fredchuckdave
Noob
So correct me if I'm wrong but the nerfs didn't impact DN that much did they? Just hurt the other two variations? Aside from damage.
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Eh, haven't messed around with Tanya for a minute so I'm not too sure how they affected her, really. From what I've heard, people are saying that Kobu Jutsu is the way to go now because DN was hurt the most by the changes, and that's coming from people that would certainly know better than I do, Deg being the most prominent name.@SEV , hey man I've purchased Tanya just right after the latest Tanya nerf. And reading through this whole thread I found you to be a very good contributor. Just wanted to ask what you think about her latest nerf and what are her options now? I'm a bit confused getting to this character, this late. Did anything drastically change in terms of pressure, combos, block strings, etc..?
SEV is pretty much right. The main thing though is her damage in Naginata is lesser than in Kobu although it is meterless. The pogo makes up for the recovery frames so the mobility is still there. But tbh This variation is the hardest to play and probably the worst, as her 50/50 is very hard to get off consistently and it relies on your opponent being unable to get you off the pole.@SEV , hey man I've purchased Tanya just right after the latest Tanya nerf. And reading through this whole thread I found you to be a very good contributor. Just wanted to ask what you think about her latest nerf and what are her options now? I'm a bit confused getting to this character, this late. Did anything drastically change in terms of pressure, combos, block strings, etc..?
I believe you just do another f2 out of pogo into your jip.Not sure if I'm doing something wrong but is it possible to do a neutral JUMP-IN punch not NJP after landing 2 d2's pogo stances. For example, if I have my opponent in the corner and I do f2xxtele forward d2, f2-d2...after that I'm forced to use a NJP/NJK? Is there a way to jump in punch/kick?
This variation is still very good. Gets 40+ for a meter off of instant overheads and has some of the longest reaching pokes in the game (b2 and bf2).This variation is so bad after the teleport nerf... ;_;
It's the only var I will play with her though, the most fun to play by a long shot.
Can you or somebody else tell me what was nerfed about Tanya's teleport? I know it was originally invincible but was that all that was nerfed about it? I'm just wondering if it needed to be nerfed so much or at all as long as they toned the Kobu Jutsu variation down in other areas instead.This variation is so bad after the teleport nerf... ;_;
It's the only var I will play with her though, the most fun to play by a long shot.
You can no longer apply pressure if any of your jump ins are blocked when you do them from the teleport.Can you or somebody else tell me what was nerfed about Tanya's teleport? I know it was originally invincible but was that all that was nerfed about it? I'm just wondering if it needed to be nerfed so much or at all as long as they toned the Kobu Jutsu variation down in other areas instead.
Ok thanks. That first 1 you listed definitely doesn't seem necessary, and it doesn't make any sense either why a blocked jump in after her teleport would be less plus than a regular blocked jump in. As for the other nerfs you listed, I'm not sure how needed they are.You can no longer apply pressure if any of your jump ins are blocked when you do them from the teleport.
Ex teleport no longer has armor as well besides losing its invincibility frames.
there is a 10f recovery everytime you teleport without connecting, raw landing or whiffing attacks
however there is this glitch that allows you to cancel the landing frame of a empty teleport with any other moves tanya has except blocking, but doesn't change anything in particular.
Who are you playing? I haven't gotten the supposed "instant overhead" to connect even once ever. Everyone I've ever played has blocked it every single time. Damage doesn't mean anything when you have no way open up your opponent. A blocked Pogo is punished every time by knowledgable opponents.This variation is still very good. Gets 40+ for a meter off of instant overheads and has some of the longest reaching pokes in the game (b2 and bf2).
B3 into IA OH is deadly. And d4 into bf2 jails and puts plenty space between u and the opponent if u can squeeze it out.
It needs a lil work, but not much. I still believe it's very solid.
I play high level competition if that's what you are asking. It's all about getting as much damage from b3 as possible, making them scared of the low.Who are you playing? I haven't gotten the supposed "instant overhead" to connect even once ever. Everyone I've ever played has blocked it every single time. Damage doesn't mean anything when you have no way open up your opponent. A blocked Pogo is punished every time by knowledgable opponents.
I just don't see it.
Who are you playing? I haven't gotten the supposed "instant overhead" to connect even once ever. Everyone I've ever played has blocked it every single time. Damage doesn't mean anything when you have no way open up your opponent. A blocked Pogo is punished every time by knowledgable opponents.
I just don't see it.
Reading back my post, it looks like I'm totally serious. Both of my posts reviving this thread, the initial one and my first reply to you were jokes. I tried to make it obvious with the "Everyone I've ever played has blocked it every single time." but even reading that back I sound uninformed and r3tarded lol ... I apologize.I play high level competition if that's what you are asking. It's all about getting as much damage from b3 as possible, making them scared of the low.
Also, most people's default block is low, and if u stagger your strings.. Normally you can catch them slipping.
Please could you explain what Instant Air Overhead string are you referring to)This variation is still very good. Gets 40+ for a meter off of instant overheads and has some of the longest reaching pokes in the game (b2 and bf2).
B3 into IA OH is deadly. And d4 into bf2 jails and puts plenty space between u and the opponent if u can squeeze it out.
It needs a lil work, but not much. I still believe it's very solid.
Personally I think she beats Sub, Kotal, Jason, Dvorah, Bo and maybe Cassie.Do you guys think DN has any clearly favorable matchups? If so which ones?
Naginata gets mopped by Cassie, D'Vorah and Jason.Personally I think she beats Sub, Kotal, Jason, Dvorah, Bo and maybe Cassie.
Honestly any character that struggles in keeping Tanya out of the air is pretty good imo, you get more time/space to play with and frustrate them. Also characters that struggle in punishing B2 and her other moves is usually good for DN.