skull person
...
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- Oct 23, 2013
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It's okay I still love you, and your silly avatar makes me giggle ♥
lol1. It's already -4, making it effectively "safe".
2. You can do that if they don't punish you right. Don't be a dumbass with scalpels and you will be able to tech as many air throws a you like.
3. s.MP is already safe on block, and the second part is +0 and leaves you at good spacing, and when combined with "The opponnet is probably going to pushblock" s.MP and s.MP MP can actually grant you plus frames while leaving you straight in their face.
4. Alternately, YOU could alter your spacing to be slightly higher! Footsies require spacing, people.
5. There is a secret code in the game where if you hit the opponent with air scalpels close, you hit two punches in the air, and depending on the situation you hit j.MP or j.MK and you'll be able to convert into a combo.
It was...a long time ago.
Why do you want it to be a low? If it's just the name thing, the easier fix would be to rename it Tremomid.
You need 100 more years of training to master the tremomid
I don't think tremolo hitting low would make it particularly more usefulcuz there's really no use for it? i mean you already have drag n bite and arpeggio to end combo strings. The only thing about tremolo is that you can combo after it in the corner with an otg. You can already link off a siera drag n bite in the corner and a non siera arpeggio midscreen. If it was low you could use it for some high low mixups like fukua.
Charged Tremelo is already really good, it does a lot of chip and tracks full screen. I close games out with it all the time. Also making it a low wouldnt change anything for the reasons zeknife posted.cuz there's really no use for it? i mean you already have drag n bite and arpeggio to end combo strings. The only thing about tremolo is that you can combo after it in the corner with an otg. You can already link off a siera drag n bite in the corner and a non siera arpeggio midscreen. If it was low you could use it for some high low mixups like fukua.
You can already stance cancel 6HP and do whatever you like, including throws or another overhead
I've seen more than a couple people now mention that Big Band needs to be buffed or even that he's bottom tier, but I never really see anyone specify what to improve.
I feel like he has all he needs to compete, and isn't bad at all. He has a few difficult matchups but that seems to be mostly due to his size, not his options. What do people think is so bad about him?
Make his jumping punches do something, PLEASE.I've seen more than a couple people now mention that Big Band needs to be buffed or even that he's bottom tier, but I never really see anyone specify what to improve.
I feel like he has all he needs to compete, and isn't bad at all. He has a few difficult matchups but that seems to be mostly due to his size, not his options. What do people think is so bad about him?
I have had some decent results with using j.HP as an air-to-air vs. high jumping characters, but yes they can be pretty difficult to use effectively.Make his jumping punches do something, PLEASE.
Giant step times back to what they were the day before he went into live.
I think I'd be pretty happy with Big Band after that. He's a fantastic assist but is struggling on point due to poor air to air at mid - close range..
He forces the opponent to act and I like the high risk game he plays. I want HK giant step to not be abysmal again though. I liked how it could be used to whiff punish and actually catch people off guard before. Now it is reactable, you can basically whiff a heavy full screen and still jump out of it.
In fact, leave LK and MK beat extend as they are, all I want is faster startup on HK giant step, leave it being full punishable from any range whatsoever, I'm fine with that if it can be used to scare people again by being a full screen whiff punish.
I have had some decent results with using j.HP as an air-to-air vs. high jumping characters, but yes they can be pretty difficult to use effectively.
Unfortunately I really didn't play Band that well back in the beta, so I don't have much experience with the old giant step. It is relatively safe from max distance though now, right? I haven't tested what kind of supers can punish it.
Also, with an assist, j.HK is an air-to-air worth exploring.