launch b:K 66B, not at all optimal as far as damage goes (you lose about 10-15 damage) but when 66B hits an airborne opponent it creates an untechable KND. The opponent is forced to block 1B/66B/3B and is in range for a B+KK.
edit: I think max damage off 1BB TS3 midscreen is 6B+KA KK, it does 69...
Just some stuff I found last night:
also, 46BB TS2 wall spalt is +13 and typically leaves us just out of range for 6K, so this won't be our mid option during the wall vortex (although, if the no wall splat glitch thing happens 46BB TS2 near the wall leads to big damage)
To be fair, it didn't say counter hit when the ID B hit. Moreover, I'm pretty sure ID B doesn't cause a stun like that even on CH (only when the opponent is already in a stun state), this might be a glitch.
a few updates:
-4B+K CH BT K BT B+K
-6AB CH 6K 46:BB TS1 66B
-BT 2K 8B+K
-BT 2K 46:BB TS1 66B
-RE K 6K 46:BB TS2 small dash 6BB (66A+B maybe guaranteed here)
-LH A+B 66B b:K 46B 6BB/8B+K (the 46B splats them with there head facing you, giving a more advantageous KND)
-BT BB 46B 6BB/8B+K (same...
https://i.makeagif.com/media/9-20-2018/7FPuOW.mp4 not sure if his regular B throw (forward throw in this game) or his reported 236 A+G command grab, for some inexplicable reason the second part is UB though.
https://i.makeagif.com/media/9-20-2018/qUj0dl.mp4 good old-fashion forward ring out...
Damn, if his BT BB is a natural combo then he has a low/mid mixup both of which can be hit confirmed (unlike 1BB/46BB?) into a time stop combo for heavy damage. Now we just have to find combo's that end with Zas BT without sacraficing too much damage, maybe he can get a 8B+K after a b:K if the...
Has anyone tested what's guaranteed after a BT 2K? I'm pretty confident 46:B would work (if so, BT 2K into 46:BB time stop combos will likely be pretty damaging), but maybe 66B/6BB/66A+B too?
Maybe look into the K option off his grab, I'm curious how plus it leaves him, how much pushback it has, and if it can wall splat. I'm also eager to see if he has more options after a 46:B ground splat since doing another 46:B seems to grant little to no oki opportunities and 66B looks like it...
Great matches, thanks for posting. Awesome use of B+K B (if that's the input for GB pimp hand), I had a feeling it would be a good tool. The second link isn't showing up btw (at least not for me).
I'm not sure the fact that she has a long range un-reactable low is the problem, it's that it catches step, can RO, can wall splat, does more damage than any other low in the game (barring zas's 1BB with curses), and it's safe.
I don't think changing how much it pushes back for some characters would prevent it from being a strong get-off-me tool, if anything, it would make it just as good of a tool for short/mid range characters as it is for long range characters. And if it was changed into a zero recovery freeze...
I really hope they don't remove the lethal hit, just lower the damage. Ivy probably has a few different options after the LH crumble stun as far as combos go, and I hate when nerfs remove depth from a character/game. If lowering the damage output of something can fix a problem, that's the route...
Ya, I think Hilde is a good example of how a character can be broken but not necessarily OP. On the topic of Ivy forcing characters to move forward constantly, that's just the zoning archetype's M.O, I agree SC makes it ridiculous though by giving her a zero risk get-off-me move. I also agree...
This is hyperbole, right? Hilde had TOD combos on most stages, fast plus on block mid horizontals with autoGI properties that lead into said TOD combo, plus on block or safe long range mid launchers that lead to TOD combo that tracked to one side, pretty good damage overall, the best step in the...