Juxtapose
Master
Cool, I will. I rarely do Gutted after a B1,4. I oft stick with 2 if I think it'll connect, and if not, I end with Edenian Razor.i hate this too.. Check them with b14
Cool, I will. I rarely do Gutted after a B1,4. I oft stick with 2 if I think it'll connect, and if not, I end with Edenian Razor.i hate this too.. Check them with b14
I’m going to post a combo video pretty soon about this custom variation but I geniunely believe to get old kit back it would be...How about we get our old fan combos back??
If so, that's a pretty major bug.uh oh.. apparently there's a bug online where we can't cancel B231?
The answer is positioning at the end of a F2222 ender versus a Amp Square wave ender. F2222 ender tosses them full screen, which can be advantageous or disadvantageous depending on the matchup. Amp square wave allows you to continue your offense, bait a wakeup, etc. while F2222 on the other hand allows you to attempt zoning before they get back into footsie range. I would never, ever, use a F2222 ender versus Skarlet unless it puts her in the corner, for instance.Honest question about Kitana's bnbs. I commonly see starter~lift, ji2, ji2, 12/b13~ender. For example, Semij seems to do B231~lift, ji2, ji2, 12~exSqaure wave. What I don't understand, is that starter~lift, ji3, dash, F222 seems to be wayyy easier/more consistant and actually does more damage than most ji2 combos.
B231~lift, ji3 dash F222 does 26.3% and the Semij combo does 27.1% for a bar and without bar it is less than the F222 combo. I feel like I'm taking crazy pills seeing so many Kitanas do double ji2 combos when ji3 F222 seems better in just about every way. What am I missing?
B231~lift, ji2, ji2, b14~square wave is 26.33% and is way less consistent.
Ah, I see. Yeah positioning is certainly something to think about. I can definitely see adding double ji2, 12~ex Square wave into the mix, but the B14 ender seems too inconsistent to be worthwhile right now. Then again, maybe I just need to get good ahah. Thanks for the reply.The answer is positioning at the end of a F2222 ender versus a Amp Square wave ender. F2222 ender tosses them full screen, which can be advantageous or disadvantageous depending on the matchup. Amp square wave allows you to continue your offense, bait a wakeup, etc. while F2222 on the other hand allows you to attempt zoning before they get back into footsie range. I would never, ever, use a F2222 ender versus Skarlet unless it puts her in the corner, for instance.
Not everything is about damage.
me personally,Honest question about Kitana's bnbs. I commonly see starter~lift, ji2, ji2, 12/b13~ender. For example, Semij seems to do B231~lift, ji2, ji2, 12~exSqaure wave. What I don't understand, is that starter~lift, ji3, dash, F222 seems to be wayyy easier/more consistant and actually does more damage than most ji2 combos.
B231~lift, ji3 dash F222 does 26.3% and the Semij combo does 27.1% for a bar and without bar it is less than the F222 combo. I feel like I'm taking crazy pills seeing so many Kitanas do double ji2 combos when ji3 F222 seems better in just about every way. What am I missing?
B231~lift, ji2, ji2, b14~square wave is 26.33% and is way less consistent.
That's also something else I agree on and yes kitana is an okay character at the moment but as many others have stated she's hard to beat good opponents with and I find other characters to have much better neutral and zoning capabilities than her.She's already in good spot. I don't know anything about Mileena grave robber variation, but she does not need better range on her B1 or faster B2. Also what exactly would change if F234 would be a mid - low - oh? You will hit someone who does not how to block it it won't make Kitana any better.
She does need only one thing imo. I will sound like broken record but hitting B231 when someone just started jumping should not be punishable. I should not be punished for hitting somebody. I don't know how to handle this exactly. Either make B23 a separate string or adjust hitbox so B231 would not whiff after first hit. Because now I just do B2 in neutral, because I am scared that I get punished for hitting someone with B231.
Besides that B231434 whiffs randomly on blocking oponnents should be fixed - but it's hardly a buff but universal hitbox fix that whole cast needs.
If I was super buff wish happy I would demand throw krushing blow. Not that she is in desperate need of one but because other characters have it and I don't know why exactly she does not
Adjusting hitboxes and/or adjusting the pushback/float while airborne from B2 so that the string connects on airborne opponents would be ideal. Making B23 a separate string only addresses part of the issue -- that you can be punished -- while ignoring the loss of reward for landing the hit.She does need only one thing imo. I will sound like broken record but hitting B231 when someone just started jumping should not be punishable. I should not be punished for hitting somebody. I don't know how to handle this exactly. Either make B23 a separate string or adjust hitbox so B231 would not whiff after first hit. Because now I just do B2 in neutral, because I am scared that I get punished for hitting someone with B231.
No, you're correct, it is an overhead.Anybody notice that the amplified hit of square wave is an overhead? Why would it matter though since you can’t do it on block lol. I could be making that up but I think I did see that in practice
You think that was intentional?No, you're correct, it is an overhead.
To be honest, I have no idea. Perhaps at one time the move could be Amplified on Block, and that was removed pre-launch. Just a guess though.You think that was intentional?