Honestly I switched to Liu Kang until the patch. If the patch doesnt fix her issues, I dont think I can continue with her. She destroys scrubs who dont know the MU but as soon as they catch on or as soon as you play against someone good, you're fucked.Just go to the "Is she viable thread?" Ive got over 300 games with her now and she needs the 2 fixes kindred discusses above.
1. B1 needs to be faster ~ 13 frames. It is unreasonable to think even someone like sonicfox is going to be frame perfect, online. D1 on hit is +10, minus 16 frame startup on B1 and even frame perfect means you trade with a 6 frame D1. When I play against frost I steal my turn back 100% of the time because wtf is she going to do about it, and most dont think to, or arent able to, D1 into a special move.
2. Hit collision issues, you shouldn't have to think "what side is he on?" to punish something as negative as teleport. Blocking SZ slide (11 frame, full screen, low profiling, projectile avoiding, low, that krushing blows) and knowing you have to be fast as fuck online to punish it when its minus 10 billion because your fast buttons will wiff and your other buttons are slow as mud, should not be a thing.
Same unfortunately. I switched to Noob until they fix her. Which is a shame cause I really enjoy playing her against AI but online she's just terribleHonestly I switched to Liu Kang until the patch. If the patch doesnt fix her issues, I dont think I can continue with her. She destroys scrubs who dont know the MU but as soon as they catch on or as soon as you play against someone good, you're fucked.
With Liu Kang, shit gets punished consistently, anybody poke happy against me gets blown up, its magnificent
YupHonestly I switched to Liu Kang until the patch. If the patch doesnt fix her issues, I dont think I can continue with her. She destroys scrubs who dont know the MU but as soon as they catch on or as soon as you play against someone good, you're fucked.
With Liu Kang, shit gets punished consistently, anybody poke happy against me gets blown up, its magnificent
i don't think you're asking for the right things, she excels at spacing and you want buffs for rushdown basically, for now she hurts the most from 6 frame d1s and blockstrings with very little minus on them into poke mindgame because it's hard to check people with something decent, so risk reward is in their favor to do random bullshit or spam d1 at you until you want to stop playing this game and play other decent fighting games that don't become just a poke war.I think b1 should be 11-9 frames to be really useful as of right now if she gets rushed down she kinda can’t do shit. There should not be 2 gaps in her b32d1 string AND it be unsafe on block. I’m fine with the last hit being unsafe but make b3 less negative so we can stagger or take outthe gaps, b3 shouldn’t be unsafe on block. She has no mix no staggers can’t punish and all for what? For decent zoning? Her fireballs have too much recovery for her to really zone some characters and her ex shield should eat 2 projectiles or something. Idk let’s brainstorm some fixes for her. Also get auger krushing blow pushes her back why? Is that a bug? It should be removed
Yea like Xzyj said, you arent really asking for the right things. She is a space control character, not a rushdown. A low being a stagger doesnt make much sense here. Shes also not a zoner. She has tools to deal with zoners but her "zoning" is mainly a deterrent for other zoners. For example, doing her shield to absorb a projectile and following it up with her arching exploding projectile (which is fast af might I add) forces the opponent to rethink their zoning ideas.I think b1 should be 11-9 frames to be really useful as of right now if she gets rushed down she kinda can’t do shit. There should not be 2 gaps in her b32d1 string AND it be unsafe on block. I’m fine with the last hit being unsafe but make b3 less negative so we can stagger or take outthe gaps, b3 shouldn’t be unsafe on block. She has no mix no staggers can’t punish and all for what? For decent zoning? Her fireballs have too much recovery for her to really zone some characters and her ex shield should eat 2 projectiles or something. Idk let’s brainstorm some fixes for her. Also get auger krushing blow pushes her back why? Is that a bug? It should be removed
She has some hitbox issues for sure. The ones you mentioned, I feel are actual errors and not a conscious decision by the devs (at least I hope so).Personally i don't think she needs a lot, she is really good at what she's supposed to be good, but she hurts from hitbox failures:
-B121 last hit should not randomly whiff on duck blocking/ducking opponents, the whole string is unsafe up until the last hit, and while you can do B12-spin for the problematic matchups when it whiffs as of now, it's main purpose is creating space on block and creating combo opportunities on throw/mid mindgame
-B32 second hit should not randomly whiff on ducking/duck blocking opponents, since B3 is unsafe by itself and B32D1 is unsafe and has a gap it's very clear they wanted this to be a combo filler string and a punishment string, however if you missed a punish you were intended to be safe if you stop at 2 hits but it doesn't work as it's supposed to on some characters
these are the obvious fixes right now, as for the other stuff i'm really not sure, her kit seems very solid besides one very glaring weakness and that's being pressured upclose, D1 being 9 frames of startup and D3 having very little range hurts her quite a lot, for example if geras will poke you with d1 on block and will do another d1 you have no options besides walking back, trading d1s on his next one or trying to jump (or i guess blocking multiple d1s? wow, fun right?)
i suppose some QOL changes can go a long way, like making her S1 and S3 have more horizontal hitbox will make some punishes a little easier but really the main thing atm is whiff issues and her d1 against 6fr d1s which i'm not sure how exactly they could fix, potentially by speeding it up at least to 8frames of startup?
B1 being faster will definitely be nice but making it 9-11 frames doesn't make too much sense, it will be way too good for her archetype imo, you want her to be able to check people but not pressure them like rushdown characters can
Oh and anti-projectile barrier is trash, making EX absorb all incoming projectiles would make it a little better but right now it's usability is very questionable
she doesnt really excel at anything. i dont want her to be all rushdown and 50/50s but i want her to not be extremely unsafe if she does do some in your face fighting. if her up close game is gonna be as bad as it is then her mid range needs to be amazing and it isnt. b2 is a good mid range poke but has a shit ton of recovery, (i forgot to mention her ICE BURST NEEDS MORE RANGE!!!) and from its furthest ranges you cant combo and b22 has a huge gap. i just want b1 to be faster so she can punish with it her standing 1 has laughable range. her d1 should be 7 frames because her d3 has the worst/most awkward range.i don't think you're asking for the right things, she excels at spacing and you want buffs for rushdown basically, for now she hurts the most from 6 frame d1s and blockstrings with very little minus on them into poke mindgame because it's hard to check people with something decent, so risk reward is in their favor to do random bullshit or spam d1 at you until you want to stop playing this game and play other decent fighting games that don't become just a poke war.
Personally i don't think she needs a lot, she is really good at what she's supposed to be good, but she hurts from hitbox failures:
-B121 last hit should not randomly whiff on duck blocking/ducking opponents, the whole string is unsafe up until the last hit, and while you can do B12-spin for the problematic matchups when it whiffs as of now, it's main purpose is creating space on block and creating combo opportunities on throw/mid mindgame
-B32 second hit should not randomly whiff on ducking/duck blocking opponents, since B3 is unsafe by itself and B32D1 is unsafe and has a gap it's very clear they wanted this to be a combo filler string and a punishment string, however if you missed a punish you were intended to be safe if you stop at 2 hits but it doesn't work as it's supposed to on some characters
these are the obvious fixes right now, as for the other stuff i'm really not sure, her kit seems very solid besides one very glaring weakness and that's being pressured upclose, D1 being 9 frames of startup and D3 having very little range hurts her quite a lot, for example if geras will poke you with d1 on block and will do another d1 you have no options besides walking back, trading d1s on his next one or trying to jump (or i guess blocking multiple d1s? wow, fun right?)
i suppose some QOL changes can go a long way, like making her S1 and S3 have more horizontal hitbox will make some punishes a little easier but really the main thing atm is whiff issues and her d1 against 6fr d1s which i'm not sure how exactly they could fix, potentially by speeding it up at least to 8frames of startup?
B1 being faster will definitely be nice but making it 9-11 frames doesn't make too much sense, it will be way too good for her archetype imo, you want her to be able to check people but not pressure them like rushdown characters can
Oh and anti-projectile barrier is trash, making EX absorb all incoming projectiles would make it a little better but right now it's usability is very questionable
Strings in this game don't have timing. Input the whole thing all at once and it'll do the entire string. You can input it all before the first hit even lands provided you were fast enough. You must input the 12 before the cancel window on the second 2 ends however. You can see where the cancel window ends by inputting a special. The frame before the special starts to come out is the deadline (or the frame of, not sure).I played abunch of ranked sets with Frost last night, and for the life of me couldn't pull off the b2212 string (KB on punish). The b22 comes out no problem, but the final two hits I managed to do once in a good 50 tries. Not sure why, is the timing on these different?
Thanks, I will hit practice later today, probably wasn't fast enough with the input then.Strings in this game don't have timing. Input the whole thing all at once and it'll do the entire string. You can input it all before the first hit even lands provided you were fast enough. You must input the 12 before the cancel window on the second 2 ends however. You can see where the cancel window ends by inputting a special. The frame before the special starts to come out is the deadline (or the frame of, not sure).
If you press extra buttons in the middle of a string it also prevents it from coming out.
Yes but that's the risk - reward.^ i do it rarely as a gimmick if i want to cheat some damage or throw off my opponents game but usually i go for delay throw or b3 starter mindgame but i don't think there's merit to do it consistently since you lose on a lot of damage
Never had that happen personally, or it was so rare that i don't even remember it but i assume what happened is you hit him out of some animation that left him far away after being hitI didn't see anyone else mention anything about it, but in the Ice Machine variation has anyone had issues with 1,3xxdb4EX whiffing as a punish? Like I'll get the 1,3 to connect but sometimes seemingly at random the db4 will whiff entirely and I'm not sure why. Had it happen a couple times in a set against a Jax last night.
pretty sure he meant coming close to the opponent and enforcing a mindgame between throw and 344 string, implying that if they try to tech the throw they get hit by a lot of active frames of S3 into full combo, however if they anticipate throw by ducking instead of teching this will not work due to S3 being a high, it's still good thoughhi could someone explain what sonic ment when he was talking about her shimmy? couldn't understand him because the music was too loud in his stream.
Same combo with j2 instead of j1 does 300+Yes but that's the risk - reward.
It's low risk, high reward for a damage trade-off.
Let's say you do B2, 2 * Microburst AMP * JI1 * B3, 2, D1 * S1 * 1, 4 * Auger Lunge --> It's 289. It's not an optimal combo, but one of the most consistent imo.
Now B2, 2 * Microburst AMP * JI1 * 3, 4, 4 --> It's 216 so a difference of 73.
Then you use 2, 2 and hit confirm it into 4 which does 139 damage that add to the 216.
Or maybe 2, 2 was on block, and you then use the +5 frames to successfully throw for 140.
Or you decided to use 1, 3 and hit confirmed it into Auger Lunge, and it's +139 aswell.
None of that is guaranteed of course (and so is the standard combo if opp has breakaway), but the risk is so low (basically 0) that it's worth trying imo.
j2 if you have the execution and connection to do it consistently but j1 is guaranteed if you can live without the extra 5-10%Same combo with j2 instead of j1 does 300+
Should be going for that against all opponents. Only go for ji1 for the side switch.
You have to do a deep jump in to make sure the ji2 hits.
I mean, it’s a jump in. It’s not that execution heavy. 5-10% is a hefty sacrifice for just a jump in.j2 if you have the execution and connection to do it consistently but j1 is guaranteed if you can live without the extra 5-10%
Thanks, I'll look more into that matchup I suppose.Never had that happen personally, or it was so rare that i don't even remember it but i assume what happened is you hit him out of some animation that left him far away after being hit