scarsunseen
Miley Cyrax®
This character has a ton of mix! Let's keep Shaman-specific talk here please
Not a fan of this variation. You are 100% correct here. The "mix" he gets in this variation is a bill. If you are playing someone who is half way decent, this "mix" will get blown up free.The roll is pretty slow, so the "mix' seems reactable and I've been jabbed out of it. You'll no doubt catch some people with it but it's been a mixed bag so far.
After launch you can do 1, F12 for a little more but 111 seems to do the most mid screen.Thoughts on a midscreen BnB? So far I've just been doing:
B13, BF4 MB, F12, BF1
It's 252 for one bar, which is fine, considering he seems to be a more mix heavy character.
While I don't think this is better than his go to variation, I don't think it's that much worse. You give up the big damage of the other variation but how often do you get the full combo without them breaking out. Out of all the 3rd variations Night Wolf got one of the more usable one's.Absolutely no reason to use this variation. He does barely any damage and the “mix” is slow and super reactable.
I don't see how rolling under a projectile is a viable option. You have to roll on reaction from mid range for it to hit, which is going to be almost impossible. If they do an enhanced projectile you will get hit by the second projectile (not every character I know) and in Sonya's case thats a KB.This variation isnt about mix at all. I normally play as Ancestral Gift, so I'm used to minimal damage up close. You REALLY dont need the mix. You can still stagger like crazy, and also have your KBs. This variation actually gets to combo too.
It's a zoning/counter zoning build with all the damage perks. That arrow is fucking nutty! You think you can jump over it, and then he holds it and fires on your way down. You wanna fire back? He'll roll into you, or reflect. It's really fucking good.
I agree the roll is slow to startup and you'll be better off reflecting some projectiles but with practice, I think you could react to some of the slower ones. As for the enhanced, I've rolled under both Sonyas and Kitanas, it may have just been a fluke but I've done it.I don't see how rolling under a projectile is a viable option. You have to roll on reaction from mid range for it to hit, which is going to be almost impossible. If they do an enhanced projectile you will get hit by the second projectile (not every character I know) and in Sonya's case thats a KB.
Like a lot of things in this game, you're going to have to make a read. Especially with a special that pops up.I don't see how rolling under a projectile is a viable option. You have to roll on reaction from mid range for it to hit, which is going to be almost impossible. If they do an enhanced projectile you will get hit by the second projectile (not every character I know) and in Sonya's case thats a KB.
In all fairness, win chance is virtually meaningless in this game lol.yeppp adding this character variation to my roster. Labbed ~1 hour and played only 5 casuals but ended up securing a couple wins against opponent I had 25% chance to beat. That's prob good enough to be used as a curveball in kombat league lol.
He does very well against most projectile characters in this game. That roll allows him to completely fuck neutral, duck under high projectiles and begin the up close oh/low/forward throw NW game. The speed is just amazing imo. Also, upon rewatching my few matches, his overall movement speed is just incredible...when you combine that with his nearly unreactable low roll, and the opponent has a split second to go from near full-screen comfort to guessing low, throw, strike. And the knockdown advantage even on projectile trades with lightning arrow is amazing. It's like as good as cassie's knee cappin. Wish you could meter burn it lol.
They're record way better than my trash record so figure it was a rough estimate at the least. I never been anything resembling competitive with a character I've only worked on for 1 hour, so to me it stood out.In all fairness, win chance is virtually meaningless in this game lol.
If you feel comfortable with it though, go for it. I haven't really given it or any of the third variations a try just yet, been too busy trying out Terminator.
Valid point and good post but its actually beat by 11f advancing normals or faster not 12fThe roll is only -12 on block and it leaves out of stand 1 or 2 distance, with the exception of maybe Cetrion. They need an advancing special or normal that is 12 frames or fas
I liken his dmg to Noob's seeing double variation. Less in terms of combo, but you'll be getting that 10-25% dmg pretty often just by spacing and playing neutral. And his stagger-throw game is still deadly once you decide to get in if you want.I think this variation is quite good actuallly. I've been playing for a week now and I'm getting good results. This variation is mostly about zoning/counter zoning and it is working great.
Mixups with 112/11 low slide/111 and 312/31 low slide are okay. Not great but can work sometimes.
Shaman has two weaknesses : The conversions and damage. You can't convert anything into amp slide. You can't convert 111 or f12 into amp slide so you can just convert into regular slide (but 111 doesn't connect with it). I can understand why they made it that way but was it really necessary to make it impossible to convert f12 into amp slide ? It feels so unnatural to do f1xxAMP slide to combo.
And this variation only have three specials : Reflect, Low Slide and Lighting Arrow. And that's the problem, because you lose your best combo ender (shoulder charge) and lighting arrow's hitbox is very tight when juggling. So i think the best way to end your combos is 112 because the recovery on whiff is punishable by almost the whole cast when whiffed at the end of the combo. It is also very hard to end the combos in low slide because the juggle hitbox is tight. Using it is also very risky
The lighting arrow is great. You can trade with Cassie low gun shot everytime, and the delaying/cancelling the arrow gimmick is very useful to force the opponent to block anywhere on the map (avoid the lighting arrow at close distance because very unsafe even canceled).
So midscreen the damage is around 250.00~260.00 of a 11 and 290.00 off a b12/31. That's... okay I guess. I think it is a bit weak when you realize that the combos require good execution. The remaining damage will be dealt with the zoning and the meterless combos like 111 Lighting arrow and f12 Lighting Arrow. But all your meter should go in the amp slide anyways so you don't have the same problem you have with matoka warrior and ancestral gift.
And part of the damage weakness : This variation lacks good Krushing Blows. You lose the KB that comes with shoulder charge. So you have : the universal d2, 132 KB and forward/back throw. 132 is very situationnal and you won't be able to trigger the KB throws as much than with the other two variations.
I still think that Shaman is better than Ancestral Gift but Makota Warrior stays the best variation by far. It is still a good and reliable zoning/counter zoning variation. If you hate Terminator as much as I do, picking this variation would be a great pick.
UmLast night I found something pretty funky. If you cancel f2121 on the 3rd hit of the string into mb bf4 then go 111 into lightning arrow it’s registers as two different combos..
I tested out b13, b34, f12 and f21 (by itself) as combo starters and none of them carry this damage tally issue. Just found it odd and slightly awesome that we are getting a lil more damage than it seems. Made me switch from AG for some mu’s for sure.
I thought it was? I could be wrong, I was hoping someone could provide some insight on why it was working like that.Um
That's because f212~bf4(MB) isn't a link.
Wait is it?