Thank you that was very interesting!
Shhhhhh!!!!!! Take a lesson from scorpion mains and downplay that shit 2020! This variation is trash!! So garbage! Dont play! zero stars, do not reccomend!
Ok a few things...
The difference is the D1 into special resetting neutral. Most other "safe" specials can't do this like Seeing Double's Shadow Slide, or The Spins Gas Blast, or Avalanche's Ice Stomp, or Raijin's Staff Slam (don't know all the names, lol). The only ones that can are Raijin D1 into Spark but you have to have Spark charged, Cetrion into Rockwall but there is a gap in the amp that is full combo punishable or can be flawless blocked, or Johnny's Uppercut which he now has to spend two bars to make safe on block. So, the only other character that could do a D1 into a safe special is Johnny and he got nerfed for it and that's what Spawn V3 now has which is insanely awesome. Obviously, there are other differences in the characters too, but as it is right now there is no other character that can reset neutral with a 7 frame mid for only one bar.Well it gave me some good perspective on what the character does, and I appreciate that. The issue I'm seeing is that creating safety and resetting to neutral doesnt seem to be in service of a whole lot. Theres a lot of characters who can do this, Johnny, Noob, Kabal, Sub-Zero, but they have a lot more to play with in addition to that. They've got damage, they can launch off every string, they have better actual pressure, and their zoning is much more rewarding outside of keeping them out. The KBs and unbreakable damage are great, I'm not seeing any sort of X-Factor with him outside of the war club. Invisibility is gimmicky, stance AA is cool but AA jab seems more rewarding for most characters and the low is whatever to me
You get more tools to keep them at arms length tho so I respect people who see that as strong. Like F21, 34, etc. It's like if Kotal's normals were faster and in service of keep out. He gives me some Yamazaki vibes. I think it's just a difference in styles we have.
I'm having an extremely hard time fuzzy guarding this mixup, especially if they amplify the low. My reactions suck so reacting to the OH is hardThe mixup is whether you'll do b12, which is a launching overhead, or b1~bf2, which will catch them if they're stand-blocking. However, if the opponent just blocks low and releases low when they see the overhead come out, they can block all options pretty consistently.
The overhead is 21 frames, which is extremely hard to react to, and impossible online. But it's more about timing your blocking pattern. The low comes out in 14 frames, the overhead 21, the command grab in 26, and the stance low in 28. So the idea is that you have a seven frame window to block low then high, then you have a five frame window to go low again.I'm having an extremely hard time fuzzy guarding this mixup, especially if they amplify the low. My reactions suck so reacting to the OH is hard
Did you stick with it? I was using it too but when I tried v2 I noticed almost the same gameplan I was doing with v1 was just getting hella more mileage. The main thing I liked about v1 was using 3 bf1 as a keep out poke at a certain range. If they jumped forward they got a full juggle from the guns... if they did a normal into 3 u can amplify bf1 on reaction (even tho it just clips their head) and if they stayed out 3 recovers quite quickly also there is the threat of 34 so as long as you mix it up people are scared to do anything when you whiff. F4 on hit jails into standning 1 (and 2 at the right range) which sets up for easy hit confirm and 11 is +2 on block. The low parry KB is also kinda nifty vs certain chars who tend to use d3 as their go to turn stealing poke (lao/shang etc) or chars who like to use d4 a lot (frost/johnny).Im putting my best into v1, may do a write up.