My mistake on that last one. I must've imagined it. I thought that completely whiffing the 1 in 12 allowed you to connect off the 2 at max range. Just tried for about ten minutes and could not replicate, so I'll admit that was misinformation on my part. Apologies, but it doesn't change the crux of my argument.This is a focus of mine so I want to pick your brain - how are you staggering 12 to 1db3? 12 is only +2 on hit, so it doesn't jail. I've been using 12bf1 to create enough hit advantage for a follow up, but even then there's too much pushback to jail 1 and 2 can be interrupted.
Also, whaaaat? If you have proof of 12db3 connecting at ANY range, I want to see this godliness in action! Please and thanks?
Sorry, didn't answer this part. While 12 doesn't jail into 1, I throw out a lot of one or two input strings when going in on opponents. The idea being you're training them to respect your speed and checks. So while you may not go in and to 12, 12, 12, infinitum until they keep standing, you can work in the typical footsie tools 12, D1, F23, B2, etc and keep them on their toes and uncertain. Once you get in their heads, every successful hit starts to give pause and you can go for some of the more situational stuff, like 12/1 xx DB3 mix UPS. And if they don't respect your neutral, there's other ways to punish or manipulateThis is a focus of mine so I want to pick your brain - how are you staggering 12 to 1db3? 12 is only +2 on hit, so it doesn't jail. I've been using 12bf1 to create enough hit advantage for a follow up, but even then there's too much pushback to jail 1 and 2 can be interrupted.
Well you seem to be fixated on converting off of everything...Gee I've been doing it all wrong trying to play Mr. Freeze like he's Black Adam or The Flash.
Lmao for standing up against people who say converting off of 12 wouldn't help CC? Get out of here. The other thread has a long list of buff suggestions and tweaks that would help CC's setup game better against zoners while keeping him the same. Converting off 12 or d1 would be nice but probably too good.Well you seem to be fixated on converting off of everything...
"Standing up"? Yeah, okay. I didn't realize you were some noble defender of the grossly disenfranchised sliver of the community that thinks 12 xx DB3 will help. I apologize for being the irrational oppressor and hope we get this much needed buff.Lmao for standing up against people who say converting off of 12 wouldn't help CC? Get out of here. The other thread has a long list of buff suggestions and tweaks that would help CC's setup game better against zoners while keeping him the same. Converting off 12 or d1 would be nice but probably too good.
https://discord.gg/Gdque5Is there a Capt. Cold Discord?
Can u send me one too? Thx
I think so yeahSorry if this has already been asked but is b232 the best string to end bnbs with for optimal trait building?
You guys are high. I'll admit there are better buffs, but this would open up mixup with 12xdb3 and 1xdb3. Additionally, if 12 connected into db3, 12xMBf3 would likely connect as well, giving a pseudo mixup if they expect the low. Finally 12xinteractive bounce would help the character out on most stages.I'd only add that he also has an advancing 10 frame high and an advancing 11 frame mid that do as well.
It's funny that you said other are high when basically everything listed here is wrong. Let me explain why though, I'm not the kind of maniac that says shit like that baselessly:You guys are high. I'll admit there are better buffs, but this would open up mixup with 12xdb3 and 1xdb3. Additionally, if 12 connected into db3, 12xMBf3 would likely connect as well, giving a pseudo mixup if they expect the low. Finally 12xinteractive bounce would help the character out on most stages.
Good point, but because 12 doesn't link into db3, you can't get any damage from the 1xdb3 or 12 "mixup".It's funny that you said other are high when basically everything listed here is wrong. Let me explain why though, I'm not the kind of maniac that says shit like that baselessly:
1. 12~DB3 and 1~DB3 is not a mixup. Sure, 12 and 1~DB3 is but after the 2 you've no reason to block high.
2. DB3 is faster than B3 and F3 are so just because it'd link into the faster special doesn't mean it'd link into a bounce cancel.
3. 12~DB3 and 12~FFmb is not even a pseudo mixup, bounce cancels are reactable.
- This is unnecessary anyway since you already have a string that has a 9 frame high starter that links into both DB3 and a bounce cancel.
4. Like with 12~DB3, 12~interactable doesn't need to link because 21~interactable already does.
Just seems to me like a bunch of CCs out there want to have it easy with an all-use 12 string instead of having to think about the situations they should use 21.
I'm assuming you meant 12 at the beginning there and not 21, in which case my reply is that you don't need to get a full combo from every string. 122 is plus on block and launches meterlessly AND is cancellable so you get good damage from it in the corner, and midscreen it gives you time to build your level 2 trait which is the important part in most matchups.Good point, but because 21 doesn't link into db3, you can't get any damage from the 1xdb3 or 12 "mixup".
Yes I know the f3 bounce cancel isn't a true mix, but it would still catch people. I use redhood f23xMBf3 bounce and catch a LOT of people blocking low for the mine.
12 would give an overhead interactive bounce option, which would be way better than 21 since you also have the low d1 option for another pseudo 50/50.
I still think ya'll are high lol. Again not saying these links should exist, but it would certainly be a buff to CC.
Yep I meant 12 thanks for the catch.I'm assuming you meant 12 at the beginning there and not 21, in which case my reply is that you don't need to get a full combo from every string. 122 is plus on block and launches meterlessly AND is cancellable so you get good damage from it in the corner, and midscreen it gives you time to build your level 2 trait which is the important part in most matchups.
It might still catch people in ranked but it's not catching tournament players. It's not really a thing.
An overhead interactable option doesn't really mean anything though, you don't see people staggering 1 in the first place since it's a high. 21 is fine for linking into interactables so if you need a 9 frame punisher that links into a lot of stuff use that. 12 doesn't need to.
Of course it would be a buff to him but it's not going to fix the main issues with the character. It's pointless buffing that, especially when you already have a very similar string in terms of properties that does that already.
Well his neutral game isn't the greatest, most of his strings start high (one of them has ALL high hits) so with no fast overhead to force them standing you have to rely on F2 quite a lot since it's his main mid but F23 is neutral on block and hit confirmable so it's not too bad. Having so few strings also means you're using this most. His anti air is great though so at least if you can force the opponent to jump smoehow you have a good option most of the time. Obviously he struggles against some of the stronger zoners in the game like Deadshot/Fate/etc since outside of mb roll his anti/counter-zoning is ok and they don't care about your level 2 trait game as well. Outside of that damage is fine, great 6 frame poke, decent frame data in terms of block advantage and he has plenty of dirty dirty setups of course.Yep I meant 12 thanks for the catch.
I wouldn't say it's a pointless buff, but I hear ya. What do you think the main issues are with the character? I'm not a CC main, but really like his kit. He feels competitive enough imo, but I haven't played him enough to see his holes
Great summation, Youphemism. The only thing I would add, and this is just the nature of the character, is that he's very susceptible to matchup knowledge. The more your opponent has played the match up, the less effective your general strategy is going to be. As people play against you, much of the zoning, neutral and set ups will become much less mysterious, oppressive and overwhelming as the set goes on.Well his neutral game isn't the greatest, most of his strings start high (one of them has ALL high hits) so with no fast overhead to force them standing you have to rely on F2 quite a lot since it's his main mid but F23 is neutral on block and hit confirmable so it's not too bad. Having so few strings also means you're using this most. His anti air is great though so at least if you can force the opponent to jump smoehow you have a good option most of the time. Obviously he struggles against some of the stronger zoners in the game like Deadshot/Fate/etc since outside of mb roll his anti/counter-zoning is ok and they don't care about your level 2 trait game as well. Outside of that damage is fine, great 6 frame poke, decent frame data in terms of block advantage and he has plenty of dirty dirty setups of course.