Slavaslave
Professional Casual
So I wanted to bring up some problems I am having playing Alien and Konjurer specifically. This will sound like I'm crying for a buff or something, but I just want to learn and these are my problems I'm having.
DISCLAIMER: I've been playing this variation since release, but by no means am I an expert, these are as much questions as a concerns.
NORMALS:
d1: decent range, 7 frames... good poke.
d3: 9 frames , great range.
f4: good to cancel into flip or tail swipe.
b3: nuff said...
ji4: iffy hitbox, had it wiff as the tail passed straight through my opponent.
ji2: decent range, can combo off it.
d2: weird... I find it wiffs a lot of crossover jumps, just a really shitty hitbox. F-A-S-T though.
b2: good starter, but really telegraphed.
STRINGS:
1: frame trap, but high and easily neutral ducked. most of the time I just get poked out of it.
11: same problem as 1. can be staggered, but once again its easily neutral ducked.
12: still high and I get poked probably 1 in 3 times from this, but it is a very fast low OH when cancelled into flip.
b1: basically 1.
b11: basically 11, has more mixup potential though.
b113: I like this, but it seems telegraphed when you will finish it vs the OH flip cancel.
b11u4: basically useless unless as a punish or combo extender (and kind of tricky to link in combos to boot)
f134: the only useful mid I've had as a combo starter, but horribly telegraphed. and at 11 frames I find it cannot punish very well.
f23 (and 3434): good armor break if timed perfectly, has iffy hit chance mid-combo, slow as fuck.
SPECIALS:
bf4: the combo starter/extender, great mixup, but mostly unsafe on block when MB.
bf3: I love this move... 11 frame start up, great anti-air, great wakeup both regular and MB.... unsafe as fuck both reg and MB.
db3: good mixup, puts opponent at a solid footsie range. also pretty unsafe, but at max range I havent been punished yet
bf1: also a decent wakeup, switches position, combo extender on MB.
db1: aaaahhhh setups... I'll go into those later.
db4: more setups, not great in combo unless off a hit as its easy to react and block. MB pops-up, but I've found its minimal mid-combo (no NJP after).
SETUPS:
HKD into egg 5050: this is great, but I have noticed that in certain situations some characters can actually wakeup and be safe. I tested and it turns out if the 112 connects in a way that your opponent is under the alien's "hand" in the animation then he/she hits the ground quick enough to wakeup and be safe before the egg goes off. this goes for CSZ and SZ slide, belly bump from bo rai cho and similar very fast specials. I can't post a youtube video yet, but for reference I am doing f134xxcrawl ~ b11u4 (run) 112xxegg.
corner (un)blockable: I am still mastering this one, but I have a problem with the drone coming down ahead or behind the opponent. When it does connect the usual bounce from the drone is busted when my b3 hits first, and I just blew a bar on 14%.
f134xxegg: this I feel like is the safest option for egg setups, puts opponent out of range for a lot of wakeups, but the egg is preatty easily blocked because I can't get in before it goes off. when I run to get in I usually just eat whatever fast special someone has and lose the egg. when I read and block the special the opponent is able to block the egg.
So what am I doing wrong, or reading wrong? Is there something I'm missing?
DISCLAIMER: I've been playing this variation since release, but by no means am I an expert, these are as much questions as a concerns.
NORMALS:
d1: decent range, 7 frames... good poke.
d3: 9 frames , great range.
f4: good to cancel into flip or tail swipe.
b3: nuff said...
ji4: iffy hitbox, had it wiff as the tail passed straight through my opponent.
ji2: decent range, can combo off it.
d2: weird... I find it wiffs a lot of crossover jumps, just a really shitty hitbox. F-A-S-T though.
b2: good starter, but really telegraphed.
STRINGS:
1: frame trap, but high and easily neutral ducked. most of the time I just get poked out of it.
11: same problem as 1. can be staggered, but once again its easily neutral ducked.
12: still high and I get poked probably 1 in 3 times from this, but it is a very fast low OH when cancelled into flip.
b1: basically 1.
b11: basically 11, has more mixup potential though.
b113: I like this, but it seems telegraphed when you will finish it vs the OH flip cancel.
b11u4: basically useless unless as a punish or combo extender (and kind of tricky to link in combos to boot)
f134: the only useful mid I've had as a combo starter, but horribly telegraphed. and at 11 frames I find it cannot punish very well.
f23 (and 3434): good armor break if timed perfectly, has iffy hit chance mid-combo, slow as fuck.
SPECIALS:
bf4: the combo starter/extender, great mixup, but mostly unsafe on block when MB.
bf3: I love this move... 11 frame start up, great anti-air, great wakeup both regular and MB.... unsafe as fuck both reg and MB.
db3: good mixup, puts opponent at a solid footsie range. also pretty unsafe, but at max range I havent been punished yet
bf1: also a decent wakeup, switches position, combo extender on MB.
db1: aaaahhhh setups... I'll go into those later.
db4: more setups, not great in combo unless off a hit as its easy to react and block. MB pops-up, but I've found its minimal mid-combo (no NJP after).
SETUPS:
HKD into egg 5050: this is great, but I have noticed that in certain situations some characters can actually wakeup and be safe. I tested and it turns out if the 112 connects in a way that your opponent is under the alien's "hand" in the animation then he/she hits the ground quick enough to wakeup and be safe before the egg goes off. this goes for CSZ and SZ slide, belly bump from bo rai cho and similar very fast specials. I can't post a youtube video yet, but for reference I am doing f134xxcrawl ~ b11u4 (run) 112xxegg.
corner (un)blockable: I am still mastering this one, but I have a problem with the drone coming down ahead or behind the opponent. When it does connect the usual bounce from the drone is busted when my b3 hits first, and I just blew a bar on 14%.
f134xxegg: this I feel like is the safest option for egg setups, puts opponent out of range for a lot of wakeups, but the egg is preatty easily blocked because I can't get in before it goes off. when I run to get in I usually just eat whatever fast special someone has and lose the egg. when I read and block the special the opponent is able to block the egg.
So what am I doing wrong, or reading wrong? Is there something I'm missing?