D
Deleted member 5032
Guest
Ok, so his stagger game is pretty good. Not the best damage, but kind of like Jade or D'Vorah where you can kind if whittle you down very quickly. I'm playing a friend's Skarlet and I'm using v2, but not zoning at all, just playing the footsie game and working my way in. I won something like 39 to 3.
His forward dash is insane; it might even be better than Spawn's. Combined with the range on his d4 and b4, he can catch his opponent's toes from surprisingly far away; they always have to be on the lookout. Like Baraka, Shao Kahn, and other characters with long-range b4's, he can outspace the opponent's wakeup and force them to respect the threat of b4. That opens them up to dash-in throw, dash-in d1, and other shenanigans.
Thanks to his parry, the opponent can only counterpoke with lows due to the threat of canceling d1 into parry. He can tap parry and it cancels almost immediately but will still catch counterpokes.
Every time he lands a d4, he gets a free dash into either f4, f2, or throw. Whenever he lands a d1, it jails into standing 1, allowing him to either throw, stagger a 1, stagger a 12, stagger a 121, or complete a 121~cancel, including 121~parry which will catch counterpokes and recovers almost instantly.
Thanks to his backdash, forward dash, and just general walk speed, it's very easy for him to outfootsie his opponent, bait an attack, and get his f212 KB or get a 212 into Flamethrower for massive advantage.
So far, the only real downside I've found is that his f4 seems to have very low priority, losing almost every trade. This is a shame, but not the end of the world.
His jumpkick seems surprisingly difficult to anti-air, allowing you to train your opponent to not even try. Then you can use his awesome j2 to link into all of his 121 nonsense.
His forward dash is insane; it might even be better than Spawn's. Combined with the range on his d4 and b4, he can catch his opponent's toes from surprisingly far away; they always have to be on the lookout. Like Baraka, Shao Kahn, and other characters with long-range b4's, he can outspace the opponent's wakeup and force them to respect the threat of b4. That opens them up to dash-in throw, dash-in d1, and other shenanigans.
Thanks to his parry, the opponent can only counterpoke with lows due to the threat of canceling d1 into parry. He can tap parry and it cancels almost immediately but will still catch counterpokes.
Every time he lands a d4, he gets a free dash into either f4, f2, or throw. Whenever he lands a d1, it jails into standing 1, allowing him to either throw, stagger a 1, stagger a 12, stagger a 121, or complete a 121~cancel, including 121~parry which will catch counterpokes and recovers almost instantly.
Thanks to his backdash, forward dash, and just general walk speed, it's very easy for him to outfootsie his opponent, bait an attack, and get his f212 KB or get a 212 into Flamethrower for massive advantage.
So far, the only real downside I've found is that his f4 seems to have very low priority, losing almost every trade. This is a shame, but not the end of the world.
His jumpkick seems surprisingly difficult to anti-air, allowing you to train your opponent to not even try. Then you can use his awesome j2 to link into all of his 121 nonsense.