rev0lver
Come On Die Young
Hey guys, so I'm starting this new thread so we can keep combo discussion itself in the other.
I've been using high tech so far and found some pretty good stuff.
Just to go over the differences in this variation:
- She can charge her fists 2 levels with db2 that gives her increased hit+chip damage and alters some properties on certain moves. You can ex it to instantly reach level 2.
- She can do a short pulse burst with df2 that can charge up to 3 levels. It is dash cancellable, and each level gives you more damage and has slightly increased range, growing stronger depending on the level of your fist charge. You can ex it to instantly get the level 3 version.
- On her level 2 fist charge, f2u22+4 turns into a bounce that's easily comboable with a run midscreen. On level one, it gives a small bounce that's only comboable in the corner.
- On both of her charge levels, her air ground pound (dd4) becomes unblockable. Gives 2% more on level 2. However, it has decreased range from the normal one.
What I've found so far (will update this as I find more):
From what I can tell, this variation is very dependent on you being able to get your fists charged. Her damage and combo potential is relatively low without it compared to the other variations. Unfortunately, it doesn't seem easy to set it up safely without sacrificing damage. Against most characters, you'll be able to get it after a bf1 as they'll be too far away to do anything. This is good because certain things cannot be run combo'd with bf2 (as far as we can tell), like her b2 overhead, so you have to end with bf1 anyway. However, this is susceptible to teleports. In that case, the only ways to do it safely is to sacrifice damage from what I see so far. It has a good bit of startup, and none of her strings have enough cancel advantage to give it to you for free on block. You'll have to hit confirm a string like f12 into it. F3 and f4 also let you safely charge, but neither of those ever seem worth doing since you can cancel them into low/overhead. Still haven't tested everything though, there might be a better way. Also worth noting, she still keeps her charge even if she gets hit out of recovery as long as she's touched her fists together.
Her pulse burst might be really good for keeping people out. I need more experience in actual matches to figure out how good it really is for that. It doesn't have great range without her fists charged, but it's pretty fast, gives you +3 block advantage and has pretty good pushback on block. It's really good in block pressure, especially with fist charge levels. At level 2, 1212~df2 does a ton of chip damage and keeps you at advantage, might be really good in the corner. Also gives good damage on hit. Most corner combos I've found make it better to end with that than bf4, where you can also charge it to stuff a wakeup or continue pressure on block. As far as dash cancelling in pressure, I haven't been able to find anything yet. Dashing by itself doesn't seem to do much, I'm going to see if short run cancels might work for it but I'm not sure.
Her f2u22+4 is great both midscreen and in the corner when you can juggle it. You can get a good amount of damage doing that after a bf2 in corner juggles, and midscreen it's much easier to run combo from than bf2.
The air gp being unblockable with charges might be really strong. Doing a jp or jk into it is safe and only interruptable by fast armor moves. The only other way to get out of it is with a backdash, otherwise the gp is guaranteed. If they read it and try either of those, you can do the fakeout version and block+punish. Against backdashes you can blow them up with bf1, but I need to test some more to see if I you truly do it on reaction or just a read. The good thing is gp and the fakeout gp both have the same startup animations, so you cannot react
to which one you're doing.
So far, I think this variation could be pretty good. It all depends on how much you'll be able to power up your fists. But this is only my second day with the game, so time will tell and a lot more testing is needed. It definitely has my interest though.
@SomeCubanGuy @IKizzLE @JustinXavier21
I've been using high tech so far and found some pretty good stuff.
Just to go over the differences in this variation:
- She can charge her fists 2 levels with db2 that gives her increased hit+chip damage and alters some properties on certain moves. You can ex it to instantly reach level 2.
- She can do a short pulse burst with df2 that can charge up to 3 levels. It is dash cancellable, and each level gives you more damage and has slightly increased range, growing stronger depending on the level of your fist charge. You can ex it to instantly get the level 3 version.
- On her level 2 fist charge, f2u22+4 turns into a bounce that's easily comboable with a run midscreen. On level one, it gives a small bounce that's only comboable in the corner.
- On both of her charge levels, her air ground pound (dd4) becomes unblockable. Gives 2% more on level 2. However, it has decreased range from the normal one.
What I've found so far (will update this as I find more):
From what I can tell, this variation is very dependent on you being able to get your fists charged. Her damage and combo potential is relatively low without it compared to the other variations. Unfortunately, it doesn't seem easy to set it up safely without sacrificing damage. Against most characters, you'll be able to get it after a bf1 as they'll be too far away to do anything. This is good because certain things cannot be run combo'd with bf2 (as far as we can tell), like her b2 overhead, so you have to end with bf1 anyway. However, this is susceptible to teleports. In that case, the only ways to do it safely is to sacrifice damage from what I see so far. It has a good bit of startup, and none of her strings have enough cancel advantage to give it to you for free on block. You'll have to hit confirm a string like f12 into it. F3 and f4 also let you safely charge, but neither of those ever seem worth doing since you can cancel them into low/overhead. Still haven't tested everything though, there might be a better way. Also worth noting, she still keeps her charge even if she gets hit out of recovery as long as she's touched her fists together.
Her pulse burst might be really good for keeping people out. I need more experience in actual matches to figure out how good it really is for that. It doesn't have great range without her fists charged, but it's pretty fast, gives you +3 block advantage and has pretty good pushback on block. It's really good in block pressure, especially with fist charge levels. At level 2, 1212~df2 does a ton of chip damage and keeps you at advantage, might be really good in the corner. Also gives good damage on hit. Most corner combos I've found make it better to end with that than bf4, where you can also charge it to stuff a wakeup or continue pressure on block. As far as dash cancelling in pressure, I haven't been able to find anything yet. Dashing by itself doesn't seem to do much, I'm going to see if short run cancels might work for it but I'm not sure.
Her f2u22+4 is great both midscreen and in the corner when you can juggle it. You can get a good amount of damage doing that after a bf2 in corner juggles, and midscreen it's much easier to run combo from than bf2.
The air gp being unblockable with charges might be really strong. Doing a jp or jk into it is safe and only interruptable by fast armor moves. The only other way to get out of it is with a backdash, otherwise the gp is guaranteed. If they read it and try either of those, you can do the fakeout version and block+punish. Against backdashes you can blow them up with bf1, but I need to test some more to see if I you truly do it on reaction or just a read. The good thing is gp and the fakeout gp both have the same startup animations, so you cannot react
to which one you're doing.
So far, I think this variation could be pretty good. It all depends on how much you'll be able to power up your fists. But this is only my second day with the game, so time will tell and a lot more testing is needed. It definitely has my interest though.
@SomeCubanGuy @IKizzLE @JustinXavier21