Lazy Garou
[10] Knight
How do you know when to push 4 on DNSB: 4/NS :4? the tutorial says during hit but I've done it and just randomly get it working from time to time. Is there any visual cue or anything I'm missing to get it right?
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There's no great rule of thumb here. For example, one's options are much more limited after being grounded by A+G than by 3B → 236K. The only honest advice I can give is to hit the lab and test the different scenarios and see what does and doesn't work.How to deal with Patroklo's running wake up game? 66B for ducking and standing, grab for stepping, and something else for grounded? I Block 66B, he's -2, can't punish, if he grabs, I only have 50% chance of breaking, I can't duck because risking eating a 66B is not worth it. Should I just stay grounded when he runs?
After taking a ground hit like 3B, 236K, 2B, 11K, you can tech back up, so you often have a few more wake up options after being hit OTG. Not that you should stay down every time, but it's nice to know.OK, it seems staying down seem to be a decent option, I think I might have enough time to stand and block 3B in most cases, so I will just take a ground hit and then quickly get up and reposition myself.
By the way, how does poe work as an offensive character? Maybe I am using her wrong, but I don't feel she has enough tools to pressure her opponents. She has great punishing and whiff punishing tools, but I don't seem to have enough approach tools to use her offensively.
I mean, looking at patroklos it's easy to see why he is an offensive character because he's got safe stuff and great mix ups and mess with you at close range all day, but poe is quite unsafe or lacks utility.
Check her Wiki, it has all the guard burst data. 4B, 66B and 8B+K get the job done quickest, but she has some great low risk pokes that'll gradually add GB damage, e.g. 6K, 1B, 22A, 3A+B.I'm back and I almost forgot everything in the game but I think i'm still somehow decent
so how do I break guards? I remember (back)B is a good one and I think (jumping)A is another good one but I might be wrong lol
by the way if anyone's up for a challenge add me, my main is omega and I also use both Patroklos and Natsu
I don't think there's a secret trick to it, other than shitloads of practice. It's a gradual process.Err... help? I still can't figure out a way to do stab 4 consistently outside of practice mode.
You mean when the first one trades with something?DNS B DNS B works.... kinda...
The techtrap. But I did 22_88A DNS B.You mean when the first one trades with something?
You can get a DNS B > DNS B > DNS B combo if you catch them at tip range and they tech forwards or back. Not the max damage tech trap in this scenario but it looks funny.
Her auto GI gives nice guaranteed damage, but it doesn't seem to be as good as other people's auto GI. It only covers mid, and can't deal with piercing attacks, whereas apat's auto GI can work on piercing attacks, and cervantes could cover all 3 levels of either horizontal or vertical.
So many important mids she can't avoid. It sucks that I have to memorize the particular strings just to use this free GI effectively.
It kind of does IIRC, but not as well as normal Pyrrha's. It also doesn't track rolls as well as Pyrrha's does.Wtf? 3k doesn't track?
If you read a 2A or other common horizontal (66A, 3A, etc), you get a free 110 damage or something insane like that. Having the ability to "punish" a super safe poke for nearly half life damage is pretty sick.Her auto GI gives nice guaranteed damage, but it doesn't seem to be as good as other people's auto GI. It only covers mid, and can't deal with piercing attacks, whereas apat's auto GI can work on piercing attacks, and cervantes could cover all 3 levels of either horizontal or vertical.
So many important mids she can't avoid. It sucks that I have to memorize the particular strings just to use this free GI effectively.
Costs a bar for the 110 damage combo (4B → CE), but she gets 86 with DNS B:4 or 81 with the easy 66B+KAB → DNS B combo. One of the more damaging aGIs for sure.If you read a 2A or other common horizontal (66A, 3A, etc), you get a free 110 damage or something insane like that. Having the ability to "punish" a super safe poke for nearly half life damage is pretty sick.