Colonel-Gilgamesh, post: 6875876, member: 59746 wrote:
Better question: How often do you grab people after a clothesline. I've got, like, a 70% accuracy rating
motion51, post: 6882229, member: 42587 wrote:
are you wanting it to be armored because you can just frame trap with cr.L
Macarratti, post: 6883160, member: 24393 wrote:
Hey, it just occurred to me. Have we ever explored MODOK as a teammate with nemesis?
Colonel-Gilgamesh, post: 6883175, member: 59746 wrote:
This implies people are weird enough to have MODOK and Nemesis on the same team. But I believe this is more about MODOK tech being highly unexplored more than anything else. That, and most MODOKs are on point. Sadly, I don't really see a lot of synergy betwen those tow. MODOK can cause a lot of hits to rack up easily, so while Nemesis can give him a useful bounce of choice, the DHC damage is probably pretty bad in an extended combo. With Nemesis into MODOK, it MIGHT be good, but I dunno, still seems kind of off to me
DukeofFortuneMan, post: 6884515, member: 64885 wrote:
Oh, and on the DHC, the Psionic Blaster Super causes a long knockdown in higher levels of cubage, which can actually be followed up by MODOK's other hyper. And that puts them at quite a height, which makes DHC'ing to Nemesis sort-of silly. Unless the DHC from the blaster to Nem rockets was INSANELY damaging, Nem's DHC potential is not great. THC wouldn't be awful, though.
Colonel-Gilgamesh, post: 6885522, member: 59746 wrote:
No, it isn't. Both his hypers scale REALLY bad. Like, Rockets at max scale don't even crack 100,000. BHR isn't much better
Macarratti, post: 6885783, member: 24393 wrote:
Yeah, I'm always surprised at how badly those moves scale...
DukeofFortuneMan, post: 6889068, member: 64885 wrote:
I have matches with my sparring buddy soon, I'mma test j.L very very soon.
Colonel-Gilgamesh, post: 6889082, member: 59746 wrote:
Better practice it first, the timing can be tricky
DukeofFortuneMan, post: 6889367, member: 64885 wrote:
I don't normally have training mode at my disposal. It's his PS3, and he's usually using it when I am.
Anywho, I had a few matches today. My god that man is good at blocking my mixups. So, I'm glad to say it worked, but not often. Training mode would've helped, but under most circumstances the opportunity for crossing up with Nem's jump ins were unavailable. He plays Trish and Chris as his leads, and they often scoot back into the corner. Most of the time, I either only open him up by intercepting his air movement, shoutouts to j.M, or X-23 unblockable with Nem's j.H. He up-backed a lot, so I was unable to do much as far as mixing up at the last minute. And sometimes he hit me with a quick jab or raw launcher. I did get him with it like 3 times, though, each led to death or close to it.
My verdict is that people aren't going to let Nem jump in, and Nem will be pretty open between the jump and the end of the jump, when he actually throws out the j.L. I grant it's a faster mixup than j.H, but it requires a lockdown assist, something I don't have on my team.
Also, happy accident, while screwing up the timing, I reasoned that j.L doesn't combo if it's done too early, so use it early, why not, and when it hits, command throw that sucka. That worked okay, and I doubt that set-up is ever going to be timed incorrectly, it sort-of sets up itself. Careful of advancing guard, as always.
Mostly what I found out from this session of matches is that Haggar/Ryu is AWESOME. Thing is I wanna use MODOK on my third team. How is Ryu on anchor?
Colonel-Gilgamesh, post: 6889410, member: 59746 wrote:
#1: If people are trying to throw something at a Nemesis jumping at them.....why is this a bad thing? It's actually kind of a good thing, seeing as how they'll try to be attacking you, and you could just jH instead. Plus, with Deadly Reach pressure
#2: Already talked about command grab setups with jL. It's usually better to just whiff the move.
#3: Landing 3 hits on someone that blocks your mixups a lot sounds like a success to me
#4: You have Hawkeye arrows, that usually counts as a lockdown assist.
#5: Crossup not always needed. See above mixup options
harleywastaken, post: 6920130, member: 14192 wrote:
a friendly reminder - if you're staging a comeback, keep the pressure on.
i would have just had a very satisfying comeback with a pixel of life using dash up > Tentacle Slam L into combo, then raw lvl3 on wakeup. if i had just done an angled DR i would have won, but instead i empty jumped for some reason and got a face full two feet full of plasma.
Colonel-Gilgamesh, post: 6921709, member: 59746 wrote:
Fact: if you are close to someone, 90% of the time, they will wake up with something. This is a universal fighting game standard.
Psych0Sh0t, post: 6932581, member: 15964 wrote:
Is there a video showing the proper spacing and timing for crossup cr. H?
Fuzzykips, post: 6937903, member: 60569 wrote:
I get a lot of crossup st.H when trying to use it as an anti-air... never on purpose though... I always mess up the hit confirm, too.
harleywastaken, post: 6939910, member: 14192 wrote:
i've got some random crossup s.H's and tried to launcher, but it comes out on the wrong side more often than not - is this what you mean by messing up the hit confirm?
serpentaurus, post: 6945508, member: 46685 wrote:
Why isn't anybody here discussing the newfound Unknown x OMG Andre rivalry? not offtopic since Unknown is one of the best Nemesis players atm ...
DukeofFortuneMan, post: 6947888, member: 64885 wrote:
And so ends the reign of the DP+M hit confirm. You will be missed. Long live the new hit confirm!
Macarratti, post: 6949061, member: 24393 wrote:
Sorry, I haven't been paying attention
What's the new hit confirm?