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and whip has a floating jump and no overhead to counter anything they gave her a useless down C with most of the time you end up getting comboed
You already got my attention. They nerfed some moves of certain characters for no reason, like Antonov's j.CD, and he was considered among the worst characters in XIV already.
But KK already told us to be patient about this issue, so let's wait and hope for the best.
Also I have yet to land a 2A run command grab. the 63214B NEVER CONNECTS and no matter how slow your opponent's reaction is, you'll get punished hard for it.
Speaking of which, the 214A/C follow up is also not very lenient, which is also frustrating cause you never know when you'll hit the corner, you can mash the command and hope for the best but even then you are not guaranteed a success. And not being able the cancel it int super is just adding insult to injury.
I ended up ditching him for Clark/Ralph.
Tho I don't know how much of it is cause of Maxima or the game cause it feels like with alot of different characters, getting a full punish takes an act of God while others can just casually trade a hit and still get a full combo
and the rollback frames too
SNK PLEASE SMH!!!
Please tell me exactly how he's better in XV, than in XIV.
Lets see you adapt and come up with logical reasonings. And you better know what you are talking about too. Cause I played Maxima in XIV for 6 years....
Whip's range isn't as good as one might think. For example the range on some of her special moves are deceptively shorter than where her weapon actually shows. Which was a major problem in XIV as well.
The easier input from 4214, to 421....is a community wide request. Almost everyone hates the 4214 input for special moves.
Whip is supposed to be a zoner, with her weapon. But she really isnt great at that just yet. Which is definitely what some of my suggested buffs would fix.
The newer otg followups actually make the most sense considering the (suggested) moves end with a hard knock down.
1. The jump C, is unservible, cant contiue with a "combo"
2. All supers are very SLOW, and is almost like 90 frames of recovery (really SNK?), vs the Terry supers are ALL SAFES... This is a Joke...