Parries throws :O...Going to have to get used to thatParry info for anyone curious, as I wasn't sure exactly how the mechanics worked myself.
-parries - highs, mids, standing overheads, throws, command throws (such as Kano's, didnt test everyone)
-does not parry - lows, jumping overheads
5f startup, EX 3f startup.
Does MB parry gain armour or notParry info for anyone curious, as I wasn't sure exactly how the mechanics worked myself.
-parries - highs, mids, standing overheads, throws, command throws (such as Kano's, didnt test everyone)
-does not parry - lows, jumping overheads
5f startup, EX 3f startup.
From what I tested, noDoes MB parry gain armour or not
Awww looks like it's MB leg grab for the win thenFrom what I tested, no
Depends... very first setup I tried was a hard knockdown into meaty nj punch, wakeup MB leg grab went UNDER the opp then she got bounced into the air, allowing a juggle opportunity.Awww looks like it's MB leg grab for the win then
Okay so MB leg grab could be situational , could you test which other moves gain armour when MB please , and does that setup work it the opponent doesn't wake up , in other words is the nj setup viableDepends... very first setup I tried was a hard knockdown into meaty nj punch, wakeup MB leg grab went UNDER the opp then she got bounced into the air, allowing a juggle opportunity.
Looks like it's just leg grab and arc kick, and in general I'm thinking arc kick will be better overall since it has less of a chance to whiff, as of now leaves you slightly less disadv. on frames (though both are bad) but it pushes the opp back more on block, whereas with leg grab if they block it you are right in their face.Okay so MB leg grab could be situational , could you test which other moves gain armour when MB please , and does that setup work it the opponent doesn't wake up , in other words is the nj setup viable
Okay so original sonya is gone with regards to wake ups oh well , so with hard knockdown , have you found any setups or are you still testing , and what about wake ups with regards to the other variations because if wake ups in certain match ups are essential then we all might be buggeredLooks like it's just leg grab and arc kick, and in general I'm thinking arc kick will be better overall since it has less of a chance to whiff, as of now leaves you slightly less disadv. on frames (though both are bad) but it pushes the opp back more on block, whereas with leg grab if they block it you are right in their face.
No the nj setup isn't viable, lots of ways around it - was just playing around but it doesn't look like that one's going to work well. But with a hard knockdown (Sonya's f2,b1 and b1,3,2) along with sweeps and throws, you can't delay your getup or roll.
I'm focusing on demo at the moment, but I did run through all the variations and I couldn't find any other MB armoured wakeup attacks than the universal leg grab and arc kick. I couldn't find any strings that will restand the opponent unfortunately. I just realized she has no string variation between variations other than the additional grenade after 1,1,2 for demo.Okay so original sonya is gone with regards to wake ups oh well , so with hard knockdown , have you found any setups or are you still testing , and what about wake ups with regards to the other variations because if wake ups in certain match ups are essential then we all might be buggered
Also does sonya have any raw strings which return you standing like 1,1,2 in mk9 because if they do it's game on
I heard / read earlier on in the thread that divekick has new properties so I'm pretty interested to see what it can do when I get the game I will be sharing all the tech I can find with herI'm focusing on demo at the moment, but I did run through all the variations and I couldn't find any other MB armoured wakeup attacks than the universal leg grab and arc kick. I couldn't find any strings that will restand the opponent unfortunately. I just realized she has no string variation between variations other than the additional grenade after 1,1,2 for demo.
No good setups yet, still messing around. I'm used to a simple game like SF2 so with all these options it's a little overwhelming I'm sure everyone will be able to come up with some good stuff. So far I think soft knockdown into grenade toss could have some really interesting pressure options.
Her divekick seems pretty interesting, since it reaches very far and you can do it any point in the arc. Example is you can jump forward but way out of the opponent's range from a standard jump in, but dive kick would still reach. Or you can bait something and jump back to force them to whiff, and use divekick to punish their whiffed attack into a full combo.
I can't compare vs MK9 since I didn't play that game too much. There's no d4 in military stance if thats what you're asking, just 1,2,3,4 is grab, cancel stance, low, overhead respectively and all are fairly unsafe. The overhead leads to a combo and it looks like the low will be able to with a run.To those of you who got the game: Does Sonya have any MS mixup in this game that is just as good as it was in MK9? What about d4 MS?
I believe he was referring to d4 cancelling into military stance since I believe that was one her fastest normals that also special cancelled which allowed her to run whatever mixup she wanted....Then again, I didn't play MK9 like thatI can't compare vs MK9 since I didn't play that game too much. There's no d4 in military stance if thats what you're asking, just 1,2,3,4 is grab, cancel stance, low, overhead respectively and all are fairly unsafe. The overhead leads to a combo and it looks like the low will be able to with a run.
She can cancel D4 into MS, but all of her options out of MS are unsafe. The low comes out very fast however (7f) and juggles in the corner.To those of you who got the game: Does Sonya have any MS mixup in this game that is just as good as it was in MK9? What about d4 MS?
It's way too early to tell for any character. Most people don't even have the game yet and I don't even think any sonya players have played a human opponent offline yet. Hell her other two variations have barely been mentioned! We still have months before we really know anything. My suggestion would be to worry about how good you are first- don't even bother with how good characters are and instead work on getting better yourself. Then in a few months we can all talk about sonya not being good.does this mean that sonyas not very good or still probably to early to tell?
How do you picture that?Does MB parry gain armour or not
Now at least there's a reason to use it. 5f move that only stuffs some attacks but not others unlike some 5f jab that is full comboable and less situational? At this point it better parry armored moves as well.Parries throws :O...Going to have to get used to that