Re: DRE: CTS community mail

  • From: Ryan Williams <ryan820509@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Wed, 22 Apr 2015 10:04:15 +0200

Yeah, he has that 2,2 in all of his variations. Good for putting the
opponent in the corner if you have a punish opportunity, and you can still
cancel into special moves.

He doesn't have much in the way of mixups in Balanced, because he's meant
to be played defensively. What he does have are safe strings with pushback
(if you use b,f+2, the force push move) which creates enough space for him
to bait attacks and whiff punish. In Kenjutsu, he has a strong mixup game
but his damage output sucks. Shit like b+3 (low) into d,f+1 (sword
overheads) can be very difficult to deal with. Try blocking that on
reaction every single time. He also gains an overhead (f+2, he has another
one (b+2) but it's ass) in Kenjutsu that can be cancelled, and he also has
a cool string that is unique to Kenjutsu (3,1,1 - last hit is a low). So
that covers his bases with regard to defensive and offensive play.

Possessed has high damage output (with meter) but I'm not a fan of it. From
what I've read, people share my opinion of Balanced being the best
variation overall, because of meter efficiency (being able to do 30+
without meter). Pig of the Hut, a top US MK player, feels that the two
strongest variations are Balanced and Kenjutsu.

On Wed, Apr 22, 2015 at 9:48 AM, Nicholas Robertson-Muir <nicmuir@xxxxxxxxx>

2 hours of trying seems to indicate that, yes.
Corner may be a different matter.
I love his 22 btw, so styling. Makes me think of Iori. He has real easy
25% consistency, but he's so honest, lol. He doesn't nearly have the high
low mixups that the others have.
Suits you.
On 22 Apr 2015 09:28, "Ryan Williams" <ryan820509@xxxxxxxxx> wrote:

*lol* I take it you believe me now when I said that you wouldn't be able
to do 40% meterless midscreen in Kenjutsu. But a pat on the back you have
earned nonetheless :P

On Wed, Apr 22, 2015 at 8:05 AM, Nicholas Robertson-Muir <
nicmuir@xxxxxxxxx> wrote:

I'll take that pat on the back now sap.
On 22 Apr 2015 07:41, "lindsey kiviets" <lindseyak@xxxxxxxxxxx> wrote:

this is pretty cool tech.

I blocked overhead is not punishable with a normal launcher spin with
kungloa but im sure you can ex spin through it.

Date: Wed, 22 Apr 2015 00:23:44 +0200
Subject: Re: DRE: CTS community mail
From: marongdin@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx

Ok i just understood how that works...

basically it's sort of hit confirming?

normal string into special xx on block? input the rest of the string xx
on hit? let the combo begin.

right? that's pretty odd. Does it have to be a command from the string
or i can just mash any button during the string into special into _______.

On Wed, Apr 22, 2015 at 12:12 AM, Di Lhong <marongdin@xxxxxxxxx> wrote:

usually unsafe normals into special are either interrupt-able or can be

especially if the special is slow. fast specials are usually unsafe.

On Tue, Apr 21, 2015 at 11:25 PM, Ilitirit Sama <ilitirit@xxxxxxxxx>

Oh man, how could the developers not see this one coming...

So in MKX, impact freeze on block is different than on hit. Now that's
bad. But the bigger problem is that on block, impact freeze is longer.
THIS IS STUPID. What this means is that you can use buffer Option
Selects. If you buffer a normal into a special, usually what happens is
the normal will cancel into special on hit. But, you can cancel the
special by inputting more commands after you inputted the special move.
Basically, it clears the input buffer if you input input another move
before the special comes out. What does this enable you to do?

normal xx (unsafe) special xx (any safe input)

On hit, you get the normal into special. On block, the longer impact
freeze gives you more time to cancel the special, so the special move will
not come out.

Silly NRS.

Other related posts: