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Daisy pusher feels really underwhelming.
I do think it needs to stay as a situational reversal tool (especially since we can properly PBGC Seria Draugen Punch now), but it is really frustrating that it can be raw tagged out of. It's really neat that we can add hitstop to it with charge, though when you do that it's not exactly a reversal since you can be hit during the stance charge.
Even considering the fact you can raw tag from a normal, Daisy Pusher is really gimped by the fact that characters can cancel whiffed special moves & normals into supers (and raw tags in the case of normals).
Here are the primary situations where I would use chargeless daisy pusher:
- Catching low height Parasoul jump ins (if it's too high she can cancel into air tear and do j.mk, thanks severin)
- Catching non j.hp bella jump ins
- Catching double jump ins
- When big band players are obviously mashing
- If for some reason I knew they were going to do a throw or special move at point blank
- If they clearly had no idea you could cancel normals into raw tag and are playing a character with no special/super that escapes it
Characters and daisy pusher:
Ground normals can be cancelled into raw tag.
Filia: Can air gregor if she has meter, and can use hairball if it's just a whiffed normal.
Double: Car with meter (sometimes Daisy Pusher recovers first though), can sometimes use barrel in the air to delay her fall a bit if she's really high up.
Painwheel: Fly, I think thresher works with meter.
Parasoul: Tear toss in the air, otherwise doesn't have a way out of it. She and double are the main characters I find it very effective against.
Eliza: Have not seen her get out of it in the air before, so can't say.
Big Band: Cymbal Clash works in the air sometimes, but otherwise this is also a character it is effective against.
Fukua: Air super, technically drill super can get out of it recovers a little slower than daisy pusher does.
I can't remember all of the other interactions at the top of my head.
My feeling is that Daisy Pusher needs something; I would like to make it a more situational tool, but a better one. Currently it feels like a "poor everything" reversal, when it could be something like a "great anti-air punish but not good on the grond". Chargeless daisy pusher definitely should not gain hitstop of any kind, but I would like to see it function as a better anti air punish (similar to Hakan's Ultra 2 in SF4). Do you feel this is worth experimenting with @Mike_Z ? What do other squigly players feel? @Yaya @Bit_Strife @NeonNightRider @guitalex2007
I do think it needs to stay as a situational reversal tool (especially since we can properly PBGC Seria Draugen Punch now), but it is really frustrating that it can be raw tagged out of. It's really neat that we can add hitstop to it with charge, though when you do that it's not exactly a reversal since you can be hit during the stance charge.
Even considering the fact you can raw tag from a normal, Daisy Pusher is really gimped by the fact that characters can cancel whiffed special moves & normals into supers (and raw tags in the case of normals).
Here are the primary situations where I would use chargeless daisy pusher:
- Catching low height Parasoul jump ins (if it's too high she can cancel into air tear and do j.mk, thanks severin)
- Catching non j.hp bella jump ins
- Catching double jump ins
- When big band players are obviously mashing
- If for some reason I knew they were going to do a throw or special move at point blank
- If they clearly had no idea you could cancel normals into raw tag and are playing a character with no special/super that escapes it
Characters and daisy pusher:
Ground normals can be cancelled into raw tag.
Filia: Can air gregor if she has meter, and can use hairball if it's just a whiffed normal.
Double: Car with meter (sometimes Daisy Pusher recovers first though), can sometimes use barrel in the air to delay her fall a bit if she's really high up.
Painwheel: Fly, I think thresher works with meter.
Parasoul: Tear toss in the air, otherwise doesn't have a way out of it. She and double are the main characters I find it very effective against.
Eliza: Have not seen her get out of it in the air before, so can't say.
Big Band: Cymbal Clash works in the air sometimes, but otherwise this is also a character it is effective against.
Fukua: Air super, technically drill super can get out of it recovers a little slower than daisy pusher does.
I can't remember all of the other interactions at the top of my head.
My feeling is that Daisy Pusher needs something; I would like to make it a more situational tool, but a better one. Currently it feels like a "poor everything" reversal, when it could be something like a "great anti-air punish but not good on the grond". Chargeless daisy pusher definitely should not gain hitstop of any kind, but I would like to see it function as a better anti air punish (similar to Hakan's Ultra 2 in SF4). Do you feel this is worth experimenting with @Mike_Z ? What do other squigly players feel? @Yaya @Bit_Strife @NeonNightRider @guitalex2007