Yup... there go yet more of my krystals!New Klassic skins in the store.
Yes the first set was classic colours and black-on-purple.so this is the second set of costumes, correct?
I don't know the name of it but I'm missing one as well and can't get it. Have everything else.Quick question, is Rain's 'Sharpened Kalachi' katar actually available as a Towers of Time reward, or am I just grinding for nothing at present?
I would not evaporate in mid air right next to my opponent, who will easily be able to punish you. The recovery frames are massive when you reappear.Regarding Hydroboost tactics being gimmicky and d1/d2able; though it may not work for countering d1 I think there's potential in pairing Boost with Edenian Force so Rain can Evaporate while mid air.
I'm thinking the same but those 2 are the least fun moves he has imo. Maybe I feel that way because it's something new they gave him that has nothing to do with water or lightning. He also loses all the fun stuff like armor breaker great combo ender with nice corner carry, all the klassic moves and only gets to pick 1 more ability.The more I play Rain the more I am confident that quantum slice and Edenian force are requirements. You can add tidal wave, quantum rift, or geyser palm as your last slot, depending on the match up, but tidal wave is arguably the best selection overall. These moves complement Rain's gameplay and somewhat mitigate the fact that he has limited range on his normal attacks.
Just unlocked it... never mind!I don't know the name of it but I'm missing one as well and can't get it. Have everything else.
I've done some labbing with it, not extensively yet. Seems to fall in the middle of projectile parries in the game. That is, among the moves the game classifies as "projectiles", some act like regular old fireballs while some get special treatment: Scorpion's spear, Jax/Cetrion's ground pound, Joker's EX batsy-poo and jack in the boxes (no idea why Joker deserves special treatment here, but he gets it).Has anyone labbed the projectile absorb? Is there anything that it doesn't absorb?
Bit of a strange question. The rift has to be between you and your opponent for it to absorb a projectile. So if one of you dashes past it, it's not protecting you even if it's active. I don't know if it stays active off-screen or not, but I can't see that it matters. An EX rift lasts four seconds. So you'd have to set it, both of you move far enough to put it off-screen, then back far enough to put it between you again, then the oppo throws a fireball... all in under 4 seconds? Even if possible, it's not remotely practical.And lets say if I amp it so it lasts longer and then dash in while they try to zone me. If it goes off screen is it still active or it disappears?
I like it. I'm not sure it's better than some of his other options, but it has uses.Anybody found any use for Riptide?
Ouch. I knew regular throws beat it, but hadn't tested it with command grabs. Triggering the KB feels like a bug. Maybe they'll patch that out?Oh dear...
I hope they patch out triggering the KB. It's very clearly not a roll so it shouldn't tick off the requirements. If anything it's closer to a parry but who knows?Ouch. I knew regular throws beat it, but hadn't tested it with command grabs. Triggering the KB feels like a bug. Maybe they'll patch that out?
Unlikely. Pretty sure every single special move launcher in this game needs bar with very very few exceptions. While it would help increase the geyser kick utility over hydro boost (which is one of those exceptions ironically), I don't see NRS making changes like these any time soon if at allMeterless super kick should be a thing one day. Helps out his combinations of moves imo.
I don't know about utility over hydro boost lol. With The damage on kick right now may as well be meterless because it's not worth it.Unlikely. Pretty sure every single special move launcher in this game needs bar with very very few exceptions. While it would help increase the geyser kick utility over hydro boost (which is one of those exceptions ironically), I don't see NRS making changes like these any time soon if at all
The best thing about kick is just that it's Rain's single best option off his godlike jump kick. Hydro boost is definitely the better launcher and (highly gimmicky) pressure tool. Although personally I don't even run hydro boost because I just don't really vibe with the move (yet). 25% off a launcher isn't bad in this game even though it suffers from breakaway punishes (off certain strings but there are workarounds).I don't know about utility over hydro boost lol. With The damage on kick right now may as well be meterless because it's not worth it.
242 it's a terrible string for pressure, why would anyone do that if that string it's a committal string? lol.It's like Lao 21212 string it whiffs on crouch blocking characters.
Rift doesn't have to be between you and opponent. What I had in mind was casting it but they don't throw anything until you dash in and then duck their projectile which would hit the rift. It does matter for setting up the KB but I already tested it and it doesn't work off screen.Bit of a strange question. The rift has to be between you and your opponent for it to absorb a projectile. So if one of you dashes past it, it's not protecting you even if it's active. I don't know if it stays active off-screen or not, but I can't see that it matters. An EX rift lasts four seconds. So you'd have to set it, both of you move far enough to put it off-screen, then back far enough to put it between you again, then the oppo throws a fireball... all in under 4 seconds? Even if possible, it's not remotely practical.