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The World Has No More Room For Monsters: Swamp Thing General Discussion

So against cheetah. It seems like we can't anti air her at all on reaction. We just have to stick out random stand 1s and down 2s in the hopes we catch her out of the air. But if you try to wait until you actually see her going into the air with her ponce special move and then try to press stand 1. Its a no go.
 

D. R.

Kombatant
That would help tremendously. I kind of doubt they'll change it at this point.
NRS has changed inputs before as well as add new moves if need be. It just needs to be brought to their attention. I sense a buff thread incoming soon when I have the time. It seemed to have helped Shinnok, surely it can help Swamp Thing.
 
Heres a question..why does swamp things b+ 3 and f+3 have 35 frames startup when scarcrow's is 28 frames. They have similar range. In fact scarecrows f+3 is the longest range normal in the game i think.

It seems like scarecrow is just a better version of this character.
 

Johnny Based Cage

The Shangest of Tsungs
Am I the only one who thinks his d2 is a pretty godlike anti air? Feels like he hardly has any hurtbox the way he sinks into the ground before popping back up.

I think his whole game is going to revolve around maximizing corner carry and then keeping them there with trait set-ups and patient play. He doesn't seem very good but he's fun and I'm sure he'll be getting more buffs than anyone, including indirect ones like inevitable Deadshot nerfs lol.
 

LEGI0N47

I like to play bad characters
Does b223 f23 not work on female characters?
I'm not sure about this one because I don't really use it much because I drop that link too often. However I have been having difficulty with female hitbox's when using his DB2 MB in combo. Can't seem to get the D2 to reliably connect after and discovered it's the tiny hitboxs. So now I'll have to look at my usual combos and see if they whiff on tiny hitbox's which is annoying.
 

Trauma_and_Pain

Filthy Casual
Even against other characters with slower jumps catching people with df1u is a read/guess.
You might be surprised how quick some players can react. DF1U is 14 frames or so iirc? It's doable and I've done it a couple times when I anticipate a jump. Sometimes it's not a pure read or a pure reaction, it's that you read the opponent probably wants to jump-in, and you look for it and focus most of your attention on that - but you only react when you confirm the jump-in.

Playing neutral as normal and then reacting to a jump-in you didn't expect, is a very different thing.
 

Stepwood

Frequently Bodied Individual
When Swamp Thing hits lvl 20 you get a new trait called Sinking Slough, anyone found any setups?

Also, anyone know how to unlock the Rampant Overgrowth shader?
 
So two things to note.

1. d1 xx d b 2 meter burn is decent. It combos into 300+ dmg midscreen and is plus +6 on block if they don't interrupt(the first part of d b 2 whiffs on crouch blocking opponents).

2. b232 xx d b 2 meter burn is good in the corner. On hit you get good damage and on block again your +6.

Unforuntely db2 whiffs off most strings midscreen but I think its still a decent move that most swamp things players don't use outside of wake-ups.

Also:
It seems really hard to get df1u out. I've been in training mode and half the time I just get his horizontal vine grab despite my inputs showing I did it right. I think you just have to hit the up super fast. Its really annoying. I've been in training mode practicing for the past hour and I can only get it out maybe 1/4 times.

And stand 1 as an anti-air seems really meh. Idk if I'm not timing it right but it seems like it hard to anti-air with. Seems like we are better off just using d2.
 
1. d1 xx d b 2 meter burn is decent. It combos into 300+ dmg midscreen and is plus +6 on block if they don't interrupt(the first part of d b 2 whiffs on crouch blocking opponents).

2. b232 xx d b 2 meter burn is good in the corner. On hit you get good damage and on block again your +6.

Unforuntely db2 whiffs off most strings midscreen but I think its still a decent move that most swamp things players don't use outside of wake-ups.

Also:
It seems really hard to get df1u out. I've been in training mode and half the time I just get his horizontal vine grab despite my inputs showing I did it right. I think you just have to hit the up super fast. Its really annoying. I've been in training mode practicing for the past hour and I can only get it out maybe 1/4 times.

And stand 1 as an anti-air seems really meh. Idk if I'm not timing it right but it seems like it hard to anti-air with. Seems like we are better off just using d2.
I've noticed a good mid screen whiff punish is f23 xx db2 MB then another f23 xx vine grab/log.

This is my first NRS game coming from a SF background...I'm having a tons of issues with meaties or punishing it seems.

People seem to love to mash on wake up and I get stuffed, any tips on the timing? Or just something I need to work on? Also when I attempt to punish other people strings -- Swamps moves just seem to slow on startup a lot of the time.
What's your go to punish string? I keep trying s1 but it's a high so I feel like it's ducked a lot, then I feel b2 is too slow and I eat a fast normal.

Also as a S1 anti air I've been having ton of issues with it too, but his D2 is just really bad as well, I get hit out of it all the time.

I love Swamp...but the struggle is real man.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Df1u needs to be changed to db1. The log kick can be changed to bf1. Simple logic here. Idk why it isn't this way to begin with.
ye this be handy, input window on the up onw weird, get so many straight ones by mistake never had this issue with tremors db2u :/
seems to hardly even come out unless i hold 1 either while pressing up
 
I've noticed a good mid screen whiff punish is f23 xx db2 MB then another f23 xx vine grab/log.

This is my first NRS game coming from a SF background...I'm having a tons of issues with meaties or punishing it seems.

People seem to love to mash on wake up and I get stuffed, any tips on the timing? Or just something I need to work on? Also when I attempt to punish other people strings -- Swamps moves just seem to slow on startup a lot of the time.
What's your go to punish string? I keep trying s1 but it's a high so I feel like it's ducked a lot, then I feel b2 is too slow and I eat a fast normal.

Also as a S1 anti air I've been having ton of issues with it too, but his D2 is just really bad as well, I get hit out of it all the time.

I love Swamp...but the struggle is real man.
On your opponents wakeup, the best thing you can do with any character is b/f 3 meter burn. It will beat wakeups catch backdashes etc. And if they block it your safe or + frames.

Doing normal meaties on your opponent in this game is risky because your opponent always has access to an invincible wakeup even if they don't have meter.

Punishing with this character is difficult. If they are really close d+1 into either bf1 ex or db2 ex works. Stand 1 is unrealiable. It seems that this game has a similar problem to mkx where some moves will recover crouching so your highs will whiff over their heads when you try to punish.

And his d2 has no range. Chararters like screcrow get easy punishes off their d2s because it has good horizontal range and is 9 frames. Meanwhile our d2 has half the vertical and horizontal range of scarecrow's but its a frame slower...

And yeah d2 as an anti-air is not great.
 
On your opponents wakeup, the best thing you can do with any character is b/f 3 meter burn. It will beat wakeups catch backdashes etc. And if they block it your safe or + frames.
.
I thought the MB b/f3 was unsafe.
I'll have to check.

I also have issues going from a D1 to a DB2...do I have to hit down again? It doesn't seem like I can roll from the down to back position, nothing comes out.
 
I thought the MB b/f3 was unsafe.
I'll have to check.

I also have issues going from a D1 to a DB2...do I have to hit down again? It doesn't seem like I can roll from the down to back position, nothing comes out.
If your already holding down you have to let go of down then hit d+1,b, 2. Or you can do d+1xx d,b,2(meaning you let go of the down after hitting d+1 and hit down again.

If you are already holding down for a few seconds it won't register the down input as part of the move when you release the down.
 
I mean, the main use for the 1 follow up I see would be when you have then under your trait(so they cant jump) and you dont want to give them the option to use a wakeup attack , sure you are only +1 but the range you are at should be used to your advantage too , take a step back and let them whiff their d1 if you think they are going to mash then punish with your advancing f2 or b2 strings.