Just in case anyone doesn't know about it, cancelling a normal during daisy flash into horns xx dynamo or horns xx 360 lets you stretch the invincibility out enough to beat the daisy. Not as good as tag was but eh
I still think Big Band is very good but I have recanted my stance that he has no bad matchups. I now think Painwheel is a bad matchup. Big Band doesn't have great answers to Painwheel j.MP. I haven't played against Robo Fortune much yet but on paper I think that's bad too.
I think Fukua is even. She beats Big Band from full screen but once you get in it's fine, and her zoning isn't so good that it should keep you out forever. L Clone is whatever just don't do armor moves if you're worried about it, it's not hard to jump over it. She also can't reversal you after a hard knockdown which is gr8 one less thing I need to think about lol.I didn't know you had a stance that BB had no bad matchups, I disagree heavily. Aside from robo (which I honestly think is the hardest matchup in the game, 7-3 AT LEAST for robo EASILY until i find the secret anti-robo tech):
-fukua is still a struggle imo because of sweep shadow on top of obviously other zoning tools
-like you said vs painwheel sucks because her air normals beat your armor so you basically can't use a-train
-Squigly seems like she would be annoying but I don't have any real MU exp
-I would almost say Val since BB has trouble with people who can get super high above him but again the only times I've played BB against a val of any worth the reason I lost wasn't a bad matchup lol
I think parry is a great answer to j.mp, you can do it pretty easily on reaction.
No I can't lol I've tried
Well help me out here. Cause it feels like to parry a specific move at neutral you need to be looking for it. In my experience when people see Big Band standing there doing nothing they can read that he's looking for something to parry and react by doing something unparryable, like empty jump throw, or Painwheel can even fly over and Buer Reaper you since it's unparryable.
Well it's a 22f move and I think you should actually be looking for it to react and parry, and stuff like j.mp > fly > j.mp and H nails > fly > j.mp can be parried most of the time pretty easily as well imo. If you can make her understand that if she's not respecting that option she's gonna get punished you're already making it a lot easier to deal with.Well help me out here. Cause it feels like to parry a specific move at neutral you need to be looking for it. In my experience when people see Big Band standing there doing nothing they can read that he's looking for something to parry and react by doing something unparryable, like empty jump throw, or Painwheel can even fly over and Buer Reaper you since it's unparryable.
That's what I'm saying though, if I'm looking for it, the Painwheel player isn't gonna do it. They're only gonna do it when I'm not looking for it.Well it's a 22f move and I think you should actually be looking for it to react and parry, and stuff like j.mp > fly > j.mp and H nails > fly > j.mp can be parried most of the time pretty easily as well imo. If you can make her understand that if she's not respecting that option she's gonna get punished you're already making it a lot easier to deal with.
You can do this with special moves via assist input.One thing I realized today is that RF is the only character in the game who can do an armored reversal and call assist at the same time. Other characters you have to be at neutral for at least 1 frame to call assist after your reversal but since RF's s.HP is a normal she's fully able to do wakeup s.HP and call assist on the same frame.
Also people should be doing s.HP as an anti-air as well in some matchups.
Sure feels that way
Yes
Huh?
Yeah you are right. I don't know why I said strictly. I'll still stand by them being somewhat based on opinion in certain instances like how strong dudley is in 3s as most people have him on different spots in their tier lists.
@Skarmand too, just in case...
I put Eliza high largely because of a certain friend of mine who first showed me what she can do. It's ridiculous how much mobility, range, mixups, and options she has for so many situations. Just by being subjected to him I became a decent Eliza and now she's one of my best, if not my best. She's easy to pick up and has a lot going for her. She can convert off of both grabs without much issue, has a full screen command grab that can be converted off of, has an overhead special that is safe on block, (I swear to god there is no way to punish it, it's impossible. I've tried everything, before he lands, after he lands, everything) and once again can be converted off of, a projectile of her own that can let her get in, she provides great assists, she has armored options and her damage isn't bad. In practice she's somewhat like Filia in terms of getting in, but with more range. Her neutral is also better and I don't think there's a single character in the game with more options as a Point than her. In summary: EVIL INCARNATE