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ZeroEffect317
[13] Hero
There's a tech trap that involves the 3rd hit of FC 3BB at tip range?A wild guess here, but the tech trap properties may have something to do with the programming?
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There's a tech trap that involves the 3rd hit of FC 3BB at tip range?A wild guess here, but the tech trap properties may have something to do with the programming?
For that... I’m going to find one!There's a tech trap that involves the 3rd hit of FC 3BB at tip range?
Even if all of this is true, why program the knockdown at all? I can't imagine that's intentional if it's not consistent with the 3rd hit connecting by itself
At the moment, no. There's no specific thread for it.Is there somewhere we can find Talim's techtrap / Oki game ?
They fall over from the one hit of FC 3BB by itself, so it'd be impossible for that to be the reason. And even if so, you can land WC AB afterwards... sometimes...Is not the second hit of WC A that same stun? Could be a limited to prevent a prolonged stun state?
Also, had anyone noticed the unique stun state the second hit of 44k gives?
I understood what you meant. I was saying that if that's the case, why does it still work sometimes?I think the 2nd bit of FC3BB is the same stun as the 2nd hit if WC A. It’s done to prevent Talim from getting even longer combos.
Example 22_88A being a step counter lethal hit, making 22_88A WNS (B) WF K a combo or something.
I'd want for 8B to be change to a mid and be given 44B's LH properties but with it knocking the opponent into the air.
Nahh. 44B is good it just has a flaw with not registering as LH if people mash followups. 6(A+B) I will live and die by that move. If you know your MUs and what to whiff punish with this, it's easily one of the better LHs in the game. Hell it's guaranteed vs most stepped REs.The speculation continues. I actually don't like any of the lethal hit bonuses you're all mentioning, because the move properties are the issue. Reversal edge post GI makes 236B charge and A+B pretty weak. If the former guard crushed when charged and the latter were faster and better advantage on guard, I think a lot of her game would tie together. I'm most disappointed by her lack of a back turned game. She has poor ways of entering it. 2_8B+K should leave her in back turned or front turned based on an additional G input.
Yeah, her lethal hits suck. THEY ALL SUCK except BT A+B. I
The speculation continues. I actually don't like any of the lethal hit bonuses you're all mentioning, because the move properties are the issue.
Good find. I wasn't aware that you got so much advantage off the clash. Though it would only work vs i12 horis, it does seem like a good counter to mashed 2As here.Well, I could easily make a list of how her lethals COULD have looked, but she might be just a bit too good. I'll do that later. For now, I bring mild tech!
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I remember when I first started everyone told me 1B was bad so I just never bothered even using it. Looking at it more, I think I'm starting to understand what it's purpose is. For one, it's +0 on hit (not the -1 people told me), and is also very plus on counter hit. This essentially turns it into her best "unreactable" low in terms of granting advantage.
Then the problem came to figuring out how to deal with the woes of a +0 advantage. People will often try their fastest card in such situations, but that's when I discovered the purpose of her while rising B. The result was this...
This made me realize that Talim actually has A LOT of situations where she is put at +0, and quite a few where she is also crouching. That's when I finally understood the purpose of while rising B, and that I think it is built specifically for this. To stop people from jumping onto their fastest move (2a) in response to those situations. Neat design.
Going to do more tinkering with this amongst the cast. Also going to try using 1B more as a whole to see how it functions in play. Up to this point I never used it besides for a couple combo extensions for grounded opponents.
Good find. I wasn't aware that you got so much advantage off the clash. Though it would only work vs i12 horis, it does seem like a good counter to mashed 2As here.
Yeah, I was surprised by the advantage as well, but it's pretty huge. I'm sure it varies by move recovery, but landing a 22i is quite a lot already. Tinkering more with clashes, I think the real purpose of 4B(A) -- the full charge -- finally is revealed. It is a hit-confirmable clash punish.
If they hold guard after this combo you get a guaranteed side throw which is nice. Was really hoping for a back throw, but that would be one hell of a sequence.