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This setup can be tech rolled and woken out off. The problem is not the tech roll, it's the reversal/wakeup after.
You can do the exact same setup with 212 which should work just fine though
Everyone please note that THIS is the optimal setup.
YesSo, 212 is our best option then?
No, never will be.
It was meant to be joke,nonetheless good find my friend.No, never will be.
Word.This is precisely the type of thing that us blood god and sun god players need to find and use to our advantage. Our boy kotal does insane damage . . . We just have to continue to find more and more ways to open people up by optimally utilizing our very unique toolset.
So,... you think it would be better to end his combos with 212 instead of trying to go with more damage with an air takedown ender?Everyone please note that THIS is the optimal setup.
The original video's setup is full of holes, you can delay wakeup, you can tech roll, etc.
In the video quoted, here's what happens.
Spin stuffed
8F D1 stuffed
Wakeup EX spin blocked ( Recorded d1 spam so AI let go of block )
DELAYED EX spin wasn't able to be blocked
DELAYED WAKEUP EX spin wasn't able to be blocked
The fact that almost none of his strings end in hard knockdowns cripple this character.
This is what happens when you try to balance a character based on a million archetypes all clusterfucked together.
You should always end combos with L3 command grab unless you want sun ray setups IMO.So,... you think it would be better to end his combos with 212 instead of trying to go with more damage with an air takedown ender?
And what are you referencing by a million archetypes? (Curiouser and curiouser..)
Well at least he has a few consistencies like most of moves being incredibly slow to start or recover.You should always end combos with L3 command grab unless you want sun ray setups IMO.
He has a command grab, parry, healing, self hurting buff, a projectile, an air throw that doesn't work, he's a mess.
I was actually arguing this on reddit because safejump is also often referred to as a plain jump that allows you to block a wakeup.I don't mean to be petty, but a safe jump usually means you can do your jump attack safely and still block the 'reversal' or in NRS terminology their wakeup attack if they so choose so. This seems more like a 'bait' to get them to wakeup, and not really a safe jump.
Not saying this isn't good tech, but the terminology is a little mis-leading. Ok I'm done.
Right cause in Street Fighter the landing frames are the same whether you do an attack on the way down or not. So you always do the jump kick/punch in Street Fighter whereas NRS games if you commit to the jump attack you'll probably get hit by the armored wakeup. Plus the fact that there is no pushing back to block makes safe jumps, in the Capcom traditional sense, not practical.I was actually arguing this on reddit because safejump is also often referred to as a plain jump that allows you to block a wakeup.
What about wake-up grab???Everyone please note that THIS is the optimal setup.
The original video's setup is full of holes, you can delay wakeup, you can tech roll, etc.
In the video quoted, here's what happens.
Spin stuffed
8F D1 stuffed
Wakeup EX spin blocked ( Recorded d1 spam so AI let go of block )
DELAYED EX spin wasn't able to be blocked
DELAYED WAKEUP EX spin wasn't able to be blocked
The fact that almost none of his strings end in hard knockdowns cripple this character.
This is what happens when you try to balance a character based on a million archetypes all clusterfucked together.
Wakeup grab is tagged I believe.What about wake-up grab???
Tagged, as in you can D1 them out of it?Wakeup grab is tagged I believe.