Obly
Ambiguous world creator
Now that we have a (partial) moves list for Cetrion, I wanted to create a thread exclusively for theorycrafting. Everyone who is psyched to play with this interesting, dynamic new character, please post your thoughts about potential strategies!
Constructive suggestions for her moveset are good too, but if you just want to outright complain about her, there are other threads for that already--thanks.
One issue, of course, is that we don't know which moves will be in a tourney-legal variation at launch. It wasn't explicit, but I'm hoping 16Bit was (more or less) sticking to her planned variations in choosing which moves to describe.
Spoiler tags used just to manage length.
Zoning
Escaping pressure
Speculation
What are your thoughts and ideas?
Constructive suggestions for her moveset are good too, but if you just want to outright complain about her, there are other threads for that already--thanks.
One issue, of course, is that we don't know which moves will be in a tourney-legal variation at launch. It wasn't explicit, but I'm hoping 16Bit was (more or less) sticking to her planned variations in choosing which moves to describe.
Spoiler tags used just to manage length.
Zoning
Obviously Cetrion is a "zoner" but not a relentless spammer like Starfire or Dr. Fate. Her distance attacks have significant startup and recovery, so she has to make smart reads and condition her opponent to be successful.
Her ideal spacing seems to be more or less full screen, outside jump-in range. From there, she can enforce her zoning and also counterzone effectively. She may be able to punish some projectiles safely with her air flame beam, and make her opponent fear trades with vine grab, ground pound, and especially her fatal blow. It looks like her d4 should low-profile mids, for extra protection.
MU-specific, her mid boulder and ground pound might be fast enough to counter Kabal’s full-screen ND—not clear yet. Also not clear how her moves will interact with Jade’s anti-zoning glow. Boulder and flame beam won’t hit, of course, but will her vine grab and ground pound whiff too? If not, she should be able to counter Jade’s “get in” tool easily.
The more she controls the fightline, the more the opponent will want to jump in on her. Finding ways to bait jumps and punishing with air boulder will be a big part of her meta. I’ll be looking for ways to feign a vine grab or pound (like whiffing a similar looking normal), then quickly throw air boulder on jump. This should work well against downward air zoning like Kabal’s and Jade’s. She’s still liable to be vulnerable to opponents with buffed air mobility (e.g., Kabal’s air dash, Sonya’s flying kick).
Her ideal spacing seems to be more or less full screen, outside jump-in range. From there, she can enforce her zoning and also counterzone effectively. She may be able to punish some projectiles safely with her air flame beam, and make her opponent fear trades with vine grab, ground pound, and especially her fatal blow. It looks like her d4 should low-profile mids, for extra protection.
MU-specific, her mid boulder and ground pound might be fast enough to counter Kabal’s full-screen ND—not clear yet. Also not clear how her moves will interact with Jade’s anti-zoning glow. Boulder and flame beam won’t hit, of course, but will her vine grab and ground pound whiff too? If not, she should be able to counter Jade’s “get in” tool easily.
The more she controls the fightline, the more the opponent will want to jump in on her. Finding ways to bait jumps and punishing with air boulder will be a big part of her meta. I’ll be looking for ways to feign a vine grab or pound (like whiffing a similar looking normal), then quickly throw air boulder on jump. This should work well against downward air zoning like Kabal’s and Jade’s. She’s still liable to be vulnerable to opponents with buffed air mobility (e.g., Kabal’s air dash, Sonya’s flying kick).
Looks like Cetrion has some decent buttons, but (like Jade) they’re range-y but slower. So she’ll mostly want to escape pressure and create distance. Her aura buffs should be helpful defensive tools here.
We can expect a lot of opponents to try teleporting in on her. On a good read, her two-hit ground pound should punish slower teleports like Scarlet and Raiden (and other Cetrions!), but she’s still very vulnerable to fast (air) teleports like Scorpion. Her “water of life” aura should prove helpful here. Pop it preemptively from full-screen as part of her zoning game, and she greatly cuts down her risk of being punished by a teleport.
Her water aura should also be good for escaping a corner. If cornered, try canceling into water aura from d4. Even if the opponent punishes on block, they’ll only get one hit and their corner combos are shut down. She’ll have a much easier time pushing the opponent away or trading sides.
We can expect a lot of opponents to try teleporting in on her. On a good read, her two-hit ground pound should punish slower teleports like Scarlet and Raiden (and other Cetrions!), but she’s still very vulnerable to fast (air) teleports like Scorpion. Her “water of life” aura should prove helpful here. Pop it preemptively from full-screen as part of her zoning game, and she greatly cuts down her risk of being punished by a teleport.
Her water aura should also be good for escaping a corner. If cornered, try canceling into water aura from d4. Even if the opponent punishes on block, they’ll only get one hit and their corner combos are shut down. She’ll have a much easier time pushing the opponent away or trading sides.
Too soon to know yet, but I’m dying to see if Cetrion’s water aura lets her flawless block hits no one else can. Normally you can’t be in a stun state to FB, so it’s only useful against gaps in strings, wakeups, projectiles, etc. But since the water aura lets Cetrion block from hit stun, it may allow her to FB as well…?? If so (and with a lot of practice), she could immediately punish strings and really give opponents something to fear.
What are your thoughts and ideas?
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