andur
[10] Knight
Her brave edges are truly dangerous to just throw out.
66B BE is so easy to JG, and on top of that, there's lots of characters with WR moves that will evade and punish the 2nd hit or auto-gi's. Barring that, they can just regular GI their way out. And at i23 coupled with flashly BE lightning effects, its not hard to see coming to block that initial hit. Still, it has its place in whiff punishment, in combos, and tech traps.
If you hit someone with the 2nd hit, after they block the first, its almost certainly either: They are a complete noob and don't know about the 2nd attack, or online latency screwed up their just guard attempt (watch the replay and turn on their inputs).
4AAA BE is so utterly completely horrible that I essentially never use it. You'll never even get to the BE part of the string, and even if you do, it tends to whiff and is unsafe on normal block anyways. 4AA is such an ineffective move, its slow enough that you have time to input an option select JG for 4AB and still block low if 4AA comes out instead. If you land a CH 4A, you're served well by just doing CH 4AB 3B. The only possible use I see for 4AA, is if my opponent keeps on trying to step after blocking 4A to avoid 4AB, but since 4AB is fairly easy to JG and is -14 anyways, you might as well just stand there and block it. I can't even imagine landing a 4{A} CH, that's such a slow high.
236AA BE is largely detrimental. Its like -30 on JG. And its only a tiny bit more damage than 236AA does, which doesn't make it worth the meter (I'd much rather spend it on a GI, 66B BE, or save up for a CE). Even worse, it sends your opponent flying further away from you than 236AA does, which puts them out of range of you. Other than the rare ring out this BE opens up, its really not very good at all. At least, its hit confirmable to a degree, if you input 236AA you have time after the first A hits to input the BE.
And let's try to keep things civil in here.
66B BE is so easy to JG, and on top of that, there's lots of characters with WR moves that will evade and punish the 2nd hit or auto-gi's. Barring that, they can just regular GI their way out. And at i23 coupled with flashly BE lightning effects, its not hard to see coming to block that initial hit. Still, it has its place in whiff punishment, in combos, and tech traps.
If you hit someone with the 2nd hit, after they block the first, its almost certainly either: They are a complete noob and don't know about the 2nd attack, or online latency screwed up their just guard attempt (watch the replay and turn on their inputs).
4AAA BE is so utterly completely horrible that I essentially never use it. You'll never even get to the BE part of the string, and even if you do, it tends to whiff and is unsafe on normal block anyways. 4AA is such an ineffective move, its slow enough that you have time to input an option select JG for 4AB and still block low if 4AA comes out instead. If you land a CH 4A, you're served well by just doing CH 4AB 3B. The only possible use I see for 4AA, is if my opponent keeps on trying to step after blocking 4A to avoid 4AB, but since 4AB is fairly easy to JG and is -14 anyways, you might as well just stand there and block it. I can't even imagine landing a 4{A} CH, that's such a slow high.
236AA BE is largely detrimental. Its like -30 on JG. And its only a tiny bit more damage than 236AA does, which doesn't make it worth the meter (I'd much rather spend it on a GI, 66B BE, or save up for a CE). Even worse, it sends your opponent flying further away from you than 236AA does, which puts them out of range of you. Other than the rare ring out this BE opens up, its really not very good at all. At least, its hit confirmable to a degree, if you input 236AA you have time after the first A hits to input the BE.
And let's try to keep things civil in here.