What's new

General/Other Patch 1.08 and CW

ELC

Scrublord McGee
Catwoman
· The Meter Burn version of the Cat Dash now has two hits of armor.
· Both the High and Low Feline Evade now have 1 start up frame (down from 2).
My Analysis: I believe Krayzie or Bit or Ninj said it best that Buff 1 would only help with Batman and Deathstroke MUs. Buff 2 seems somewhat pointless: much rather would have had Evade being canceable into Cat Dash or normal dashes being canceable into Evade.

Aquaman
· The cool down on the Water of Life (character power) has increased to 12 seconds (up from 9 seconds).

Batman
· Mechanical Bats (Character Power) regeneration has been increased to 9 seconds (up from 6 seconds).
· Increased recovery time for the Stay Down combo (Back + Medium, Hard) when it is blocked or misses.
· Straight Grapple can now be evaded/parried by projectile-counter special moves.
My Analysis: Nerf 1 for Aquaman and Nerf 1, 2 and 3 for Bats kinda help these MUs but they're still scary as all hell for CW in my experience.

Meter Burning Through Interactive Object Damage – Fixed an issue where some Interactive Objects were still inflicting splash damage after the opponent armored through them.

Directional Hard Attacks
· Applying a Meter Burn to Directional Hard (Back + Hard or Forward + Hard) Attacks now inflicts 50% more damage.
· You now take 50% less damage when hit during the armored portion of a Meter Burned directional Hard Attack.

Meter Burning Interactive Objects – It now costs 2 bars of Meter to apply Meter Burn properties to Interactive Objects.
My Analysis: Believe it or not, all this will help a lot against Zoning-based Power-characters a lot, as now they have to work harder to get you off of them.
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
The Evade buff is not pointless. Feline Evade is not best used to evade projectiles, it's best used as effectively a parry. She can now evade and interrupt anything Frost or Batman can. So strings like Green Lantern's b+1,3.
 

killa_solid

Friendly--foe
I feel the evade buff should have been accompanied with a faster start up of her trait to be truly effective. There are a lot of things she can evade but cant punish when canceled into trait.
 

KH StarCharger

Kombatant
They hit for warning track power on CW's changes. Yes they gave her the much needed 2nd hit of armor on Enhanced cat dash. But they missed on helping out her pitiful anti-airs (14f d2 and 15 frame up whip I'm looking straight at you), her pathetic mobility (Forward dash and walk speed), and they left her cat dash at a pathetic 16 frames of start up while other chars got the royal treatment in the startup department. Case in point, Zatanna's d2 is now going to be 8 frames while it is 10f at the moment... WTF?!! I'd love to have at least a 10f d2 compared to the shit we have now. Plus a better hitbox and smaller hurtbox for her d2 would be nice too so I don't get full combo'd for executing a good read on a jumping opponent with said anti-airs. NRS can't fix the small details for shit I swear.
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
I don't think she needs a good anti-air considering how good her jump 1 is.
 

Vagrant

Champion
GGA 16 Bit

Be curious to run this with you next week to see how the matchup plays out now. Looks like things will be a little more interesting in the full screen/halfscreen meta
 

KH StarCharger

Kombatant
I don't think she needs a good anti-air considering how good her jump 1 is.
That's what some people said about supes and other characters with air dashes and good anti airs and I'm afraid I don't agree. I'd like to be able to make people pay for trying to jump on a well timed anti air. At least that's what I thought from my experience with other fighters anyway.
 

Krayzie

Co-founder
Administrator
Founder
They hit for warning track power on CW's changes. Yes they gave her the much needed 2nd hit of armor on Enhanced cat dash. But they missed on helping out her pitiful anti-airs (14f d2 and 15 frame up whip I'm looking straight at you), her pathetic mobility (Forward dash and walk speed), and they left her cat dash at a pathetic 16 frames of start up while other chars got the royal treatment in the startup department. Case in point, Zatanna's d2 is now going to be 8 frames while it is 10f at the moment... WTF?!! I'd love to have at least a 10f d2 compared to the shit we have now. Plus a better hitbox and smaller hurtbox for her d2 would be nice too so I don't get full combo'd for executing a good read on a jumping opponent with said anti-airs. NRS can't fix the small details for shit I swear.
Her mobility is fine.
 

cR WoundCowboy

WoundCowbae <3
That's what some people said about supes and other characters with air dashes and good anti airs and I'm afraid I don't agree. I'd like to be able to make people pay for trying to jump on a well timed anti air. At least that's what I thought from my experience with other fighters anyway.
So you want to be able to jump for free with the JIP 2 AND be able to AA people every time? Yea....
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
Most of the characters with a good d+2 like Killer Frost don't have 5 frame jump 1. AAing with preemptive jump 1 is different from most fighting games but it works well enough. I do no think that's a major problem for Selina.
 

KH StarCharger

Kombatant
Ok that's true but she has JIP 2 to make up for her terribad mobility, especially when getting in on zoners. The other characters mentioned above, have great mobility. And GGA 16 Bit, I'd rather not anti-air with air to airs If I can help it. The risk involved in that go hand in hand with my overall point in general of having a good anti-air OTG.
 

Krayzie

Co-founder
Administrator
Founder
Ok that's true but she has JIP 2 to make up for her terribad mobility, especially when getting in on zoners. The other characters mentioned above, have great mobility. And GGA 16 Bit, I'd rather not anti-air with air to airs If I can help it. The risk involved in that go hand in hand with my overall point in general of having a good anti-air OTG.
Her mobility is fine my dude.
 

KH StarCharger

Kombatant
Her catdash gives her space control, and her forward dash is not the worst.

Not to mention the range she covers with jump whip.
Her CatDash which you have to predict the future to use on reaction due to 16 frame start up which hardly covers the amount of ground that it should if it were to just be compensated for having a good forward dash: Which btw she doesn't have? That Cat dash?
 

ELC

Scrublord McGee
I think Krayzie knows what I was getting at: she wasn't changed much, but she didnt need too much in the first place.

However I still wish Evade could be canceled into trait or another special (and by cancel I dont mean link) but oh well.

Also regarding her antiairs or lack thereof: her air to air and air to ground game make up for no viable antiairs.
 

Ninj

Where art thou, MKX Skarlet?
The Evade buff is not pointless. Feline Evade is not best used to evade projectiles, it's best used as effectively a parry. She can now evade and interrupt anything Frost or Batman can. So strings like Green Lantern's b+1,3.

I'm curious to see this in action, Bit. I did some testing against a multitude of characters early on - my goal was to find strings / specials that could be read and then evaded for full punish...I found nothing that fit this bill that wouldn't be better blocked or backdashed on read.

Do you have any examples? I don't think the Evade is useless, and I think 1frame vs 2frame is absolutely better, but it's been my understanding that the move is truly only useful as a way to build meter and cat scratches when certain opponents try to zone you out.