Heroic_Legacy
Apprentice
Cause Sindel's not a ninja and NRS loves ninjas. Even reptilian ones.
EN Red-upslash being unsafe on block is irrelevant, the whole point of it is to blast through peoples fireballs and combos straight into a 35% combo. Its a very reliable way to set up big damage, and has innumerable ways to bait an opening for. Once they respect your EN red-upslash it frees up more daggers and more meter...I agree. EX red dash is very good, but neither slash is safe on block, so you've got make sure they hit. Slide is safe, but there are some match ups out there you don't want to waste a bar for 8% of damage.
Skarlet builds 80% of super meter by tossing daggers. The more she can toss the better. She can't build meter up close very well because her normal attacks are generally slow. She has damaging combos, but most of them only make for fancy combo videos. She can't really set up big damage unless she blocks a teleport. I honestly don't think she's this overpowered character some players have portrayed her to be.
But isn't that true for all characters fighting Cyrax?m2dave said:You can play perfectly 90% of the round, get caught in a random net, and lose. It's a crime, literally.
Wait...I thought they fixed this. It hasn't happened to me since they patched it... /confused
KL keeping armor after his EN Tele is fucking stupid the more and more I see it. Why is this not exploited more? SMFH
Nope still happens when i fight kl as well. He will keep armor, its bullshit.Wait...I thought they fixed this. It hasn't happened to me since they patched it... /confused
Very good point. Me and my friends often refer to this game as ST also. Overall the game is balanced, but some matchups just make you cryMan, this game has some horrendous mismatches that I have not seen since playing ST. Some match ups are fucked up. You may as well press start, get disqualified, and pick another character.
Huge negative. I play Kodee's KL a lot with my Noob and it's one of the stupidest, thoughtless things. He'll do EN tele and I'll step away to punish him on the second part of the tele, throw out a shadow tackle and he'll land without doing a move, walk forward through my tackle with armor STILL active, then get a full combo. We tested it immediately post patch only to find out it was still in the game and I've dealt with it since.Wait...I thought they fixed this. It hasn't happened to me since they patched it... /confused
Of course, the lack of safety on block is relevant. EX dash + up slash is not impenetrable defense as long as there are such concepts as baiting and punishing. Up slash is about as unsafe as Reptile's elbow dash but is far easier to punish on block because EX dash + up slash is fairly slow on start up. If your competition is any good, all the top tier characters punish you hard. It also does not help that up slash whiffs on low pokes such as some generic d+3s and d+4s.HurlingDervish said:EN Red-upslash being unsafe on block is irrelevant, the whole point of it is to blast through peoples fireballs and combos straight into a 35% combo. Its a very reliable way to set up big damage, and has innumerable ways to bait an opening for. Once they respect your EN red-upslash it frees up more daggers and more meter...
Nerfing her daggers wont change much, to the point I'm doubtful they will even bother.
Even with the rumored nerf I'd say she's still going to be top 10 in the right hands.
At least beasts like Kung Lao, Reptile, and Kabal build a lot of meter no matter where there on the screen which translates to more combo breakers. Even Skarlet and Freddy should do well against Cyrax. Stryker and Noob? Not so much. Now you are fucked.Vulcan Hades said:But isn't that true for all characters fighting Cyrax?
So Kung Laos :en teleport isn't suppose to have super armor?? Im confused right now. Like kungs teleport I can do multiple hits on it and the armor is still there.Wait...I thought they fixed this. It hasn't happened to me since they patched it... /confused
Exactly. I'm very surprised no one's known of this at top level. Hell, I'm in shock actually. Kodee and I have seen some serious stupidity occur in this game. KL's EN tele bs, Noob's X-Ray not coming out AT ALL sometimes when he's crossed up, a Sub-Zero clone/X-Ray glitch, and a couple more I can't think of. Smh. I know NRS is trying and I commend them on it, but God damn, get some better testers!I'm guessing he still has armor frames if he does nothing after EX teleport.
...Anyway, back to KL. The problem is EN Tele has super armor, i.e. it can take infinite hits. If NRS made it so EN tele only took two or three hits total from activation, then it wouldn't be an issue. Or get rid of Super Armor period. That's a fucking stupid concept for a character that does not need it!
I haven't fought many Sektors (big surprise), but I haven't had much trouble in the few fights I have had. I'm not arguing with you, but care to give some evidence to back that statement?Kenshi loses to Sektor.
Taken from xxteefxx in the Kenshi worst matchups thread, "Sector vs kenshi is either 5- 5 or slightly Sektor favor due to a lot of reasons! sektor controls zone like Kenshi, and can punish kenshi's Zone game easily due to teleport and fast projectiles as well as many other reasons . Due to his mix ups and combo ability, it makes Sektor great at pressure. Kenshi will have hard time in surviving untill sektor do mistakes , kenshi catch sektor in a bait, or sektor goes off from kenshi."I haven't fought many Sektors (big surprise), but I haven't had much trouble in the few fights I have had. I'm not arguing with you, but care to give some evidence to back that statement?
This game is not nearly as bad as 3rd Strike. That game wasn't balanced though.Man, this game has some horrendous mismatches that I have not seen since playing ST. Some match ups are fucked up. You may as well press start, get disqualified, and pick another character.
Interesting. I would never have called Kenshi a "one-trick pony" at range, considering that's one of his preferred positions to fight from. Even from FULL screen, he's got TKF, TKS, and reflect, each of which serves a unique purpose. TKF is dangerous because of whiffing on upmissile, but it DOES make non-armored TU's risky to try. TKS can be used against upmissile-happy opponents. And reflect basically shuts down front missiles and can be used to negate or gain back health from up missiles. But that's beside the point. My experience is that Kenshi's ideal spot is between 2/3 and 3/4 screen distance. From here, he can still reflect/evade projectiles and use TKS/TKF for zoning, but if the opponent tries to advance quickly they fall right in range for RK/SC, plus he's only a short dash away from landing his sword normals.Kenshi becomes a one trick pony at a distance because he has nothing else he can do. Sektor is building meter like crazy, and Kenshi bring predictable in this matchup, can be punished a little easier for it. Every Kenshi ive played has trouble in this matchup - they are forced to close distance and if they hsien get the upper hand upclose, sekor already has the life lead and breaker is affordable. Breaker giving advantage, crossover jip can commence more guessing games. The possibility of this scenario playing out is 6 out of 10 in my estimation, though I may not have played a bad ass kenshi yet.
Just fought a bad ass kenshi tonight, I forgot his name, but it was the same result. In order for this to be even, the kenshi player need professional athlete reflexes while the sektor player does not. Flame thrower negates his favorable half screen distance.Interesting. I would never have called Kenshi a "one-trick pony" at range, considering that's one of his preferred positions to fight from. Even from FULL screen, he's got TKF, TKS, and reflect, each of which serves a unique purpose. TKF is dangerous because of whiffing on upmissile, but it DOES make non-armored TU's risky to try. TKS can be used against upmissile-happy opponents. And reflect basically shuts down front missiles and can be used to negate or gain back health from up missiles. But that's beside the point. My experience is that Kenshi's ideal spot is between 2/3 and 3/4 screen distance. From here, he can still reflect/evade projectiles and use TKS/TKF for zoning, but if the opponent tries to advance quickly they fall right in range for RK/SC, plus he's only a short dash away from landing his sword normals.