aggressive to make sure the low/overhead game is in play.
This’ll work against noobs. Other than that, it can easily be fuzzied and punished. Just so you’re aware.Losing damage on b231 doesn't seem so bad adding more guess work to the follow up and a way to condition for the overhead.
Simple, really: lower the combo scaling on both lifts (direct buff to Fan Fare and Fearless). Highborn is the no-combo variation, yet gets the most consistent damage for 0 effort because Kitana's lifts have insane scaling.I didn't realize that making b2 an overhead in Fan Fare means it woukd be an overhead in ALL the variations. So I guess that means to buff Fan Fare it would have to be buffs to Fan Fare specific moves. Sooooooooooooooo I huess buffing Royal Protection buff in both magnitude and duration and making fan lift a low are all one can hope for. That and an acriss the board fix to her strings so you can't be punished for HITTING someone who happens to magically fall out while you are wacking away at the air with your fans.
Given so many situations against it's current version, it's a good reason why it should be changed to be able to hold it. That along with a slightly extended time to use it (and maybe a slight damage buff?), should be enough to make it more viable. I'd say an ex version to extend it, but that would just be a waste of meter, unless the damage buff is 2x the max it is now.I can never think of any situation where royal projection is useful
No offense but your spacing won't matter if your opponent decides to hold up.I gotta admit, being Highborn first and then trying out Fan-Fare this variation is tough AF to use. Respect to everyone in here who gets far with it, esp prior to the buffs.
My brain will require 100's and 100's of more games to get the spacing down required to properly use her strings and normals in the fanfare variation. And like people are saying, the low dmg + breakaway = bad times lol. Reminds me of when I'd use Dark Sabbath Noob often, seemed like every time I opened opponent up they had full defensive meter.
So when I use Fanfare I usually end up spamming projectiles haha
I feel Fearless would be an infinitely more interesting variation if instead of Fan-Nado it had Forward/Backward Flutter. It'd make it a pseudo-mixup variation with a low projectile and multiple air options.I may end up walking back my switch over to Fearless from Fan Fare. Most of what made it initially seem like I might gain something in the trade seems to be more about capitalizing on ignorance than stuff you can put to reliable use. Not having a good damage route off of 12 means you lose out on many key punishes, and the ability to convert stray hits into lift makes random damage a little tougher. Losing flutter games is sad faces, and it's at least a little useful to be able to alter air trajectory, and be less predictable in the air.
Tossing out random lifts is kind of fun to catch people off guard or while aggressing, but it's easy to get stuffed and I'm not sure how much mileage you really get off of it. It's certainly not a favorable trade in the same sense as SZ's iceball. Amp low fan is super, super easy to Flawless and allows for a meterless punish. It's nice against Joker since it low profiles one of his projectiles, but that's not common, and the risk reward on low fan just doesn't appear to be favorable in much of any light I can find.
If twist was worth doing, or there was a Fearless only alt route on on 12 that gave you enough hit stun to get lift off of 12, then I would feel more confident in changing over. It's a fun enough variation that I may stick it out for awhile, and see what I think over time, but I'm not convinced one is any better than the other at this point. Not in any meaningful way at my level of play anyway.
No on that b2 as an overhead business. Not unless you take away the low, and even then nobody is going to want to deal with a comparatively quick, far reaching overhead that leads to a character's upper end of damage output.