So Miras stage is Jago’s stage?
Sabrewulfs stage
Have they changed spinals stage a bit? The ship on the right looks decimated. Was it before?
Edit: Actually most of the stages look a bit different again.
I was just playing survival and her stage was Jago’s
O? Maybe they’ve changed it. I thought sabre’s was the perfect fit
Interesting. Have to wait on the next character to confirm but most probably all stageless characters will use Jago’s stage in Survival.
Rashs is still kanra. But annoyingly they still haven’t changed the theme to go with the characters so you’ll never hear their theme unless specifically picked
That’s sort of a bummer. I think Sabrewulf’s stage is by a long shot the most appropriate and should definitely be the default for Mira…
As for boot run cancel, you can use it in combos, so you’ll still see it. As a frame trapping tool, I could maaaaybe see Rash being 0 on block from light boot RC but that’s still super good IMO.
It’s like Shago being technically -3 after surge dive kick but he gets away with murder anyway, even against good players a lot of the time. Same with SFV Ken doing, like… back+MP a few times (-2) and then magically canceling it into v-skill (-10 or whatever), but people still get away with it. It’s just hard to react in the moment. And if you get checked, it’s by a jab and the guy has to be pretty on point to convert it into a combo.
I haven’t played the new patch yet so I dunno how reactable light boot RC is. Maybe with the added frames it’s now super slow and nobody will ever get away with it. But it seems doubtful to me. I can’t imagine it’s slower than, say, Shago surge dive kick.
This topic can be summed up as “Kan-Ra or nah?”
Yep, that’s how he is supposed to work I guess. Putting swarms and traps on the field and attacking from a distance.
Too bad he starts the match with an opponent in his face. So your first goal is to get rid of him/her with your ■■■■■■ normals and moves that leave you negative. When you somehow manage to get some space you gonna have to make sure, a trap is on the field and that there are some swarms to protect you. You have to think about who you are fighting and decide on where to put your swarms.
In S3 shadow trap is key to your survival. It requires meter so you don’t wanna waste it on a bad spot. As soon as it is on the field you can’t do any HK normal and no spike pressure because it will overwrite your shadow trap. You can’t get combo broken neither because it will destroy your trap AND your reversal.
If you manage to get enough damage in, they just get a free way in at the next round and you have to start all over again.
Than, when you managed all that, you get hit by a projectile invincible move or all your stuff get’s bypassed by a teleport.
Don’t get me wrong. I like fighting like that. You have to be creative. But at least let me do some damage when I put all this work in.
@lHagenl, l understood most of your points except this:
How does the nerf affects all that? Seems to me all of the problems you just mentioned where exactly the same before. Does having a close range pressure option with a -1 l.Swarm change anything you just said?
And how about the changes in Sting? Seems you’re rewarded more for raw stings specially if you read right and use them as AA, where you do 360% more damage than before. The risk is the same as before but the reward was increased.
I guess I’m trying to understand why that singular nerf/bug fix is such a big deal. All the problems you just mentioned already existed before, it seems the only benefit of having a -1 l.swarm was to say “■■■■■ it” and apply a good close range pressure, a play style Kan-Ra was never meant to be good at in the first place.
It’s nice to be creative and use a character in a way he’s not supposed to be used - it get’s opponents off guard. It’s just weird to choose to do that and have the character actually being very good at that style - so good in fact that you’re better of using him that way than the intended way. I believe that was the reasoning behind IG’s decision to fix the bug.
Kan-Ra has no come back potential. But as I explained, he will most likely lose some life in the beginning of the match.
So he somehow has to get in. cr.MK xx l.swarm was his main tool to fish for an opener. It was safe on block and not too negative. Now it is -3.
Remember, it used to be +7 in S2. So it went from extremely good to horribly bad.
So why do I not use m.swarm or h.swarm instead? They are less negative. It’s because they don’t combo from cr.MK or any other close normal.
So the nerf (or bug fix) from -1 to -3 isn’t THAT big. On the other hand it kinda is… you know…
EDIT: And yes, more damage on sting is good. It just won’t help in many situations
EDIT: Guess I was wrong. I have to apologize. cr.MK xx m.swarm combos and it is also a true block string. It is -2 so it is also safe on block.
That doesn’t help much but at least Ra doesn’t get punished. Sorry.
As a random note, just because MK->m/h swarm isn’t combo-able doesn’t mean it isn’t viable as a pressure option. There’s quite a bit of conditioning involved with Kan-Ra and close range normals into swarm, and just because it is technically possible to poke out of something doesn’t mean that is what is going to happen, not even at high level. And if it does become common to poke in between that gap, then you have a pseudo frame trap ready when you decide to toss out a light swarm instead.
There are other characters in the game who are without safe ways to apply pressure. It makes things tougher certainly, but it definitely isn’t insurmountable. And -3 isn’t good or anything, but it’s also not strictly punishable by anything other than a reversal DP. It might not be your turn anymore, but most character give up their turn when they toss out a special that gets blocked. S2 Kan was wildly aberrant in how much pressure he got to apply while forcing you to block things.
I just corrected myself, than I read your post. I did a mistake. Medium swarm is the way to go for Kan-Ra now. Your part on hard swarm is true also. Gonna test if those frame traps work vs real opponents.
It was +7? That was crazy! Well, it seems that “middle stage” where it was -1 was never intended to exist then.
I believe the way we should look at it is that at the start of S3 IG decided Kan-Ra doesn’t deserve a risk free close range setup to fish for an opener and decided to make the comboable strength of the move unsafe on block - except they screwed up and didn’t do that until this patch.
So if we look at it that way it seems they want us to either do cr.MK xx l.swarm only once and have to deal with a potential jump (I believe there are not that many other moves that can punish a -3 move?) or do a raw m.swarm/h.swarm into either cr.MK xx l.swarm or attempt a command grab or something else that gets the opponent off guard.
All in all IG doesn’t seem to want Kan-Ra to have unlimited close-range pressure. You have to get in, try something and if that fails then get out back to the range you’re supposed to be all time.
EDIT: And then I read your edit on being wrong. All is well then ![]()
I just saw wat u said about “Kan-Ra comebacks” and I totally feel u on that, im still learning how to use Kan-Ra especially in match ups like this
I managed to come back in the end though but I wouldnt rush into this match again before fine tuning how I play with Kan-Ra
Let’s be honest, when you throw six mid hitting moves, most of which aren’t going to be used in neutral, onto a character, limiting their usage to very specific situations, expect people to just find the best one and ignore the rest. Then when you add an option that doesn’t really introduce any meaningful tradeoffs against most of the cast (cancels), you’re asking for the best option to be found again at the expense of other options.
As far as Rash goes, I’m progressively more and more unimpressed by his design. He’s quickly becoming one trick pony, and now devs nerfed part of his trick.
There is a giant pause between the kick and when Rash starts running, it’s not like surged divekick where it’s a blink and you’ll miss it punish window. If they want it to be something that people can sneak in and get away with every now and then then they should adjust it so that the pause isn’t there and Rash starts running instantly.
I dont know what you meant with that post.
Rash is still very very good and has way more tricks than run canceled boot.
Tbh i rarely used run canceled boot - i just threw it in there sometimes.
I just dont get the design descision behind that since there is no point in run canceling on block anymore.
@[quote=“Infilament, post:150, topic:9684”]
I haven’t played the new patch yet so I dunno how reactable light boot RC is. Maybe with the added frames it’s now super slow and nobody will ever get away with it. But it seems doubtful to me. I can’t imagine it’s slower than, say, Shago surge dive kick.
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It is pretty slow and not even comparable to surge divkick which can cross up and needs your brain to process more than blocking a mid and pressing jab.
I simply wont use it anymore (barely used it before but now its useless outside of combos). Guess why you caught so many players with counter hit after a run canceled boot cause everyone could react to it and press jab.