exflyingbooty
This dream has a sad ending
I voted Kitana
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![](http://i133.photobucket.com/albums/q56/cococrown/reaction%20gifs/14m9teh.gif)
I voted Kitana
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This cracked me up
1st hit of that string is a high.so it isn't a problemMy problem with the outlaw that Is Mr Erroneous Black is not the overhead/low mixup, they have two very distinct ranges and although I'm an online player, even fighting competent E.Bs I find I don't get mixed up too crazy like but when i do it is what it is, he's a mixup character. My problem is his 2,1 string. What's a common trend for anyone who has tick throws? They don't have them out of their stronger strings to avoid abuse and to keep things balanced. So why give him not one but TWO spaces to tick throw out of this extremely abuseable string? I have played games where I have read them and njp'ed or whatever out of it. But once they know they have to mix this string up, good lord do the gates of hell open..and for one reason: the string hits mid
My answer:
Change this string so the last hit hits HIGH, why? so I can duck the second tick throw AND/OR the high and get a legit punish for my risky read. That way Mr. Erroneous black HAS to mix the string up more, he will still have answers. If not, how is this no different to if they gave kano a tick throw off of his B1 string in commando? People seem to see that as broken and too strong and yet commando kano was DESIGNED as a grapple character yet erron black has this amongst the rest of his oki/mixups and overall shenanigans?
SILLINESS!
Someone please tell me there's a gap or something, just some hope so I can wake up everyday without thinking what's the point in getting out of bed if I'm gonna get rugby tackled to the ground and shot in the face multiple times.
Nah, no need to. I made this thread over a month ago and people are bumping it for whatever reason. lolThis thread was made made pre pre patch instead of bumping wouldn't it better to re make the thread or if possible refresh the votes?
lolMy problem with the outlaw that Is Mr Erroneous Black is not the overhead/low mixup, they have two very distinct ranges and although I'm an online player, even fighting competent E.Bs I find I don't get mixed up too crazy like but when i do it is what it is, he's a mixup character. My problem is his 2,1 string. What's a common trend for anyone who has tick throws? They don't have them out of their stronger strings to avoid abuse and to keep things balanced. So why give him not one but TWO spaces to tick throw out of this extremely abuseable string? I have played games where I have read them and njp'ed or whatever out of it. But once they know they have to mix this string up, good lord do the gates of hell open..and for one reason: the string hits mid
My answer:
Change this string so the last hit hits HIGH, why? so I can duck the second tick throw AND/OR the high and get a legit punish for my risky read. That way Mr. Erroneous black HAS to mix the string up more, he will still have answers. If not, how is this no different to if they gave kano a tick throw off of his B1 string in commando? People seem to see that as broken and too strong and yet commando kano was DESIGNED as a grapple character yet erron black has this amongst the rest of his oki/mixups and overall shenanigans?
SILLINESS!
Someone please tell me there's a gap or something, just some hope so I can wake up everyday without thinking what's the point in getting out of bed if I'm gonna get rugby tackled to the ground and shot in the face multiple times.
I will try to bare that in mind, although personally I don't think this solves the abuse or unnecessary mileage of this string, I still think one of the tick throws should be taken out or keep them both in and make the last hit high so it's a fairer reward for both players. But thank you for your answer1st hit of that string is a high.so it isn't a problem
Once you gets hit by his d1/d4, that the 1st hit is a high doesn't matter anymore. You will still have to block it as if it's a mid. It's what SonicFox and all EB players are doing1st hit of that string is a high.so it isn't a problem
Well jax can go overhead low, low overhead,low,low,overhead,overhead-overhead,high overhead,low overhead buut they are very reactable. So there's that, also they only lead to anything in the corner without meter.Unfortunately I don't have enough experience with Raiden and to Jax tell a valid point.
Holy shit that sounds scaryWell jax can go overhead low, low overhead,low,low,overhead,overhead-overhead,high overhead,low overhead buut they are very reactable. So there's that, also they only lead to anything in the corner without meter.
WTF? Works against sleeping opponents indeed. Her float overhead is a full combo punish... And her B3 required meter to be a safe starter. That is not a 50/50 for me, especially for how easy it is to react to. Also a jump to the opponents head is required for a semi-50/50? Hmmmm..Kitana man.. when she jumps in with that op float, she could overhead with njp or fall down and do that 15f low starter.. pseudo unblockable.
I remember reading that jax has gaps in each hit of 2,3,2, B3 follow ups, possibly his 1,2,3 string and even his d1,d2? (Double low jabs) so as time passes people will be blowing up jax as there is a general (in my eyes anyway) gameplan to challenge him with armoring as soon as you see a blocked attack. But of course this requires meter so I think a must against jax is don't overuse meter and thing become alot easier. If someone did that to me as a jax player, I'd break a sweat knowing I can't stay on auto pilot anymore. Still, his mixups if you let him, are VERY fast and very tricky as there are alot of overheads and lows to try keep track of.Well jax can go overhead low, low overhead,low,low,overhead,overhead-overhead,high overhead,low overhead buut they are very reactable. So there's that, also they only lead to anything in the corner without meter.
Doesn't have overhead launcher? His entire mid screen game us based of of overhead launches and if you fall for his charged b2 that's a good 27- 30% midscreenHoly shit that sounds scaryBut as far as I know, midscreen in the neutral he doesn't have a launcher overhead right? I know that Jax is BS in the corner, but I was talking mostly about th neutral game midscreen.
Yes he has tons of gaps, but good luck as they are brief with and hard with keeping up because I think a general and good idea for jax is to immediately Rocket cancel any blocked pressure into a forward grabI remember reading that jax has gaps in each hit of 2,3,2, B3 follow ups, possibly his 1,2,3 string and even his d1,d2? (Double low jabs) so as time passes people will be blowing up jax as there is a general (in my eyes anyway) gameplan to challenge him with armoring as soon as you see a blocked attack. But of course this requires meter so I think a must against jax is don't overuse meter and thing become alot easier. If someone did that to me as a jax player, I'd break a sweat knowing I can't stay on auto pilot anymore. Still, his mixups if you let him, are VERY fast and very tricky as there are alot of overheads and lows to try keep track of.
Yeah those cancels bring an interesting and deep mind game, I'm not too familiar with actual frame data when cancelling into some strings so I'm not sure what's possible to armor out of, but I'm a strong believer in challenging someone even if it's risky as just the sight of me challenging you becomes a different game from there on. Of course jax can bait out armor too which is great for jax because he can get around one of his biggest issues, should it be capitalised onYes he has tons of gaps, but good luck as they are brief with and hard with keeping up because I think a general and good idea for jax is to immediately Rocket cancel any blocked pressure into a forward grab
My Bro plays covert ops and it's the sight of sonya bursting in with a sprint that makes me grab on to something and go into the brace position. Then he chooses demolition and i realise she can make her options safe and then I ask what I did to deserve this...Sonya is so fucked up when she gets in lol
WTF? Works against sleeping opponents indeed. Her float overhead is a full combo punish... And her B3 required meter to be a safe starter. That is not a 50/50 for me, especially for how easy it is to react to. Also a jump to the opponents head is required for a semi-50/50? Hmmmm..