HolyForce
I will show you...
Patroklos:
Small list, and of course you can immediately "observe the obvious"™. With 66B+K "fixed", let's hope that means a bigger hitbox so it's both distance and angle problems are history.
The knee nerf isn't a big deal. If we're honest, most random encounters aren't really attempting to escape the damage, anyways. It should still wall splat for extra damage and meter (236k), rings out and has tech traps.
B+K an excellent high crush with great guard damage. I often close in with 66A (-6 on block) which is perfect for B+K, as it will tech crouch quick enough to duck any high in the game. It should now always launch high enough for CE to connect, is what I believe the intention is. You could have a whole discussion on just that - if this combo is even true on NH or CH against various character models and ring locations.
We could go on about fixes we wish we had... such as 6BBB, if the first hit would force stand so the move isn't unsafe on hit on a crouching opponent. But a wishlist at this point would be just seeing another patch, perhaps.
I'm excited to test 66B+K to see if anything really changed about it. Throwing it out during different stuns might present new combos or tech traps. We'll definitely want to see "how" they fixed it and test accordingly.
Any thoughts?
- (Saintly Noble): launches opponent higher on normal hit.
- (Heroic Knee Punishment): decreased damage (35→25).
- (Justice Strike): fixed tendency for (Rhadamanthus Punish) to miss
Small list, and of course you can immediately "observe the obvious"™. With 66B+K "fixed", let's hope that means a bigger hitbox so it's both distance and angle problems are history.
The knee nerf isn't a big deal. If we're honest, most random encounters aren't really attempting to escape the damage, anyways. It should still wall splat for extra damage and meter (236k), rings out and has tech traps.
B+K an excellent high crush with great guard damage. I often close in with 66A (-6 on block) which is perfect for B+K, as it will tech crouch quick enough to duck any high in the game. It should now always launch high enough for CE to connect, is what I believe the intention is. You could have a whole discussion on just that - if this combo is even true on NH or CH against various character models and ring locations.
We could go on about fixes we wish we had... such as 6BBB, if the first hit would force stand so the move isn't unsafe on hit on a crouching opponent. But a wishlist at this point would be just seeing another patch, perhaps.
I'm excited to test 66B+K to see if anything really changed about it. Throwing it out during different stuns might present new combos or tech traps. We'll definitely want to see "how" they fixed it and test accordingly.
Any thoughts?