NGKrush
[08] Mercenary
Yes, 22b is raphs main nh launch, he doesnt have a lot of ch specific combo starters, only 1k and 33b
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raph has a bad time vs up close opponants with his fastest moves being so linear, there is no quick escape option, you just need to bide your time and 3a/3b when you get your turn or possibly crush with 1k (which could be unsafe).
Looks like raph's ground hitting moves are either 11BB or 11K.
Raph has only one prep, some moves just disappeared like prep K iK, no just frames, VE A is now AutoEvade, there are 3 or 4 EX moves with this cool yellow glow and thats all
That means we have a whiff punisher that does more than 25% damage (if the life bar is still 240 points). And the SEB combo takes a 1/3 of the bar. That makes me really optimistic.22b
-3(b)bbb (65)
Se b
-3(b)bbb (80)
how come no body likes 6A upclose ? (now 6AB). That thing never failed against people who stepped to raph's left upclose in SC4, and hopefully it does the same in SC5.
It's very range dependent since Prep AB doesn't always reach, but even then I would cancel Prep BB's on hit into SE opportunities etc if I don't have the meter for BE.I expect a big discussion on whether u go for the 65 damgae of 22B~3(B)prepBBB vs 62 damage 22B~3(B)prepA(B) into mixups.
It's very range dependent since Prep AB doesn't always reach, but even then I would cancel Prep BB's on hit into SE opportunities etc if I don't have the meter for BE.
I tested this. A+G doesn't ring out and BB is unsafe, AA punishable by PyrrahAnd what about his A+G throw?? Does it still RO like in SC4?? I don't think 11K can RO even on CH. Also, the second and third hits of BBB are unsafe right??
It does? That's good, it never worked for me but it must have been an alignment/distance issue then. Good to know it's possible.A+g rings out to raphs right like always,