fleshmasher
i got the poison
This popped up in the "They patching Smoke" thread.
My thoughts on :en Invisibility a.k.a. Vanish:
Specials:
(+) / (+) Smoke(Phase) Towards/Away visual effects are still visible, show where you are.
But Smoke Away still good for Hit'Run.
(+) Shake(Vibration) visual effects still visible to a lesser degree too. But also recognizable as Shake.
And the difference between Shake and :en Vibration shows.
(+) Teleport(Smokeport) visual effect leaves it still punishable on block.
The Teleport(Smokeport) visual effect helps the opponents punishment timing.
Miscellaneous:
:en Invisibility is retriggerable. You can stay invisible quite long with 2 bars.
All normals are invisible.
:en Invisibility i like in combination with .
For example :en Inv. after as combo ender. (cancel fast)
Blocking when invisible is also quite good. Even though you lose invisibility when blocking, Bomb/Teleport/full combo Punishment is good with Smoke.
Your thoughts?
My thoughts on :en Invisibility a.k.a. Vanish:
Specials:
(+) / (+) Smoke(Phase) Towards/Away visual effects are still visible, show where you are.
But Smoke Away still good for Hit'Run.
(+) Shake(Vibration) visual effects still visible to a lesser degree too. But also recognizable as Shake.
And the difference between Shake and :en Vibration shows.
(+) Teleport(Smokeport) visual effect leaves it still punishable on block.
The Teleport(Smokeport) visual effect helps the opponents punishment timing.
Miscellaneous:
:en Invisibility is retriggerable. You can stay invisible quite long with 2 bars.
All normals are invisible.
:en Invisibility i like in combination with .
For example :en Inv. after as combo ender. (cancel fast)
Blocking when invisible is also quite good. Even though you lose invisibility when blocking, Bomb/Teleport/full combo Punishment is good with Smoke.
Your thoughts?