4-26-19: Been mainly focusing on being consistent with bnb combos. There seems to be some nuance on the breakaway friendly combos such as Tele amp, f+3, 21,2+4. Smaller characters you have to time your f+3 early, then buffer a dash into 21. Ending with 112 is much easier, but less damage. I think in situations where I know the amplified TP via hit confirms I should be able to get this combo consistently. Otherwise, be happy with 112.
Air TP amplified launcher seems to have more recovery making the 21,2+4 ender even harder. Not too bad against normal-sized characters, but smaller ones I need to use 112. Will probably just stick with 112 until I feel comfortable enough to go for 21,2+4 on specific matchups.
Scorp seems like his mixup game is strong up close. The spacing just outside his b+1 range is the most challenging so characters who dominate at that space will likely pose a problem.
Really need to refine my oki game when I have someone knocked down. Too much Misery Blade in the beta is forcing me to relearn but it’s a fun transition.
Despite Death Spin being -20 I haven’t run into anyone who consistently punishes it…yet Seems good to throw out from a distance as the last it has good reach and makes it less punishable. Might be the answer I need for characters who excel at range 3 (just outside my b1 range).
I have yet to pay much attention to Flawless Block. Honestly need to add it to the Agenda list. Still focusing on some basics, but keep this in mind if you run into players who seem to be dominating you with strings. Flawless block may be a weakness to them you aren’t utilizing yet so don’t be discouraged.
Questions that need answers:
-Just how punishable is Death Spin (D,F+4) against the majority of the cast? How much does the amplified version screw up the timing for my opponent if he’s looking to punish the normal version? If the tip of the spear is blocked is it still punishable by the majority of the cast? Still pending
-As a combo ender, does f+3 Death spin do more damage than 4~spear? Need to check.