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If looks could kill: Wonder Woman Demo Discussion

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Gesture Required Ahead

Get on that hook
Had no idea you could 1+2+3 for meter burn. I tried it out & that's exactly what I needed lol. It's not ideal, but it's easier than me having to switch my hand position to press the meter button. Thanks!
Intredasting, it's just like in SCV. And because of this I tested something else: The Stage Interact is 1+2.

So this game turned from being a 6-button fighter to a 4-button. VERY intredasting indeed.
 

xGunShow

Toronto, Canada @GunShowXO
Credits to Cav for the Corner S&S concept!
jip 1 -> 1, 1, back 1 -> 1, 1, back 1 -> 1, 1, back 1 -> 1, 1, back 1 -> 1, 1, back 1 -> forward 1, 2 Super
24 hits 58%
 

Urichinan

@Urichinan
I think the S&S corner loop can be extended for more damage,

1,1,b1 > 1,1,b1 > b1 > 1,1,b1 > 1,1,b1 > 1,1,b1 > 1,1,b1 works, but I had to hop off the demo before I could find an ender. If f1,2 > Shield Bash works it should be 50% meterless.
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
WW's d12 is +20 on hit. That means you can follow up with a low/overhead mixup. So assuming you decide not to combo with the d1, there's still a 50/50 chance you'll get a combo afterwards.

It doesn't give you +20 frames point blank and you can backdash away.
 

Prinz

watch?v=a8PEVV6tt14
!
Wonder Woman can parry multiple projectiles (at 4:13, Batman's batarangs) :) And why did Batman take damage at 2:14?
 

Gesture Required Ahead

Get on that hook
Corner Lasso meterless 43% : B113 x Spin , Aerial 2 , B113 , B113 x Lasso.

And another question: What combos off of Amazonian Uppercut midscreen besides B2? I'm in need of optimization for her D1 x AU.

What I have so far: D1 x Amazonian Uppercut , B2 x Super for 37%

EDIT: My D1 x AU combo isn't even good for damage because I just tested D1 x Super and it does 39%
 

Marth

Hawkgirl Aficionado
What combos off of Amazonian Uppercut midscreen besides B2? I'm in need of optimization for her D1 x AU. What I have so far: D1 x Amazonian Uppercut , B2 x Super for 37%
My D1 x AU combo isn't even good for damage because I just tested D1 x Super and it does 39%
That's rough. I'm pretty sure we've only found B2, 3 as a follow-up to AU (someone please correct me if I'm wrong). I stopped working w/ AU for that very reason. The EX/MB AU is also restrictive if I remember correctly.
 

Gesture Required Ahead

Get on that hook
That's rough. I'm pretty sure we've only found B2, 3 as a follow-up to AU (someone please correct me if I'm wrong). I stopped working w/ AU for that very reason. The EX/MB AU is also restrictive if I remember correctly.
B23 doesn't link fully, just stop at B2 to at least get the frame adv.
 

Relaxedstate

PTH|RM Relaxedstate
So IMO we are going to have to start burning meter to convert Sword Mode into serious damage, but you get SERIOUS damage.

Here is an example of a 1 bar 50% combo off of sword mode 22:


For those who don't know, switching stances can be cancelled with any special move, so you do standing 2 xx 4 xx DB3.

EDIT: I SHOULD PROBABLY PUT NOTATIONS MAYBE.


22 xx Shield Throw > MB > 2 xx Trait xx Spin > B3 > J3 > B1 > B113 xx Lasso
This is nice!
What the damage say after a couple for example: 22 xx Shield throw > MB 22 xx Shield Throw > MB xx 2 xx Trait xx Spin etc....
 

Prinz

watch?v=a8PEVV6tt14
Some things I noticed about WW's parry (both stances):
- parries d1's
- stops the next hit on a string, or disables a normal being canceled into special (d1~special) (since it's a 1 frame move, it can be inserted in string gaps for damage buff and punish)
- can be done more times in a row with good timing to parry multiple projectiles (Batman's bats and batarangs)
- parry's recovery cancels if it hits
 

Gesture Required Ahead

Get on that hook
Some things I noticed about WW's parry (both stances):
- parries d1's
- stops the next hit on a string, or disables a normal being canceled into special (d1~special) (since it's a 1 frame move, it can be inserted in string gaps for damage buff and punish)
- can be done more times in a row with good timing to parry multiple projectiles (Batman's bats and batarangs)
- parry's recovery cancels if it hits
Her parry is 4 frames
 

Relaxedstate

PTH|RM Relaxedstate
Well for the same reason that a kabal wouldn't do an IAGB after a F32ndc... 2ndc is a better option in almost every way
Why wouldn't Kabal do a IAGB after a f32ncd? 6 frame start up....+5 on block, and hits high just like 2ndc, but faster recovery on wiff. It is actually a better option than 2ndc up lol, just takes some serious execution
 

shaowebb

Get your guns on. Sheriff is back.
So far the best tactics on Doomsday on very hard seem to be zoning and very very fast pressure because if there is a gap he can punish or block in his armor state. With WW you don't get much of either because shes sort of a juggle character more than pressure and her zoning is meh. I'm using tick combos of small amount of moves maximized damage and lasso to get through it but it seems like there should be a better way than papercuts for her. Just preparing for matchups is all.

Im thinking shield ram might help but sword style up close sounds risky because its slower. Any tips TYM? What tactics work best for WW vs very hard Doomsday with armor for you?
 

Momentum

Proud owner of the briefcase hitbox
Why wouldn't Kabal do a IAGB after a f32ncd? 6 frame start up....+5 on block, and hits high just like 2ndc, but faster recovery on wiff. It is actually a better option than 2ndc up lol, just takes some serious execution
If you're just throwing shit out for no reason, sure. But a 2ndc has a better risk/reward and beats the exact same options as IAGB. Also f32 into IAGB really isnt that hard.
 

NRF CharlieMurphy

Kindergarten Meta
Her swordstance is great against doomsday.

Longer pokes, takes half the chip, 1 frame parry.
yeah... sword stance is to blow up characters who want to be on top of her.
 

Relaxedstate

PTH|RM Relaxedstate
If you're just throwing shit out for no reason, sure. But a 2ndc has a better risk/reward and beats the exact same options as IAGB. Also f32 into IAGB really isnt that hard.
The only things better about 2 NDC is that it gives slightly better block stun. If the opponent tried to jump out on either option they can be hit confirmed into a full combo. IAGB after f32ndc will also avoid interrupting pokes, making both players wiff (except for an opponents d1 would connect on either, but that would be dumb for them to ever throwout against kabal), but like I said IAGB has greater recovery than a whiffed 2. I will say both options are low risk, high reward. Risk/reward really isn't an issue with Kabal. IAGB can just be situationally better than 2NDC. The problem is that it is harder to do (on the frame) than, 2NDC and that is the main reason 2NDC is more viable.

I am not trying to call you out or anything. I am just saying Kabal players do throw out NDC into IAGB, and that to say '2NDC is a better option in every way' is just, well, wrong hah. Both have their pros, and (few) cons.
 
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