the air? You mean her aa?Decided to pick my boy Cinder back up. Mira is fun af but her lack of air control really bugs me.
Yea her aa isn't very good. Those are one of the things I need in a character. Her air mobility is godlike but when I comes to controlling the air she isn't good.mira is good in the air? You mean her aa?
I'll take a look at her air to air buttons later cause I haven't really tbh. But from what I can tell the reward you get off her more consistent air to airs is minimal and the ones that reward a recapture don't have great priority.You can always mist form straight up and whiff punish their jump in with your own. Her cr hp isn't terrible but not great. I have a similar issue with spinals cr hp but I'm getting used to it. Or learn her a2a buttons as well
If you want decent footage check out Bass's channel. He uploads sets between high level players and recently did some Shinsako stuffI need to study some Shinsako. She's got cobos that have moves with hitboxes so big it can trigger an air spirit orb to pop off during the combo. I'm trying to figure out her stuff and how to maintain pressure. It seems like her teleport is essential and that her main range is the midrange to exploit her reach. Somehow I'm not feeling her as strong as I thought I would but I'm really feeling she's a top character even still.
Any good players with noteworthy footage of her so far?
I'm pretty sure ig is gonna fix that they fixed the same problem with miraSmall pieces of tech:
Heavy spirit slash I think thats the name, won't teleport you to your orb if it's behind you.
Also be careful when orb is front and you go for opener linker. The linker might turn into an ender if you're going for a heavy starter.
I think it's something I'm gonna just have to deal with. There are times where I'm flat out unlucky. Either that or stop playing shitty ranked.
I noticed while playing you that you play 1 dimensionally in the combo system, you always go for long combos. When you combo someone you should always have it in your mind that the long your combo is the higher the chance you opponent is gonna break. When we played I only the broke on the first opportunity once and you never realized that if you did one chance breakers you could've conditioned me to start guessing, there you could get a higher potential for a lockout into big damage. In the combo system you need to condition your opponent, rather you just did long combos and either hope I locked out somewhere or you would try to read me and get a successful counterbreak, that's a very risky way to play. As a cinder player you shouldn't go for long combos anyway, you should instead go for short combos and rely on pd for damage. Keep in mind that the risk/reward is always in your favor when comboing, if your opponent breaks correctly they get rid of half pd and it's back to neutral (your favor) but if they're wrong you get bigger damage.I think it's something I'm gonna just have to deal with. There are times where I'm flat out unlucky. Either that or stop playing shitty ranked.
Good advice thanks.I noticed while playing you that you play 1 dimensionally in the combo system, you always go for long combos. When you combo someone you should always have it in your mind that the long your combo is the higher the chance you opponent is gonna break. When we played I only the broke on the first opportunity once and you never realized that if you did one chance breakers you could've conditioned me to start guessing, there you could get a higher potential for a lockout into big damage. In the combo system you need to condition your opponent, rather you just did long combos and either hope I locked out somewhere or you would try to read me and get a successful counterbreak, that's a very risky way to play. As a cinder player you shouldn't go for long combos anyway, you should instead go for short combos and rely on pd for damage. Keep in mind that the risk/reward is always in your favor when comboing, if your opponent breaks correctly they get rid of half pd and it's back to neutral (your favor) but if they're wrong you get bigger damage.
Hope it helps