MsMiharo
Kuff Bano
Hi everyone!
I've been thinking about this more and more as I'm branching into Spare Change for some MU's. Namely making a chart of which variation to use when. I'll go over which variation I think you should use in which MU (spoiler: Don't ever use V3). This being said, this is not a do-all-end-all list. I am a pretty casual player and I'm not that experienced in every MU, especially not with Spare Change.
But as a rule of thumb I use Back in the pack for matchups where:
Shao Khan - Spare Change - Command grab is risky due to how much Shao gets off a NJK read. Teleport is pretty useless and trading bola with spear gives you nothing.
Frost - Spare Change - Counter zoning with bola is ruined by the shield but vials are good for countering that. Also she doesn't have the best air control so from full screen you can chuck shit for days.
Nightwolf - Back in the Pack - Bola trades shuts down the gameplan of going for a lifelead then keeping you out. I find the MU hard overall but I feel vials and bombs are hard to get out so BitP adds more utility.
Johnny Cage - Back in the Pack - Projectiles in Spare Change are too slow to be of any real use. Projectile trades are good if you can get them.
Sonya - Spare Change - I think both work decently. Air mobility of Spare change means she can't just chuck rings all day and the KB on amp rings makes it scary to try to go for trades.
Cassie Cage - Spare Change - Digital Soldier shuts down BitP pretty well. You can't tele between low guns, you can't trade because she has a ducking animation. F3+followups doesn't come out fast enough. If you get tele off you usually can't punish her. You basically have to walk and block all match. Spare Change means she has to get in. She can challenge with air guns but then you can start reading jumps and get in.
Jax Briggs - Back in the pack - Not entirely sure but command grab is good vs his pressure, vials and bombs get pew pew'd by bf2 on reaction.
Scorpion - Back in the pack - I like the bigger damage, better oki and being able to tele on a read of a spear for a full combo. Also you won't get tele'd on reaction for trying to set up a vial
Noob Saibot - Back in the Pack - You can't throw anything in the air because you get tele'd out of it. A good teleport read from your side is a full combo. Also post command grab is really good oki on Noob
Baraka - Spare Change - Not too sure about this one. I feel vial deters them from throwing sparks all day (which is semi-hard to trade with since they can amp it). Bomb is pretty good in the mid range where they're just outside F44 range.
Raiden - Back in the pack - Hard to pin down so vials are meh. Extra damage and sexy oki is good. You can get trades at times since his projectiles are all slow.
Jacqui Briggs - Back in the pack - Tbh I have no idea. Her variations all play so different but I feel more comfortable with BitP tools vs her. Command grab is good vs variation 1 to catch her when she's minus but in V3 she just super jumps and you eat a full combo. In V2 her plasma launcher is faster and has a hitbox so it will hit you out of vials, making her hard to challenge. But as I said, I am REALLY not sure.
Sub-Zero - Back in the pack - You throw anything and you get iceball'd and die. Tele is good utility on a read.
Kano - Back in the Pack - A toss up really but getting bola trades vs variation 3 is pretty easy. Also reversal command grab is a good tool since Kano is often minus in your face. But it's hard since V3 is new and no one played him before.
Kabal - Back in the Pack - I like the extra mixup of command grab and the potential for trades/good teleport read. You can pretty much never set up a vial without the risk of a nomad dash on reaction.
Liu Kang - Back in the pack - Pretty shit MU, but in BitP you can at least deter him from zoning. Reversal command grab is good if you read a stagger. I feel vials and bombs gets eaten up by dragon kicks, better zoning and just his movement overall.
Kitana - Back in the Pack - Trades are gold in this MU. Plus her air control and general zoning makes Spare change meh IMO.
Kung Lao - Back in the Pack - I like the extra damage but I'm really unsure of this one. Bomb is good for controlling air space in front of you and KL's love their jumps but vial feels pretty useless and hard to get out due to tele, dive kick and hats.
Jade - Spare change - Torn on this one but I feel spare change challenges her the best from full to mid screen. Bombs are good for the mid range. Teleport is good to challenge her zoning, since glow negates any trades but vial is better to have.
Skarlet - Spare Change - She is hard to trade succesfully with considering tongue KD's, different speed on projectiles etc. She has good recovery so teleports only work on HARD reads. Spare change can add pressure from full screen. Bomb also challenges her best range, which is generally hard to do.
Erron Black - Spare change. Vials keep him from keeping you out with scud shot and acid. None of BitP tools really help in this MU, reversal command grab is usually moot because his strings leave him out of range. Teleport is too slow to really challenge him.
D'Vorah - Back in the Pack - Arachnophobia punishes spare change abilities on reaction but her variations are all very different. Not very exp'd in this MU but I feel BitP tools overall work better.
Kotal Kahn - Back in the pack - Haven't played V3 much but command grab is good for opening up if they're trying to tank in the sun. For all variations I feel Kotals buttons catches you if you try to go for anything slow mid screen. Overall, I feel the better oki, damage and mixup from BitP helps.
Geras - Spare Change - Don't know about new variation but you can't trade bola vs sand trap. Command grab is good vs F212 but the extra air mobility and full screen presence of Spare change is better.
Kollector - Squander - Insert clown emoji
Cetrion - Back in the pack - Her zoning shuts down the Spare change abilities completely IMO. However good trades and teleport reads will win you the match.
Back in the Pack: 17
Spare Change: 9
Squander: 1
These are my thoughts. Feel free to add yours below.
@FrankOceansWaifu @MK-Noob @sprintz98 @Hebrew Negro @LawAbidingCitizen @Evil Canadian @dribirut @SixPathsOfHate @AK Harold @The Slaj Jazz @Lex Luthor II
I've been thinking about this more and more as I'm branching into Spare Change for some MU's. Namely making a chart of which variation to use when. I'll go over which variation I think you should use in which MU (spoiler: Don't ever use V3). This being said, this is not a do-all-end-all list. I am a pretty casual player and I'm not that experienced in every MU, especially not with Spare Change.
But as a rule of thumb I use Back in the pack for matchups where:
- Bola trades are threat for the opponent. Setting up a vial is nice and all but getting a full combo off a trade is much more effective.
- Teleport is a real threat
- Be slightly better up close (stronger oki and command grab for mixup)
- Air mobility is a good thing
- Your opponent struggles in the mid range or full screen
Shao Khan - Spare Change - Command grab is risky due to how much Shao gets off a NJK read. Teleport is pretty useless and trading bola with spear gives you nothing.
Frost - Spare Change - Counter zoning with bola is ruined by the shield but vials are good for countering that. Also she doesn't have the best air control so from full screen you can chuck shit for days.
Nightwolf - Back in the Pack - Bola trades shuts down the gameplan of going for a lifelead then keeping you out. I find the MU hard overall but I feel vials and bombs are hard to get out so BitP adds more utility.
Johnny Cage - Back in the Pack - Projectiles in Spare Change are too slow to be of any real use. Projectile trades are good if you can get them.
Sonya - Spare Change - I think both work decently. Air mobility of Spare change means she can't just chuck rings all day and the KB on amp rings makes it scary to try to go for trades.
Cassie Cage - Spare Change - Digital Soldier shuts down BitP pretty well. You can't tele between low guns, you can't trade because she has a ducking animation. F3+followups doesn't come out fast enough. If you get tele off you usually can't punish her. You basically have to walk and block all match. Spare Change means she has to get in. She can challenge with air guns but then you can start reading jumps and get in.
Jax Briggs - Back in the pack - Not entirely sure but command grab is good vs his pressure, vials and bombs get pew pew'd by bf2 on reaction.
Scorpion - Back in the pack - I like the bigger damage, better oki and being able to tele on a read of a spear for a full combo. Also you won't get tele'd on reaction for trying to set up a vial
Noob Saibot - Back in the Pack - You can't throw anything in the air because you get tele'd out of it. A good teleport read from your side is a full combo. Also post command grab is really good oki on Noob
Baraka - Spare Change - Not too sure about this one. I feel vial deters them from throwing sparks all day (which is semi-hard to trade with since they can amp it). Bomb is pretty good in the mid range where they're just outside F44 range.
Raiden - Back in the pack - Hard to pin down so vials are meh. Extra damage and sexy oki is good. You can get trades at times since his projectiles are all slow.
Jacqui Briggs - Back in the pack - Tbh I have no idea. Her variations all play so different but I feel more comfortable with BitP tools vs her. Command grab is good vs variation 1 to catch her when she's minus but in V3 she just super jumps and you eat a full combo. In V2 her plasma launcher is faster and has a hitbox so it will hit you out of vials, making her hard to challenge. But as I said, I am REALLY not sure.
Sub-Zero - Back in the pack - You throw anything and you get iceball'd and die. Tele is good utility on a read.
Kano - Back in the Pack - A toss up really but getting bola trades vs variation 3 is pretty easy. Also reversal command grab is a good tool since Kano is often minus in your face. But it's hard since V3 is new and no one played him before.
Kabal - Back in the Pack - I like the extra mixup of command grab and the potential for trades/good teleport read. You can pretty much never set up a vial without the risk of a nomad dash on reaction.
Liu Kang - Back in the pack - Pretty shit MU, but in BitP you can at least deter him from zoning. Reversal command grab is good if you read a stagger. I feel vials and bombs gets eaten up by dragon kicks, better zoning and just his movement overall.
Kitana - Back in the Pack - Trades are gold in this MU. Plus her air control and general zoning makes Spare change meh IMO.
Kung Lao - Back in the Pack - I like the extra damage but I'm really unsure of this one. Bomb is good for controlling air space in front of you and KL's love their jumps but vial feels pretty useless and hard to get out due to tele, dive kick and hats.
Jade - Spare change - Torn on this one but I feel spare change challenges her the best from full to mid screen. Bombs are good for the mid range. Teleport is good to challenge her zoning, since glow negates any trades but vial is better to have.
Skarlet - Spare Change - She is hard to trade succesfully with considering tongue KD's, different speed on projectiles etc. She has good recovery so teleports only work on HARD reads. Spare change can add pressure from full screen. Bomb also challenges her best range, which is generally hard to do.
Erron Black - Spare change. Vials keep him from keeping you out with scud shot and acid. None of BitP tools really help in this MU, reversal command grab is usually moot because his strings leave him out of range. Teleport is too slow to really challenge him.
D'Vorah - Back in the Pack - Arachnophobia punishes spare change abilities on reaction but her variations are all very different. Not very exp'd in this MU but I feel BitP tools overall work better.
Kotal Kahn - Back in the pack - Haven't played V3 much but command grab is good for opening up if they're trying to tank in the sun. For all variations I feel Kotals buttons catches you if you try to go for anything slow mid screen. Overall, I feel the better oki, damage and mixup from BitP helps.
Geras - Spare Change - Don't know about new variation but you can't trade bola vs sand trap. Command grab is good vs F212 but the extra air mobility and full screen presence of Spare change is better.
Kollector - Squander - Insert clown emoji
Cetrion - Back in the pack - Her zoning shuts down the Spare change abilities completely IMO. However good trades and teleport reads will win you the match.
Back in the Pack: 17
Spare Change: 9
Squander: 1
These are my thoughts. Feel free to add yours below.
@FrankOceansWaifu @MK-Noob @sprintz98 @Hebrew Negro @LawAbidingCitizen @Evil Canadian @dribirut @SixPathsOfHate @AK Harold @The Slaj Jazz @Lex Luthor II