Now that the patch is out, I've updated my ranking for the SA. Nothing much else about the specific moves changed though. They fixed a bug with the QP K lethal hit that made it not count form evades done from crouching or BT, but the move itself isn't improved.
@Apoc Revolution PR AK works on...
Well, let's get this over with. I'm going to rank the new moves by usefulness from best to worst and give my thoughts on each one.
1) PR B+K - Being able to QP from PR is the option that PR needed to potentially beat everything, and that alone gives it value. Now almost nothing is 100%...
It's dead in here and I don't see much of a thread for this so I decided to start one as a reference. I've looked into this a lot, and Raph's RO potential is actually not as terrible in SC6 as his typically is. Is it best in the game? Of course not. But if you're used to Raph having a poor...
Ignore the above, a few things about that are wrong. Here are some more accurate notes (not by me):
https://docs.google.com/document/d/1sVATQSwNI0C2a4gm-sj11LAjbHWr4ifBl8_4hYBLq94/edit
Obligatory copypaste for the lazy:
I decided to update my top ten. Some moves were on there that didn't make sense anymore.
Although I'll probably have to update it again after the next patch hits, from the sound of it.
@LOVELAIN it's not that complicated; B4 66B is just not a combo on Groh for some reason. You can do it near a wall or ring edge, but without that the 66B is blockable, at least by the training dummy.
Don't think this is the case for any other character, but I haven't taken the time to test it...
With Taki's CE there's so much time between the freeze and the attack that it's actually possible to B+K too early. I find 4B+K is an easier option anyway
Top 10 currently:
1) WS BB~46 - leads to what is probably the best damage from a fast punish in the game
2) 6B~46 - between this and WS BB Raph has the punishment game covered, if they're -10 on anything they will eat damage
3) AG AB - super good step catch, mid/mid natural combo that combos...
It doesn't count if the enemy is already in a stance when it hits. That means they've already passed the recovery frames of the move and can technically interrupt your move with an attack or escape with a stance movement. It HAS to punish the move while they're in recovery frames. Which means...
I'll miss it as a quick wall combo transition. At least he still has 2A, which had about the same startup and range.
What I don't like is losing Dark Abyss. It's a far cry from the useful SCC guard break version in SC2 but it was still fairly important as high damage oki. If he had his...
First of all, here's a great resource for some moveset clarity (credit to loukemia): https://docs.google.com/document/d/1BQ2TGzMxN4EzzASlqeU7-PdUos01LcGs8NjTqxyXYtE/edit?usp=sharing
Random thoughts:
- Since Raph can RE out of Prep and cancel out of RE, it means he can essentially guard from...
I don't think unlockable characters like Inferno will get announcements. Really hoping there's more of them, since OG Lizardmeng exists and seems like a possibility.
I could see them announcing the first season pass DLC character in October (yes first, because apparently they don't consider...