CountBlack
Member
Sounds like Art got blown up LOL.
Nah he's just learning to use her
Sounds like Art got blown up LOL.
native going to be doing a set vs jibbo's laura soon
Sounds like Art got blown up LOL.
She only has one just frame attack (qcf+K, P), being that it changes depending on how fast you input the punch. Standing Hard Punch just has a good first active frame hitbox, which is good in the right situation but doesn't really make it a good antiair.
Karin's antiairs are horseshit, IMO it's her weakest area.
I know everyone wants a birdie button but that just ain't happening.
How armor works in this game ?
If the opponent has no life left, the armor still works ?
How armor works in this game ?
If the opponent has no life left, the armor still works ?
She only has one just frame attack (qcf+K, P), being that it changes depending on how fast you input the punch. Standing Hard Punch just has a good first active frame hitbox, which is good in the right situation but doesn't really make it a good antiair.
Karin's antiairs are horseshit, IMO it's her weakest area. Unless you make the easy read, you're probably better off just dashing under the jumpin.
I'm beginning to think most Karin players just have shit reactions. The only character in the game that regularly gets through st.hp or trades positively with it is Bison. If the jump is at all ambiguous, yeah, dash under. I'm not sure what you want from an anti-air. It doesn't need to be broken to be solid.
I disagree, her fierce is a really good anti air and and the Karin players that actually use it anti air me with it consistently. I know everyone wants a birdie button but that just ain't happening.
I'm beginning to think most Karin players just have shit reactions. The only character in the game that regularly gets through st.hp or trades positively with it is Bison. If the jump is at all ambiguous, yeah, dash under. I'm not sure what you want from an anti-air. It doesn't need to be broken to be solid.
It mostly hits in front of her and it moves her forward, if your jump is more ambiguous she only has st.lp and EX Ressenha and both get beaten by a lot of moves.I disagree, her fierce is a really good anti air and and the Karin players that actually use it anti air me with it consistently. I know everyone wants a birdie button but that just ain't happening.
The Vergil player syndromeFeels like people want a character that has every tool instead of dealing with a character that has weaknesses.
I mean if reaction time was the only factor to not getting anti-air'd then everyone has terrible reaction time because nobody should be blocking jump-in's. But some people have great anti-airs and Karin is just not one of them.
Cant die from armoring an attack, so even if you're on your last pixel you can still armor through stuff. Except maybe giefs flex? I dunno.
I don't think so. If you are on magic pixel status an armor move isn't enough to absorb the hit and you will just die. Happened to me today with Laura's EX Bolt Charge
why cant i have a birdie button
It mostly hits in front of her and it moves her forward, if your jump is more ambiguous she only has st.lp and EX Ressenha and both get beaten by a lot of moves.
Even Wong would rather block and V-Reversal than try to anti-air ambiguous jump-ins with Karin.
Son of a.....
The entire point of cross-ups and ambiguous jump-ins are to blow-up anti-air attempts and get in. You should not be able to cleanly anti-air them. It's your job to have maintain better positioning and stop them from coming at you from those angles.
And if they do, command dash is a thing. Hell, regular dash is a thing. Just GTFO of there.
Nuki vs Daigo. That second round was crazy.
Feels like people want a character that has every tool instead of dealing with a character that has weaknesses.
Pretty sure you can't die from taking an armor hit, and that's something that 100% needs to be changed.
I dunno, I kind of like it. And I think that you can die if its a CA.
Ambiguous was maybe the wrong word, I mean jump at her head. A lot of characters have anti-airs for that. But yeah, I wasn't saying she needs a Birdie AA, think she's largely fair overall.who besides birdie can consistently anti air ambiguous jump ins? sometimes you just have to block
Nope, you get hit with health enough to kill, you should die. This isn't a chip situation. You literally have no life and you're able to take gambles you shouldn't be able to because of it.
Nope, you get hit with health enough to kill, you should die. This isn't a chip situation. You have no life and you're able to take gambles you shouldn't be able to because of it.
Nope, you get hit with health enough to kill, you should die. This isn't a chip situation. You have no life and you're able to take gambles you shouldn't be able to because of it.
Feels like people want a character that has every tool instead of dealing with a character that has weaknesses.
Nope, you get hit with health enough to kill, you should die. This isn't a chip situation. You have no life and you're able to take gambles you shouldn't be able to because of it.
White health should be treated equal no matter what. Shouldn't be able to pick and choose which white health situations are fatal or not, keep it consistent.
White life has never killed, and armor in this game gives white health when hit. It's just a tool certain characters have.
If it works like SFIV's white health focus system, I beleive there actually IS a way to die from white health, you just have to take a whole bunch of damage.
I'm talking situations where you have a magic pixel, a jab would kill you, and you're able to use an armor move to go through it.
I think that if I do a move that does enough damage to kill you, then you should die. I don't see how that isn't consistent.
The entire point of cross-ups and ambiguous jump-ins are to blow-up anti-air attempts and get in. You should not be able to cleanly anti-air them. It's your job to maintain better positioning and stop them from coming at you from those angles.
And if they do, command dash is a thing. Hell, regular dash is a thing. Just GTFO of there.
Because armored moves take white health damage, white health damage is never fatal (outside of CA's). To make it fatal in that one specific instance would be inconsistent with how that mechanic functions across the rest of the game.
I guess the way it's implemented makes it that way, but if white health exceeds your total health on a move, then you should die. I don't think that's inconsistent. White health is a stand-in for potential health. When you're that low on life, that makes white health exceed total life, and I think that's stupid.
I guess the way it's implemented makes it that way, but if white health exceeds your total health on a move, then you should die. I don't think that's inconsistent. White health is a stand-in for potential health. When you're that low on life, that makes white health exceed total life, and I think that's stupid.
I don't see how it's anymore stupid than wake up/random supers.
Good to know! This will probably go out the window with the upcoming neutral/back jump changes though. D:
Curious: what kind of application were you aiming for with this? Getting a heavier punish or better setup off a wakeup jump?
The entire point of cross-ups and ambiguous jump-ins are to blow-up anti-air attempts and get in. You should not be able to cleanly anti-air them. It's your job to maintain better positioning and stop them from coming at you from those angles.
And if they do, command dash is a thing. Hell, regular dash is a thing. Just GTFO of there.