Gojira
[10] Knight
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% guaranteed to beat PR... sounds fantastic, right? Well, yes and no. On one hand now those pesky mid options are beatable. On the other hand, this is just yet another option. Guessing right on PR defense can net you 70-80 damage, and that's good, but at the same time it's easier to guess wrong.
2) SC SE KB - Extra damage from SE mixups is always welcome. This one allows the low option to be more of a threat, and once they're used to the followup it makes SE K safer to throw out. However it doesn't even give him good oki afterward, so landing it is not so good for keeping up the pressure which we want from SC.
3) QP K - Technically we got two low moves in QP that hit step (QP A now tracks in exchange for the KND on normal hit), but this one is faster and does a little more. Near the edge it can set up a ring out situation, and near the wall it can set up a W! on CH. Having a low with that effect at the ring edge and wall is pretty good. If they try to duck react to QP we get fat QP BB 2K damage instead. Unfortunately since it's a stance move they can just box step QP to guard all options, leaving us with QP A as the only safe exit.
4) 236 A+B+K - Well, let's start with the positives. First, it's plus enough that when it hits they can't escape the built-in SE mixup, or they can't escape 6B if you choose not to SE. It's i16 and it has really good range, allowing it to hit consistently after B4. Unfortunately, when hitting at far range there is no SE mixup and at tip range even SE B won't reach. So it's hard to recommend using this move as a long range attack, or even as a juggle ender because after a few hits it'll just push them too far away to maintain pressure. Which is sad, because the move supposedly exists to maintain pressure in SC but we can already do combos into the old SC with better pressure rewards and options. (UPDATE - As of Patch 2.02 his SA now leaves him closer in most situations, allowing the SE mixup to work at more ranges. This is enough to bump it up a couple of places, so I have moved it to #4.)
5) PR B+G - So he can no longer do his regular RE from PR and instead got this. It's slightly different from your average RE in that even if you don't hold it or it doesn't absorb a move, it will still be a BA. Unfortunately for all intents and purposes it has all the weaknesses of a normal RE but without the extra followups and not nearly as plus on guard. When it hits you can combo into 4A+BA for about 50 damage and that's pretty much it.
6) 3A+B - Here's a low with range that actually goes further than 236B, so you might hope that you can do a mixup with it, but then you realize it's very slow and linear and the startup has hardly any evasive properties, so you have to use it from a distance and catch them not stepping (and why wouldn't they be stepping, since our horizontals don't reach that far). Also the damage is a bit meh and it only knocks down on CH. For oki it does hit back roll though, and it combos after RE A/B/K on normal hit, so we don't have to ukemi trap anymore.
7) PR A+B - Well, it's the normal A+B. So it does the lethal hit on GI and you get that combo. It also rings out or wallsplats on normal hit. But really, do we need it? We already had SE B, which has about the same amount of startup, less scaling on guard break, the crouching startup, and the built-in SE mixup to make them want to duck or not step. And if it hits near the wall or ring edge you can easily get a wall combo or ring out off it. Having A+B in PR just feels super redundant and less rewarding in the exact same situations, on top of being easier to react to.
8) PR AK - Speaking of redundancy, here's another case of it. The move hits step but it's -12 on guard and we already had PR AA doing the same thing much more safely. It has decent oki and ukemi traps but we already had PR AB PR BBB for better ones with better damage. It can ring out to the right but we already had PR AB PR BK for the right ring out potential. The move is literally the most redundant move they could have given us, and all that on top of not being safe. About the best thing I can say about it is that it's more likely to hit people at a range where PR A whiffs than PR AA or PR AB, but given how much forward momentum PR entries have, that's not likely to happen much.
Overall Raph is still strong. His new moves range from "okay" to "unnecessary." PR QP seem strong on paper, but when you realize that there are already other characters in the game that literally get to spend meter to beat 95% of attacks (HELLO MAXI), having one more new thing to add to 7 other things - each of which beats 1 or 2 out of 8 different options - is just more potential to be wrong. Raph remains as hard to use as ever in S2, and the vast majority of the new stuff just doesn't help him out much or change his approach to a matchup.
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% guaranteed to beat PR... sounds fantastic, right? Well, yes and no. On one hand now those pesky mid options are beatable. On the other hand, this is just yet another option. Guessing right on PR defense can net you 70-80 damage, and that's good, but at the same time it's easier to guess wrong.
2) SC SE KB - Extra damage from SE mixups is always welcome. This one allows the low option to be more of a threat, and once they're used to the followup it makes SE K safer to throw out. However it doesn't even give him good oki afterward, so landing it is not so good for keeping up the pressure which we want from SC.
3) QP K - Technically we got two low moves in QP that hit step (QP A now tracks in exchange for the KND on normal hit), but this one is faster and does a little more. Near the edge it can set up a ring out situation, and near the wall it can set up a W! on CH. Having a low with that effect at the ring edge and wall is pretty good. If they try to duck react to QP we get fat QP BB 2K damage instead. Unfortunately since it's a stance move they can just box step QP to guard all options, leaving us with QP A as the only safe exit.
4) 236 A+B+K - Well, let's start with the positives. First, it's plus enough that when it hits they can't escape the built-in SE mixup, or they can't escape 6B if you choose not to SE. It's i16 and it has really good range, allowing it to hit consistently after B4. Unfortunately, when hitting at far range there is no SE mixup and at tip range even SE B won't reach. So it's hard to recommend using this move as a long range attack, or even as a juggle ender because after a few hits it'll just push them too far away to maintain pressure. Which is sad, because the move supposedly exists to maintain pressure in SC but we can already do combos into the old SC with better pressure rewards and options. (UPDATE - As of Patch 2.02 his SA now leaves him closer in most situations, allowing the SE mixup to work at more ranges. This is enough to bump it up a couple of places, so I have moved it to #4.)
5) PR B+G - So he can no longer do his regular RE from PR and instead got this. It's slightly different from your average RE in that even if you don't hold it or it doesn't absorb a move, it will still be a BA. Unfortunately for all intents and purposes it has all the weaknesses of a normal RE but without the extra followups and not nearly as plus on guard. When it hits you can combo into 4A+BA for about 50 damage and that's pretty much it.
6) 3A+B - Here's a low with range that actually goes further than 236B, so you might hope that you can do a mixup with it, but then you realize it's very slow and linear and the startup has hardly any evasive properties, so you have to use it from a distance and catch them not stepping (and why wouldn't they be stepping, since our horizontals don't reach that far). Also the damage is a bit meh and it only knocks down on CH. For oki it does hit back roll though, and it combos after RE A/B/K on normal hit, so we don't have to ukemi trap anymore.
7) PR A+B - Well, it's the normal A+B. So it does the lethal hit on GI and you get that combo. It also rings out or wallsplats on normal hit. But really, do we need it? We already had SE B, which has about the same amount of startup, less scaling on guard break, the crouching startup, and the built-in SE mixup to make them want to duck or not step. And if it hits near the wall or ring edge you can easily get a wall combo or ring out off it. Having A+B in PR just feels super redundant and less rewarding in the exact same situations, on top of being easier to react to.
8) PR AK - Speaking of redundancy, here's another case of it. The move hits step but it's -12 on guard and we already had PR AA doing the same thing much more safely. It has decent oki and ukemi traps but we already had PR AB PR BBB for better ones with better damage. It can ring out to the right but we already had PR AB PR BK for the right ring out potential. The move is literally the most redundant move they could have given us, and all that on top of not being safe. About the best thing I can say about it is that it's more likely to hit people at a range where PR A whiffs than PR AA or PR AB, but given how much forward momentum PR entries have, that's not likely to happen much.
Overall Raph is still strong. His new moves range from "okay" to "unnecessary." PR QP seem strong on paper, but when you realize that there are already other characters in the game that literally get to spend meter to beat 95% of attacks (HELLO MAXI), having one more new thing to add to 7 other things - each of which beats 1 or 2 out of 8 different options - is just more potential to be wrong. Raph remains as hard to use as ever in S2, and the vast majority of the new stuff just doesn't help him out much or change his approach to a matchup.
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