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Super girl ice breath is pretty dumb and very inconsistent.

Did you know about this?

  • Of course, I know everything about everything!

    Votes: 15 45.5%
  • No, Ive never seen this.

    Votes: 18 54.5%

  • Total voters
    33
So I was messing around with the best character in the game today and I came across something that I had never seen before. Either the supergirl community is really good at keeping secrets or not many of you may know this.

Supergirls icebreath pressure is pretty dumb and highly inconsistent against different characters.

So first things first what you need to understand is supergirls mb ice breath when fully held out is about 0 on block against a large amount of the cast when crouched. It is not -5 because of the spacing, the more the mb iceball travels the more time itll shave off of supergirls recovery basically making it more plus.

SO WHAT DOES THIS MEAN?

Well this means that against certain characters she is way more plus than against others because of the pushback.

Take a character like atro where he gets literally almost no pushback while blocking the icebreath overhead but is pushed back while blocking low.
If the atro player did not know about this more than likely he'll block low and she'll be about -1 on block or 0. If he did know and blocked overhead she'll be -5. There are many characters like atro but not all of them are so lucky.

Some characters do not have this privilege and some have it much worse than the majority of the cast. Several female characters who try to block overhead will be significantly pushed back giving supergirl crazy plus frames. If they block low they will give supergirl less plus frames but once again depending on the character it could make it worse. Others dont get any way of avoiding atleast the 0 to +1 on block mb iceball as both blocking high and low will let supergirl be 0 or better.
(Being generous showcasing supergirl vs supergirl, there are much worse cases of the issue in the game)
Overall, this is pretty dumb and there is no reason this should exist. Supergirl having plus pressure after any button press and string while still having the potential to fullcombo is something that seems to have existed for awhile just never seemed to be realized. I feel there should be something done about this.
 
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ShArp

Dedicated Broly main
This is well known since idk when. Pretty sure whoever mains her knows about this, tho Im not sure everyone knows this in general, atleast here on TYM. Ppl on Discord were sharing this on the first week.

It must be 0/1 in most cases, trades with most 6 framers. In some cases -1. Quite stupid lol
 
This is well known since idk when. Pretty sure whoever mains her knows about this, tho Im not sure everyone knows this in general, atleast here on TYM. Ppl on Discord were sharing this on the first week.

It must be 0/1 in most cases, trades with most 6 framers. In some cases -1. Quite stupid lol
I find it remarkable that supergirl players could know this and still defend her.
 

ShArp

Dedicated Broly main
Speaking of crazy + frames from Ice Breath - I have posted it in general SG discussion thread but maybe it will fit this thread better.

Whatever combo starter into freeze -> b3 -> jp3 -> once you drop on the ground, walk forward a bit, s3 -> hold breath till you can MB it. Instantly dash in with ice cloud infront of you.

The moment opponent gets up he has to block the ice cloud, while you force them to eat 112. It's so plus because of the distance from which you MB'ed ice breath. It's so plus that even 1(high)12 jails. Tested on supes, batman.
 

myri

Time Warrior
Yeah I thought this was well known but if not then it's good people are seeing it now. To be fair this is more of a problem with the way blocking in the game works than anything to do with Supergirl's ice breath really. Hasn't it always been the way in NRS games that crouch blocking and stand block give slightly different reactions? That alone is inconsistent and should be done away with.

Doesn't this also happen with Sub-Zero's meterburn burst, different pushbacks whether it's blocked crouching or standing, which in turn makes it harder to enforce his plus frames with a d1 after depending on the character? I seem to remember that being the case, correct me if I'm wrong. Different pushbacks on block depending on the stance should be fixed though.
 

myri

Time Warrior
Speaking of crazy + frames from Ice Breath - I have posted it in general SG discussion thread but maybe it will fit this thread better.

Whatever combo starter into freeze -> b3 -> jp3 -> once you drop on the ground, walk forward a bit, s3 -> hold breath till you can MB it. Instantly dash in with ice cloud infront of you.

The moment opponent gets up he has to block the ice cloud, while you force them to eat 112. It's so plus because of the distance from which you MB'ed ice breath. It's so plus that even 1(high)12 jails. Tested on supes, batman.
Can they not just wakeup?
 

EntropicByDesign

It's all so very confusing.
What's wrong with something being safe when it costs a meter????????????????

I don't think it's safety that's the issue, it's that it can, in some scenarios, be not just safe, but plus.. it also leads to a full combo and can cancel out of already safe strings, one of those strings being one of the best strings in the game. It's also not the -5 it's supposed to be, so while safe, you lose your turn. 0/-1 means she can pretty much keep her turn, or contest, again, All done behind already safe, super effective stuff.

I'm not saying SG is OP or this means she's broken or anything. I'm giving no opinions whatever on her as a whole.
But I don't think this should be a thing.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
Black Adam is plus on strings for free, or for trait
Batman rolls in with bats and you have to hold the followup
Atrocitus is plus for 20 seconds with trait forcing you to pushblock
Robin recalls a rang for free and you have to hold the followup
Catwoman does 1f2 for free whenever in order to be plus on an overhead mini-mixup
Cheetah f3's for free and is +10
Superman f3's for free and is +7
Wonder Woman 223's and is plus a million for free
Darkseid's wakeup is plus
Supergirl spends a bar of meter to be maybe -1 with pushback, assuming her opponent is blocking a certain way, and it's a crime against humanity

Makes sense

There are much better arguments for why Supergirl is good.
 
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Black Adam is plus on strings for free, or for trait
Batman rolls in with bats and you have to hold the followup
Atrocitus is plus for 20 seconds with trait forcing you to pushblock
Robin recalls a rang for free and you have to hold the followup
Catwoman does 1f2 for free whenever in order to be plus on an overhead mini-mixup
Cheetah f3's for free and is +10
Superman f3's for free and is +7
Wonder Woman 223's and is plus a million for free
Darkseid's wakeup is plus
Supergirl spends a bar of meter to be maybe -1 with pushback, assuming her opponent is blocking a certain way, and it's a crime against humanity

Makes sense

There are much better arguments for why Supergirl is good than this.
IDK about that a bunch of characters have ways to deal with this don't bring Robin in this argument
 

Misky

Clinch should be a command grab
Black Adam is plus on strings for free, or for trait
Batman rolls in with bats and you have to hold the followup
Atrocitus is plus for 20 seconds with trait forcing you to pushblock
Robin recalls a rang for free and you have to hold the followup
Catwoman does 1f2 for free whenever in order to be plus on an overhead mini-mixup
Cheetah f3's for free and is +10
Superman f3's for free and is +7
Wonder Woman 223's and is plus a million for free
Darkseid's wakeup is plus
Supergirl spends a bar of meter to be maybe -1 with pushback, assuming her opponent is blocking a certain way, and it's a crime against humanity

Makes sense

There are much better arguments for why Supergirl is good than this.
None of those other characters also have the utility supergirl does minus maybe Batman. Batman I agree with, it's even worse than this.
Atro only has it with trait.
Robin has to set up the rang
Catwoman I don't know enough about
Cheetah using a f3 isn't even close to the same thing. SG can special cancel in to hers for free
Wonder Woman's 223 has the biggest gap in the world before the 3
Darkseid's is ridiculous too.

This is honestly one of the last things I'd complain about but you're comparing apples to oranges here. When it comes to supergirl, she was fine before they patched her in my opinion. The OP has went out of his way to say it's not about him saying it's over powered, it just shouldn't be inconsistent. All of those other moves you mentioned are at least consistent.
 
Black Adam is plus on strings for free, or for trait
Batman rolls in with bats and you have to hold the followup
Atrocitus is plus for 20 seconds with trait forcing you to pushblock
Robin recalls a rang for free and you have to hold the followup
Catwoman does 1f2 for free whenever in order to be plus on an overhead mini-mixup
Cheetah f3's for free and is +10
Superman f3's for free and is +7
Wonder Woman 223's and is plus a million for free
Darkseid's wakeup is plus
Supergirl spends a bar of meter to be maybe -1 with pushback, assuming her opponent is blocking a certain way, and it's a crime against humanity

Makes sense

There are much better arguments for why Supergirl is good than this.
Against certain characters it is plus one or more and they can not avoid it. None of those characters get a plus launcher that can be done after every string and button press safely except batman but even then it's batmans trait (considered to be the best tool in the game)and not meter.
 

ShadyHeart

Relationship with Sonya ended
It's a projectile. Don't ALL projectiles have frame data that assumes the projectile will hit on the very first fame it comes out? Her projectile will have different travel times depending on how you use it so it makes perfect sense for it to not be -5. The same logic applies to every projectile in the game.
 

TakeAChance

TYM White Knight
It's a projectile. Don't ALL projectiles have frame data that assumes the projectile will hit on the very first fame it comes out? Her projectile will have different travel times depending on how you use it so it makes perfect sense for it to not be -5. The same logic applies to every projectile in the game.

In her case it's interesting. It's a projectile, that she can not only hold to extend duration, but then she can tap MB as well to not only make it safe, but adjust the frames depending on the opponents orientation. Then when they go to punish (when frames say they should) they get crushed by b12.