Hebrew Negro
KingofBosz97 XBL
You can connect F4 on the start of match ONLY against sub-zero.
I think you mean 443.So this is probably known but I just realized you can special cancel off 3,4,4
What do you mean? Also btw did you play flash in injustice by any chance?But even then he has the range to punish those far reaching u3 too.
Good write up. I still have trouble using Spare Change even though I would like to learn it. Every time I play spare chage I just get sad I don't have command grab and the KB. Far teleport is also a very very useful tool in lots of situations.@Evil Canadian
So after a couple hundred more matches I am finally enjoying spare change more. But it is match up specific now. Also, I think I use his tools differently from you as I value vial infinitely more than bomb. For now I would say default is spare change. On stagger and pressure characters I still much prefer backpack because reversal command grab changes match ups extremely.
Any neutral or offensive match up I prefer spare change now but I'll try and elaborate.
I think for anyone that plays a lot of kollector understands he is a monster at striking range. Especially so once he gets a hit of any kind since he is one of the few characters that gets such consistent oki scenarios from multiple options and angles. Since his db3 is a static animation it's great. With backpack this is amplified because his grab sets up an exact copy of db3 soon. The problem typically is getting in without taking the damage.
So @Evil Canadian mentioned forcing them to come to you and winning the full screen war with bombing. I tried this extensively and did not enjoy it nor did I have much success personally except vs outclassed players. The root of the problem is bombs speed is too slow to punish on reaction and the trajectory is not ideal for dealing with forward momentum. It also loses to fast high projectiles typically. When they are good though they are oppressive. Also, they help open up vial a lot more so you can't just not use it at all.
So I play around using vial more. It does a near unavoidable 20 damage ore more. Which is approximately double a bomb block. Doing enough math you realize that you have to land every bomb to keep pace with just every 20 tick vial. This assumes they get hit on every 6th bomb. Sounds easy, but honestly it's really hard to do. In addition, vial usually ticks more than once it pulls ahead a lot. What's great is they synergize a lot, because vial will force movement which makes it more predictable, which let's you land more bombs and loop back to more vials etc.
So for me it is more that you counter zone rather than zone with kollector, ultimately you still want to go in on them. So I typically evade projectiles and fire back a vial. It's been pretty great except against shang tsung zoning so far as he can do a lot of damage if you slip at range and you cannot. This typically promotes forward movement which let's them eat your normals more. The vials also let you change your gameplay a lot more by backing off and threatening damage. So if you are outplaying heavily at range you can just reset to that when you want.
He loses a lot of value from bola trades, but it's still worth using every now and then. His base kit is just very good in my opinion. I know most everyone has him at the bottom, but I think he is a solid mid or high tier not top. Hope this h pls a little but.
I stopped trying to implement B1 xx teleport because of the command. IMO a back input into d,d3 is kind of annoying to pull off and you can accomplish the same thing in a combo w/ F3. Leaves you +12, does the same damage, and leaves you right next to themHas anyone expanded on his options after a B1xteleport? It’s +5 and guarantees some stuff, if so let me know because I just tested some stuff
In the projectile war I've actually started using DB4 AMP lol. Definitely a commitment but against someone that feels too comfortable against you at long range it really helps shake things up. The amp orb allows you enough time/space to either close distance or threaten bola/teleBackpack gives him a lot of comeback factor since your throw option resets oki scenario. Also a good read with teleport can give you momentum.
Spare change gives you incremental damage that is near unavoidable and allows you to deal better with zoning imo. The teleport is just too slow to use outside of reads. The bola is too slow too to consistently punish zoning with tele trades. But spare change let's you take small advantage in damage ore more if you do happen to evade while using vial and bomb.
I still like both variations for him overall, I'm not sure what it is I don't like about him yet. I really do think it is because he doesn't have a hit confirmable stagger that's safe. But that's more a personal preference I think.
Yea it's definitely the case he doesn't have a true stagger game like better characters.Yeah I'm saying he can't threaten anything safe if the block it. For instance jaqui can do f31 then
Confirm on hit to combo
Stop on block for stagger
Continue string with safety
So in kollectors case once he is blocked they can press buttons unless you just play mad and cancel anyways.
Also I can't get his amp projectile to work for me as the distance is so short that it travels.
With so much plus frames it makes it to hard to time the command grab consistently, so doing it too early can make it whiff. With the b1 cancel it gives the same exact mix of b2/command grab while crushing fatal blows, and it excludes the too early whiffGood write up. I still have trouble using Spare Change even though I would like to learn it. Every time I play spare chage I just get sad I don't have command grab and the KB. Far teleport is also a very very useful tool in lots of situations.
I feel like they could a do a great service to Spare Change by making some more of his vial + bomb set ups legit. Taking some end frames off of vial and making the explosion detection better would make it a much easier pick for me imo.
I stopped trying to implement B1 xx teleport because of the command. IMO a back input into d,d3 is kind of annoying to pull off and you can accomplish the same thing in a combo w/ F3. Leaves you +12, does the same damage, and leaves you right next to them
Np. It's definitely not groundbreaking considering how slow it is generally, but it definitely changes some match ups. Absorbing cetrion boulder on reaction, or Noobs projectile/clone are highlights for sure. I might do a write up on all the interactions because there are some weird quirks to it.Ah I need to use it more then if it eats projectiles that makes spare change scary in projectile wars. Thanks man.
Yea probably comes down to preference. IMO it's easier for me to time a command grab off 12f advantage versus input B1, dd3 in a standard combo. Also an upside of +12 is F12 and F22 become much tighter frame trapsWith so much plus frames it makes it to hard to time the command grab consistently, so doing it too early can make it whiff. With the b1 cancel it gives the same exact mix of b2/command grab while crushing fatal blows, and it excludes the too early whiff
I feel ya the input was wonky at first for me too but I found that while doing a jump in and holding back and inputting the 11 a lil early then inputting the teleport when his feet touch the floor to be super easy after a bit, but to each its own.Np. It's definitely not groundbreaking considering how slow it is generally, but it definitely changes some match ups. Absorbing cetrion boulder on reaction, or Noobs projectile/clone are highlights for sure. I might do a write up on all the interactions because there are some weird quirks to it.
Yea probably comes down to preference. IMO it's easier for me to time a command grab off 12f advantage versus input B1, dd3 in a standard combo. Also an upside of +12 is F12 and F22 become much tighter frame traps