So I didn't map my buttons so I didn't have a short cut for my A+B+K and it wasn't till we see those SCs I manage to manually press all 3 to start pulling it off lolOnly 2 time stops and 2 soul charges!? But he looks good in soul charge...
I will be adding these to the test list :)Of course the game is brand new and it being the first time you played scVI excuses the execution problems :p
Just some pointers and ideas:
A fully blocked 4B+K left you only slightly negative in scIV, there were instances in the video where you maybe could have interrupted NM with a 4A right after. People tend to run into it after a blocked 4B+K. Could you check if 4A has full tracking like in scBD, or bad tracking like in scIV.
Never leave a back turned opportunity unused. There are a few moments where you could have inserted a btB+K. If it doesn't hit it still gives you advantage with its guard break. Bt B+K is a beastly move :). I wonder if Zas will be able to choose where you position the enemy off of overhead launchers (like 4B+K, 4B:B, etc...), depending on wether you end with bt B+K or bt BB, the enemy could end up in front or behind you. I also wonder if bt BB would allow you to continue the combo with eg 6BB or 6BK.
You could check for the existence of the following tech trap, which I used a lot: 4B CH into 3AB.
Is ukemi automatic when you hold block, or is it like scV where you have to time your G press just right? I prefer automatic because ukemi happens more often, making tech traps stronger.
I think actually lows stuff out Nightmare CE, so SC 1AB, 2K, 1K, 2B+K etc so that is a option to mix it up I guessYeah, but it's even more obvious after you land soul charge 1A. I guess good play will involve giving up your advantage to bait CE when they're sitting on meter... It's also a situation where I would have prefered it if throw could beat GI, like you do a pull into throw and stuff a GI'ing CE attempt.