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ZeroEffect317
[13] Hero
Lethal hit 6(A+B) is the juice right now. Finding more places to land that is key, imo. 93 dmg combo with 6BB6~WNS B followup. Usually works when you sidestep a launcher.
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Yeah, but does it hit at every range? Or are there ranges where 4B whiffs?So far I prefer LH 6(A+B)~4B,A (slight delay)~BT A,A,B. Does about 95 damage if I recall correctly and you can replace the BT A,A,B with BT CE for more damage.
I'm starting to really like B,K as both a punisher and a pressure tool on run in. It's an i14-ish combo starter for 30 dmg, the K followup covers you if they stepped your B, and vs RE you still have time to sidestep even if both hits are parried. The K is High though, so on block it's duckable. But hey, it still does a good number of things. especially if you're at advantage.
The same can be said for 4A,K. The first hit is High, but if your opponent's while rising punish gets hit by the K (which is very fast), you get a stun counter that gives you a free AABA into WNC.
If nothing else, it could force people to GI more, and Talim has some good ways to blow up GI attempts on a read.
i just wanna know why 3A+B was chosen as a move for lethal hit properties. You can't do much off of it anyways, and it's such an awkward move/requirement. Can't say I'll ever see myself purposefully baiting it out.
can someone tell me the purpose of A6
also 3k?
Well my only problem characters that I'm having is Siegfried SophiaPatience and timing really. Mina is a different beast than Ivy though, Ivy you have to guess right just to get in on her, lol. At least with Mina if you read things like 1B, 2A+B, and 6A, you can punish her on whiff pretty hard. If she's stopping your approach with highs, like AA, 6A, 6A+B, or even standing K, you do have a few running TCs like 66A+B to get in and under those for good damage. Can also swap out with 662A if they step in response to your forward dash.
But yeah those are tough matchups for sure.
Spam RE and cancel into stances to get up close and bash them.What do yall use against mina and ivy?
yeah mina soul charge 1 b is the death of me. fuck her highs, thats the move that causes my headaches.Now that we have a frame data program for PC, I guess the intended "purpose" for A6 is that it's +6 on hit, which is crazy high, and only -2 on block. So it might be something you could use to maybe steal turns on slow characters. At +6, you can also setup pretty much anything you like, so that's always nice. Still not great a i14 (or was it 16?). If it was a fast whiff punish tool and gave that kind of advantage, like if she had a i10 on that or something, I might consider that worthwhile.
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Far as matchups go, and while I still do suffer from a lot of unfamiliarity with some of them, my hardest matchup tends to be Azwel. I feel like his backstep goes incredibly far, and he just really eats away at you. I'm sure there's things I should be doing -- but, gotta lab him.
Despite her being rather ridiculous, I actually enjoy fighting Mina. Mostly because it feels like a classic zoner vs rushdown character. Walk block, walk block, and such. At 1B range, I tend to side step a lot, or fish with 44B lethal (kinda hard), or react with 8B. 8B whiffs, but you still close the gap. If I do manage to get into 6A range, I usually just crouch, walk-forward, crouch until I'm sort of passed that range. It's all a very slow game for a bit.
Honestly, most of my losses to Mina come from her... ridiculous soul charge. Suddenly all those zoning tools are now plus (or close to it) on block, can't be GIed and uh... hurt a lot more than the extreme damage they were doing already.