Its about +6-+7@zaf have we figured out exactly how many +frames there are in an ex IAB. Is it safe enough to run cancel a b3/f4 mixup ?
Ah, I know what you mean! I did that a lot when I first started with Kano, lol. Would throw out a bunch of f4's during the match and then I would cancel into EX db1 later on and it would catch them most of the time. This is all very helpful, thank you. I've started to be more liberal with my b12 and b124. I am also poring over the Ermac threads here, just trying to expand my game knowledge whenever I can.@fobley Can't believe I forgot to include this in my story book up above, but....
Doing B12 and B124 into block is actually pretty important to do. Very helpful to open people up.
You basically bait them into poking by giving them a free invitation n and then punish them for this.
Good players will catch on to what you are making them do, and then just start going right into a string after B12. This is where you can go back into B124 or B12 D1/D3. It is all mind games.
You basically do B12 or B124 and just crouch block, in anticipation for the opponent to do a D1 or D3.
As soon as you block their poke, you go right into a string. Something like 222 works very well here.
You will end up getting a hit a lot of the time.
I know what you are meaning & its exactly why i dont agree. By your logic... Cryomancer Sub Zero can do f42throw for 24% damage. Easy mode 1/4 bar no sweat. Bone Shaper Shinnok is beyond easy to pick up and do well with him.... a blind man could. Ask Scorpion what he has to say on this matter; he would tell ya "bad players heh? Teleport~teleport~teleport till you win the round" I could go on with so many chars... Many variations are easy to pick and play & lots of which are easier to win with as Mystic Ermac too (or as you put ti "punch above your weightclass").The reason I say that is because you can just use Tele-hang and neutral jump 1 or 2 and uppercut for 17%. Then, you can down 1 into back 3 2 1 - or back 1 into 4 for mixups. Then, add in his forward 4 3 or 3 4 and the teleport - and you can punch above your weight class if you just play smart.
It was clearly created as the noob class. The supreme damage scaling applied to his Tele-Hang is proof.
We can easily imagine the damage the Tele-Hang could result in if it wasn't scaled. No bar for an extra string would be absolutely potent and make Mystic the natural choice for everyone - so I get the heavy scaling, but they overdid it - IMO.
I'm sure their reasoning was better be safe than sorry. Unviability, in their eyes, is much more preferable to broken.
It's clear they overdid it though, so fix it.
Well, I wish they thought like you do because then they would probably lower the damage scaling on the Tele-Hang to balance it with the Soul Ball.I know what you are meaning & its exactly why i dont agree. By your logic... Cryomancer Sub Zero can do f42throw for 24% damage. Easy mode 1/4 bar no sweat. Bone Shaper Shinnok is beyond easy to pick up and do well with him.... a blind man could. Ask Scorpion what he has to say on this matter; he would tell ya "bad players heh? Teleport~teleport~teleport till you win the round" I could go on with so many chars... Many variations are easy to pick and play & lots of which are easier to win with as Mystic Ermac too (or as you put ti "punch above your weightclass").
Also most of what you stated is for all Ermac variations. Beside that... MoS can do "SoulBall,SoulRelease,njp,uppercut" for 25%. Too hard?? Remove njp and still 23%. Sill too hard? Just SoulBall,uppercut for 20%. Also any MoS punish is easily mid 30s... everybody can do it after playing 5min with Ermac. The bad player doing 17% hang~uppercut combos will do as easy more damage in MoS. Its not even debatable.
This game is easy to just pick and play in general. You have to get rid of your "bad players beat bad player more easily with character XY cuz its a noob char/variation"-sentiment and move on. This type of thing doesnt matter at all. Whats next? Characters with a projectile are noob cuz bad players will lose just to that.
Even beside all that and bad players aside... playing MoS is as easy as playing Mystic. If i have to rank it and cant use an "equal" statement i´d say that playing MoS is the easiest of all Ermacs variations.
At least i agree on your comment about telehang. Although to be fair... SoulBall gives you a free string for no meter as well. I also dont think it matters how the hang scales really cuz as long as it scales SoulBall will stay superior. In my oppinion anyway. But i dont mind this too much... what Mystic needs is to space better. Make tkp safer and nobody will even remember the unscaled telehang soon after.
Well ok if we are talking about ppls that dont even know what a pad/stick is ok... than i agree but other than that, cmon nowWell, I wish they thought like you do because then they would probably lower the damage scaling on the Tele-Hang to balance it with the Soul Ball.
The ones you mentioned do take slightly stricter timing. The neutral jump smash uppercut after the Tele-Hang, you really can't mess it up.
It's completely unaffected by almost any amount of online lag or lack of timing or stick skill.
Videos aren't loading ?10 matches between myself and Big D. I cracked so many times, need to break down what he's doing. I've never seen some of those combos before.
Sup guys, So i was taking a closer look at the tipical max dmg 1 bar corner combo and kept feeling like there was room for more dmg%, be it only 1%, but its just something to keep in mind i guess (if you dont mind taking him out of the corner...)
Sorry to break the conversation, plz continue as you where lolol XD
Cool nice to know, ill try them out, ill edit my vid if those work out for me as leaving them in the corner is always preferable, cheersif you end the combo in uppercut into a second uppercut it does 51% and leaves them in the corner. so instead of njp after ex lift just run in uppercut, uppercut.
EDIT: sorry i didn't realize you did standing 4 ex lift. if you do 222 ex lift, then the ender i said it'll do 51% and still leave them in the corner
What B124 frame trap ?Thanks @zaf I watched some of these back before work today. I didn't go for bigger damage because I have a hard time doing certain combos or setups online. For example after the standard f2d12 ji3 teleport combo I just do d3 instead of b12 F4 to net that few extra percents. I also don't add b12 to the vortex combos or bother trying to do F4 d1 f4 soul ball. Big D capitalized with his Combos online better then I did.
I'm used to staggering a b3, f4 or grab mixup off of a blocked 11 or occasionally f2 if the opponent doesn't know the matchup. I just discovered the wonder of the B124 frame trap about 2 days ago so I haven't worked any high low mixups off of it yet. I just use it to check people with d1, which I thought would anti air them accordingly if they jump off of wake up. What I'm finding though is when I try to jump after block strings or on wake up in get poked and comboed every time, but whatever it is I'm doing they slip right through it figure