+ Overhead defensive throw that can lead to a decent pack of damage Your only viable follow-up option when hitting NL Requires fast exe to leave as little frame gaps as possible between CD and SL Needs a decent timing on GC due to tricky DL's recovery time on hit SA still makes an annoying sound on hit Might not be stringable after SL if you hit mid-air or at max range To be done with another weapon around, or you'll have to LG unarmed + Can force the opponent to burn a dodge, thus making LG easier + CD will give instant power to the throw, surprising your opponent DL moderate recovery time on miss makes it punishable to an extent Indeed, the point of strings is mainly mixing-up, something that everyone has his own way to put into practice. Of course, due to katars' skill ceiling being relatively high, this combo list is non-exhaustive. DL is meant to keep you safe from a dodge-in retaliation, rather than really inflicting damage + Perfect for widening the health gap when you're 1 stock ahead + If executed properly, 5t > SL can be a true string, it then wouldn't require your opponent's dodge to be burnt + A fine mix-up option to kill squishier opponents + Heavily punishes dodging-in retaliations Easily punishable on miss, so you might want to delay Nsig + Heavily punishes doging-in retaliations Jump requires precise timing due to NL average recovery time on hit + R is your go-to follow-up when you catch your opponent dodgeless with SL + Effective against opponents dodging through you after NL R is punishable on dodge, ESPECIALLY by katars Hitting NL as a true string will sometime require precise timing, or fast button mashing Among the easiest signatures to punish (yeah, Nai has a lot of those) + Covers a wide vertical arc in front of you at great range, making it fine for gravity cancelling A bit lacking in force when there's ground below the opponent, due to force being directed diag-downward Only use it to ledgeguard or at extreme range + For sure you'll be the king of the tournament/event/arcade/gathering/lobby if you kill with this sig GC'd + An okay tool for spacing and punishing bad dodges without compromising too much of your safety Hurtbox doesn't exactly match the visuals, especially at the tip of the signature + A very versatile move, which can even be incorporated into true combos Slow startup time for the first damaging frames + A fine move to be gravity-cancelled, due to dash and wide hurtbox going a bit higher than it looks + Tricky hurtboxes going a bit higher than they look + Decent ledgeguard tool when enemy tends to be too reckless on comeback + Meaty punish tool, with somewhat long-lasting active frames Moderate startup time, slow if you only want the 2nd phase to hit + Decent ledge-guard/ledge-reversal tool when GC'd + High force for opponent hit by the 2nd phase, even higher force for opponents hit by the 1st phase due to damage applied during this phase However, you'll get used to it soon enough.įor actual stat-related calculations, check out Tyveris' table at There really isn't anything good about those 3 speed on our queen (except maybe hitting some xpivots). Slowest char in the game, fat dodges, painful ledge recoveries, arguably weak unarmed combat. You knew what you were about to play once you saw this. Not only does it heavily reduces applied force on you, you also take a bit less damage from everything. Keep in mind that dexterity DO affect your signatures properties (minimum startup frames AND recovery frames).Īmong the sturdiest characters in the game, Queen Nai highly benefit from being a fat tank. Therefore, you should really avoid missing your attacks (typically katars' sl), because it leaves you wide open for counter hits. Keep in mind that strength DOESN'T affect any of your signatures properties.Įven though 4 is still enough to pull out BnBs on both weapon and apply moderate strings, Nai struggles at making scary pressure and extended strings, where an Asuri can easily pull out true combos starting of katar's aerial down light or swing her sword in front of her without having to fear heavy frame gaps. This flaw is however compensated by Nai's high strength which brings high force and decent damage, making her aerial side lights a real threat to anyone squishy (characters with 3 or 4 Def) past 170 damage. In terms of raw numbers, spears and katars are among the less damaging weapons in the game.
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