Sabrewulf can slide under the Ice Lance as well, it doesn't make it a good strategy. It's not like Thunder can react to an Ice Lance with a Sammamish, and if he just tosses it out there, it's a big risk.
Kinda depends on where. At the range where most Glacius' do Lance or Hail, thunder can HP Samma' right through either, and thereby close the gap and get into his danger-range. If he blocks, of course it's bad for thunder, but the ability to delay skyfall helps loads here, and gets them twitchy, where they start to hit him out of the air (thus just a juggle) rather than waiting for him to land, and then get advantage.
Shadow Triplax only has one hit of armor, so if Thunder uses it to go through Hail, the Glacius player only needs to stick out a limb to interrupt and start a combo. Even if he doesn't, that requires meter. None of Glacius' zoning tools require meter.
-nod- Aye, but Thunder lands pretty good meter from all the Ankle Slicer enders you'll want to use in this matchup. Using shadow on reaction to a close range hail is more of what I'm speaking of... From almost half screen, Thunder can HP Samma' to punish a hail summon. He's much more threatening than the normal grappler that has maybe a sweep and 1 special which invincibility would probably wear off (thus getting hit by a projectile like hail) before allowing some capitalization.
After a knock down he is free to cross-ups. That's the only weakness he has at the moment (which is remedied by meter), but it's not something Sabrewulf can take advantage of since he has no aerial cross-ups by design.
Anyway you put it, Thunder has to work harder and take more risks to get in than Glacius does to keep him out.
What does Glacius do to on-wakup Call of Earth threat? Slow jump so he get's Sammamished? He can't backdash out of the throw, and puddle punch gives invul, but if blocked / jumped over, he's open.
As a Thunder player with less Saber experience, I feel a bit worse for the wulf than I do for the Chief when it comes to Glacius matchups. It's surely an annoying matchup, but I've personally had more issue with the Sadira Matchup, since she totally avoids CotE's usability almost 100% of the time with her general movement.
[quoteIt would need to be a pretty long delay. Against any other character I have time to hit cr.MP into an Opener on-reaction. Against Glacius I'd need to dash forward from full-screen, wait for my dash recovery to end, then have time to hit cr.MP.[/quote]
Maybe just enough time to get in, land some damage (maybe not a full combo), and then get that all-valuable knockdown. Though I wonder if they should remove his ability to full-screen counter breaker? There's a lot of other weird stuff with him already (Like not even being able to do moves like puddle punch if you're not in range for it to work as a linker during combo, it just eats the input, or his full lack of a dash, lack of any rapid-fire self-chaining weak normals, etc), so it wouldn't be too unusual to add one more item to his "too good" pile.
I don't know if that would make things fair. The other characters are pretty well balanced IMO. I think Orchid needs a buff and Thunder might need a very slight buff, but the other characters are fine. I'm expecting Spinal to be broken though.
I have issues with Sadira, but that's just because she's in the air all the time and difficult to combo/lock down. Not sure there's anything that can be done about that without completely reworking the character.
Jago frustrates me a bit more because he can work people ranges better than THEY can half the time; So much safety and traps, and punishment normally only by meter, where most character would just be punishable due to a lack of safety. His HP and HL are also both great anti-airs, that are very hard to even TRADE with. Not to mention being able to instinct-cancel killing combos at the end of Round 1 into Instinct for While-they-can't-break health regen in between rounds. I like the fact he can do that in a way, but that's crazy powerful at keeping him in that first green bar, if he gets a lead.
No, it's non-cancelable on block.
As I thought, but I swear at times I've blocked it, started the basic "punish the opening" stuff, and gotten hit by a cancelled move before I could do anything. I've only fought a few of her online (though I have dabbled with her as a 2nd or 3rd), but I'm surprised at how safe she seems at times. I didn't expect her to be able to cancel the kick-off of an HP air fireball into dives and normals, for example.
The main reasons I need a stick are because I need 6 face buttons, and the buttons are all too sensitive. Even if we don't talk about the heavy Linker issue, I hit the triggers all the time on accident. It's super frustrating and has lost me plenty of matches.
Maybe configure to turn triggers off, and just use bumpers? Not a full solution, but might help for a bit.
Up close Glacius has a variety of ways to get the opponent back out. He may have to take a risk with a Puddle Punch or throw, but no more of a risk than the opponent has to take to maintain pressure. At close range I'd say it's a 5-5 match-up. The problem is that at a distance I believe Glacius owns everyone but Jago, and while you can get in, one misstep or even a Combo Breaker and you're right back out.
I know exactly what I can and can't punish when I play against Glacius. Unfortunately, Sabrewulf can't punish him as well as Jago, but most characters need meter to even be a moderate threat from a distance. At closer range, he can cancel Ice Lance into specials to keep it safe, and delayed Hail makes almost everything safe for him.
Hmm, His close normal all seem a level below others, and have very specific ranges / areas of effect, plus slower start-up. I always feel like I have an advantage at what I use, even with Thunder's less-rushdown-like stuff. I feel like his weak character-space-away footsies are a trade-off of his fantastic distanced abilities.
I wouldn't mind seeing held-Hail shatter if he gets hit, though. There's very few games that let an offensive option attack an opponent after they're hit.