Sounds about right. The scaling on b122 is still dumb.Are the numbers in combo thread up to date? b122 b122 111 choke only does 25% unless I'm missing something.
You can up it to 26% and save your stamina by doing b122 b1 b122 111 chokeSounds about right. The scaling on b122 is still dumb.
Based Miharo made a post about midscreen combos that allow you to safely activate your buffs. http://testyourmight.com/threads/new-bnbs-that-allow-mid-screen-activation.59442/What's the best way to setup the buffs safely?
Off of combos:What's the best way to setup the buffs safely?
Excuse my nooby Jason question, but... why would you end in choke? Isn't it almost always better to end in something that lets you activate a buff safely, unless it's to finish off the round?Really easy bnbs, probably not 100% optimal but not far from it
Max damage. Also you might have buff active.Excuse my nooby Jason question, but... why would you end in choke? Isn't it almost always better to end in something that lets you activate a buff safely, unless it's to finish off the round?
Alright, thanks.Max damage. Also you might have buff active.
B122, B122, 111~buffAlright, thanks.
Uh, another thing... I saw your thread about B122, B122, D2, DD(3 or 4). Is that basically the best ender? Or depending on the match up you would still use 32 (or is there any other enders I should take note of)?
Yeah but I was sort of after the reason for each of them. What's the benefit of each one, for example. Why do you use 111, and others use 32/D2?B122, B122, 111~buff
B122, B122, b2~buff
B122, b122, 32~buff
B122, b122, d2~buff
You can also end in bf3 and safely activate buffs against many characters and in many situations.
Edit: Personally, I use 111 the most.
Well, generally speaking, the reason for all of them is that they have enough combined hit advantage and cancel advantage to make activating either buff safe. So, if you only care about activating buffs safely, any of them will do. But,, obviously, each one has particular pros and cons:Yeah but I was sort of after the reason for each of them. What's the benefit of each one, for example. Why do you use 111, and others use 32/D2?
I find the D2 pretty easy and consistent to land to be honest, and I don't use any run cancels.ending in d2 - Ending in d2 is the most damaging of the 4 basic enders listed. However, there are two trade-offs: It leaves your opponent almost full-screen. and the timing of landing the d2 is inconsistent (Although, it is very easy if you add a run cancel)
Is this the general consensus?ending in 111 - IMO, this is best overall option
Why did most people use 32 before @MsMiharo pointed at the D2 ender though?ending in 32 - Similar in overall usefulness to 111, but slightly less damaging and not as consistent timing wise. I recommend using 111, instead.
this, but I basically wanted to know the pros/cons of each. Thanks for covering that. I guess I just don't understand why people were using 32/D2 but you say 111.Well, generally speaking, the reason for all of them is that they have enough combined hit advantage and cancel advantage to make activating either buff safe
From my experience, most people tend to end in either 111 or b2 (This comes from somone who has played Unstoppable since he dropped last May) I very rarely see people end in 32, to be honest.
Hm, alright.From my experience, most people tend to end in either 111 or b2 (This comes from somone who has played Unstoppable since he dropped last May) I very rarely see people end in 32, to be honest.
Obviously, I can't definitely speak to a general consensus, but if I had to guess, I'd surmise that most people end in either 111 or b2.
Absolutely. D2 is a great ender for that.Hm, alright.
And.... depending on the match up, you can end in D2 to get the heal off and keep your distance, maybe?
Alright then. Thanks for the help.Absolutely. D2 is a great ender for that.
Isn't 111 safe too?32 and d2 are 100% safe vs all the cast. Also has enough advantage to buff and not have someone tech roll and pressure you afterwards. That's about it.