DeathAndHealing
Apprentice
It was observed in the chat - http://testyourmight.com/threads/confirmed-changes-for-next-patch.32710/
It is what Superman would have wanted.
In hingsight does it really change anything?We are still safe.Sure are presure and mix-ups are gone but at least we aint getting punished.Perhaps...
But REGIME Superman ain't givin no fucks he wants DAT +1 BREATH
Yep, same hereYeah I don't think this nerf is bad at all. The people worth fighting already had ways of countering breath loops. This doesn't really change the mind games around it. Ive basically already been playing like breath was -1 to begin with.
Is BA that bad,though?No good lows and his divekick is alledgedly punishable.His a monster in everyother aspect.Breath being -1 isn't a problem.
Black Adam is a problem. All this talk about nerfs / buffs yet BA remains untouched. Personally I think this is one of Superman's few bad MUs. Just as safe as Supes and all around a very strong character.
Who does that sound like? No good lows? Replace allegedly punishable divekick with scoop? Monster in every other aspect?Is BA that bad,though?No good lows and his divekick is alledgedly punishable.His a monster in everyother aspect.
Really i get punished after F23 all the time -_-' I just started using breath to keep me safe.-1 is safe from everything in the game.
Thats what I was saying in my old thread. You can cross them over in the corner and use the interactables . You can also do that in the watchtower in the right side with the computers. I'm still making a draft with all the corner interactables that show case some great mix ups and some stupid ones that serves no purpose at whatsoever.Figured out some dirty shit with the Asylum stages.
So Superman gets a throw on the left side of the stage's interactible, right? All well and good....
I figured out that this throw GUARANTEES a setup of your choice if you use a move that hits the ground, and it cannot be beat out by any Wake Up attack, period (i.e. F2 doesn't work). You have too much advantage and can pseudo-otg. It must be a move that touches the ground, like Scoop or B1. It will hit them on the ground as if they were standing. They MUST block whatever ground-touching move you're planning to do within 25ish frames. Primarily what I'm thinking is a guaranteed B1 or IAGS setup.
Whats even better is that I also discovered you can true combo into the throw from the RIGHT side. After any Heat Zap, do F2D13 and it should cross them up (or just dash past them after a scoop). Then just mash the interact button. The interactible is also good for 2 uses! You can reset them and combo them BACK into it again.
Raynex
SatsuiYesHadou
DeathAndHealing
lol words cannot express how awesome this tech is. It makes no sense and looks hilarious and I love it.Figured out some dirty shit with the Asylum stages.
So Superman gets a throw on the left side of the stage's interactible, right? All well and good....
I figured out that this throw GUARANTEES a setup of your choice if you use a move that hits the ground, and it cannot be beat out by any Wake Up attack, period (i.e. F2 doesn't work). You have too much advantage and can pseudo-otg. It must be a move that touches the ground, like Scoop or B1. It will hit them on the ground as if they were standing. They MUST block whatever ground-touching move you're planning to do within 25ish frames. Primarily what I'm thinking is a guaranteed B1 or IAGS setup.
Whats even better is that I also discovered you can true combo into the throw from the RIGHT side. After any Heat Zap, do F2D13 and it should cross them up (or just dash past them after a scoop). Then just mash the interact button. The interactible is also good for 2 uses! You can reset them and combo them BACK into it again.
Raynex
SatsuiYesHadou
DeathAndHealing
Pretty sure you can get the same (or close to the same) damage meterless off the jet. [MB] breath isn't worth it, better to save that bar to [MB] the interactable itself so you can't be stopped. There is also no point to ending the combo in flying punch (corner carry) because you should be going for max damage if you get the jet to hit in the first place.Fortress of Solitude, starting with Jet (Left side).
~61% at one meter.
Jet, Trait, j3, f2 xx Interact (Doomsday) MB Freeze, b3 j3 f2 xx Scoop 3 xx Flying Punch.
Puts you in prime position to grab the Iceball if it's still there.
57% 1 Meter put the opponent in the corner combo.
Jet, Trait xx Dash cancel, j2, f2,3 xx MB Breath, Heat Zap 3 xx Scoop, 3 xx Super Breath.
DeathAndHealing
Vid?Figured out some dirty shit with the Asylum stages.
So Superman gets a throw on the left side of the stage's interactible, right? All well and good....
I figured out that this throw GUARANTEES a setup of your choice if you use a move that hits the ground, and it cannot be beat out by any Wake Up attack, period (i.e. F2 doesn't work). You have too much advantage and can pseudo-otg. It must be a move that touches the ground, like Scoop or B1. It will hit them on the ground as if they were standing. They MUST block whatever ground-touching move you're planning to do within 25ish frames. Primarily what I'm thinking is a guaranteed B1 or IAGS setup.
Whats even better is that I also discovered you can true combo into the throw from the RIGHT side. After any Heat Zap, do F2D13 and it should cross them up (or just dash past them after a scoop). Then just mash the interact button. The interactible is also good for 2 uses! You can reset them and combo them BACK into it again.
Raynex
SatsuiYesHadou
DeathAndHealing