EGP Wonder_Chef
Official Quan Chi Nerf Demander™
So I've been trying to find a midway point between damage and pressure potential from Rain, and I came up with a few ideas:
1. Sweep: Really easy, and keeps you rather close. It seems like the juggle from sweeps isn't affected as much by combo gravity, so this works out pretty well. It still leaves them slightly out of single dash range though.
2. 11 xx Teleport: I really like this one. It causes them to roll just barely before you teleport, so they have to roll into you on wakeup. You get advantage and it leaves them at point blank. Also switching sides seems like it could confuse the opponent.
3. 24 xx Teleport: Same thing as 11 xx Tele, just slightly more damage but slower, so i'm not sure if it works on more weighted combos (like DJK > 43 xx Bubble > etc.)
4. B2(1+2): A lot like NJP xx Air Tele ender, but for more damage. Gives you quite a bit of advantage, as you can see in the video, the dummy didn't have time to jump out of my dash 43.
What do you guys think?
1. Sweep: Really easy, and keeps you rather close. It seems like the juggle from sweeps isn't affected as much by combo gravity, so this works out pretty well. It still leaves them slightly out of single dash range though.
2. 11 xx Teleport: I really like this one. It causes them to roll just barely before you teleport, so they have to roll into you on wakeup. You get advantage and it leaves them at point blank. Also switching sides seems like it could confuse the opponent.
3. 24 xx Teleport: Same thing as 11 xx Tele, just slightly more damage but slower, so i'm not sure if it works on more weighted combos (like DJK > 43 xx Bubble > etc.)
4. B2(1+2): A lot like NJP xx Air Tele ender, but for more damage. Gives you quite a bit of advantage, as you can see in the video, the dummy didn't have time to jump out of my dash 43.
What do you guys think?