eskuAdradit0
"Thanks" button abuser.
IMO, no launcher should be safe on block. That's one of the many things I don't get about MK.
Oh I got the joke, you're a rain player .Her cartwheel is safe on block so that dumb ass Sonya players don't have to hit confirm or risk anything. They can just dial at free will.
LOL. Dude. All her specials are good. I've played Sonya for maybe 30 matches online for just the hell of it since I get bored and learn characters. Sonya can zone really well with her rings (dat recovery, why the hell does she have better recovery than Noob? lol) and arc kick (your opponent jumps, hit 'em with the arc kick), she controls the air with her air throw/dive kick, she's dominating on the ground with her pressure and MS cancels and her EX cartwheel is ridiculously good in terms of comeback potential. I personally feel her dive kick on the ground is a little overrated, but it's still a good tool.Becouse it would have been retarded if 5 out of 5 of her specials would have been punishable with full combo on block. Or wouldn't it? Pfff........
Where's Kitana's armored combo starter for the Kenshi matchup?As for her EX Cartwheel having armor, it's necessary for her to be able to have a chance against the hardcore zoners. Sonya vs. Kenshi is bad enough as it is, and I don't need to explain why, LOL.
I would strangle a newborn kitten if Kitana got armor lolWhere's Kitana's armored combo starter for the Kenshi matchup?
Two things: If you're looking for a cartwheel and go for an njp, you just opened yourself up to a free AA combo. If you try to d1 sonya's cartwheel, she can ex cartwheel right after and blow you up.People here whining about Sonya's Cartwheel, you can blow it up with NJP combo or cross over to make it whiff.
If you block Sonya's Cartwheel, you can D1 her first - same applies to her Ex armored Cartwheel.
Yeah, talk to Hitoshura about her recovery...lol. Buff Noob for fucks sake.Her fireball is still worse. That thing is retarded.
Ow snap, 30 matches?! Who the heck uses arc kick? Noobs fireballs score knockdownz and are 50-50s...Online? Seriously? Bah.. forget it....LOL. Dude. All her specials are good. I've played Sonya for maybe 30 matches online for just the hell of it since I get bored and learn characters. Sonya can zone really well with her rings (dat recovery, why the hell does she have better recovery than Noob? lol) and arc kick (your opponent jumps, hit 'em with the arc kick), she controls the air with her air throw/dive kick, she's dominating on the ground with her pressure and MS cancels and her EX cartwheel is ridiculously good in terms of comeback potential. I personally feel her dive kick on the ground is a little overrated, but it's still a good tool.
And to the people still debating that you lose your pressure with canceling your strings with cartwheel, it builds a shitload of meter on block, and as we all know Sonya is ridiculous with meter.
Because Noob Saibot's projectile is the size of a human, knocks the opponent down and hits overhead, Sonya's projectile can be easily jumped over, ducked or traded with by other projectiles without knocking the opponent down.Sonya can zone really well with her rings (dat recovery, why the hell does she have better recovery than Noob? lol)
She can zone well with her ring, yes. But only extreme rushdown chars without decent projectiles. Noob still outzones her (his shadow knocs down, she doesn't recover fast enough to trade with it) and she is outzoned by any slightly zoning oriented char. Her rings should be abused against zoners only if you have the life lead, as I said.LOL. Dude. All her specials are good. I've played Sonya for maybe 30 matches online for just the hell of it since I get bored and learn characters. Sonya can zone really well with her rings (dat recovery, why the hell does she have better recovery than Noob? lol) and arc kick (your opponent jumps, hit 'em with the arc kick), she controls the air with her air throw/dive kick, she's dominating on the ground with her pressure and MS cancels and her EX cartwheel is ridiculously good in terms of comeback potential. I personally feel her dive kick on the ground is a little overrated, but it's still a good tool.
And to the people still debating that you lose your pressure with canceling your strings with cartwheel, it builds a shitload of meter on block, and as we all know Sonya is ridiculous with meter.
Trade with Sonya's fireball? That has nothing to do with reaction time or reading your opponent. If you trade with her, you got lucky. And yes, Noob's projectiles are great and much better. But they need to be, Sonya's fireball is just excess charecter bullshit.Because Noob Saibot's projectile is the size of a human, knocks the opponent down and hits overhead, Sonya's projectile can be easily jumped over, ducked or traded with by other projectiles without knocking the opponent down.
Could you imagine Noob's shadow tackle being like Sonya's rings in recovery plus its current overhead, pushback, size, and knockdown properties?
Noob's recovery is fine for the size of the projectile, he recovers quicker than Scorpion throwing his spear.
Sonya's projectile is good, no question, don't get me wrong.
People that can read their opponent.Who the heck uses arc kick?
Are you comparing sonyas cartwheel being safe on block to Rains Cancelable, hit confirming round house?Oh I got the joke, you're a rain player .
Wtf? Noob is another mess.Sonya can zone really well with her rings (dat recovery, why the hell does she have better recovery than Noob? lol)
Nooo- ok yes. I'm comparing both being similar outside of hitconfirmability.Are you comparing sonyas cartwheel being safe on block to Rains Cancelable, hit confirming round house?
Sonya players who use her Dive Kick placed at the highest angle that's easy to punish on reaction but her instant low Dive Kick that hits their knees on block players get away with it online, it's like Reptile's Dash.Actually, even online you can't use dive kick randomly. If you are blocked too high, basically anyone can punish it.
You are not playing it right. When Sonya does her Cartwheel and you blocked it, you can D1 her first before she can D1 you back. Also, you need to watch Sonya's meter because she can Ex Cartwheel through your D1 mashing. Fishing for Sonya's Cartwheel depends on your spacing especially on wake up, you can cross over so it will whiff OR you can step right outside sweep distance and NJP combo punish her Cartwheel. Players especially here are making Sonya's Ex Cartwheel so overrated crying out for a nerf or remove armor, it's ridiculous. Online Sonya is a nightmare, I will admit that. Those things that Death was trying in those tournaments on stream got Sonya's Cartwheel blown up, it's not good as people think. Good players know when to use Ex Cartwheel effectively, online scrubby players abuse Ex Cartwheel like no tomorrow.Two things: If you're looking for a cartwheel and go for an njp, you just opened yourself up to a free AA combo. If you try to d1 sonya's cartwheel, she can ex cartwheel right after and blow you up.
But cartwheel isn't an overhead. That's something of an advantage isn't it?Are you comparing sonyas cartwheel being safe on block to Rains Cancelable, hit confirming round house?
Obviously you don't know how to punish Sonya's Cartwheel.People who say that you can punish with NJP is fucking retarded. Yeah sure you can punish it with that, but have you ever consider the fact that she can blow up your NJP+reset just for checking the armor kartwheel? The risk is greater than the reward by far...
Obviously people who say this have no idea about fighting games
I know you can punish it, but the risk is greater than the reward by far. I explained this already. Learn to read. Plus who the fuck cares about her wake up, that doesnt mean shit. The fact that she can get out of pressure for free, with a chance to blow up that NJP, get a 20+ dammage+reset, and safe on block.Obviously you don't know how to punish Sonya's Cartwheel.