Lokheit
Noob
NJK if timed properly hits and then propels you over their hitbox evading the armored attack while dealing 7 damage and being safe on block with pushback.Njk and j1 111 dont work like that. Your reward is literally not having to deal with wake ups in the corner at all while being safe.
As I explained before, Air Hammer has more cons than pros and any experienced Cryo ends up realizing it's a gimmicky move not worth using when you have better options. Even just stepping back and blocking is superior to trying to break armor with it. The move is crap on its current state and needs something to promote its use.
They "buffed" it into no suicidal on block but they didn't change the fact that it has no real use in your gameplan. Too slow, too short range, no real pushback on block (-2 is already unsafe for Cryo face to face, he gets eaten alive at that range), bare fist uppercuts beat it going through the hammer hitbox to hit you, no reward on hit (really short knockdown leading to another wakeup attemp without being able to use it), leads to nothing and is outclassed by other moves.
And the fact remains: Cryo NEEDS something to be respected and force risks as right now he depends on the other player making mistakes without having tools to help with that. Air Hammer is crap but it could be improved to be the tool Cryo needs to make his gameplan interesting and have a chance to influence those mistakes.
EDIT: When I speak about it restanding I mean using the restand that is already implemented on the first hit and then remove the knock down from the second hit but keep the hit advantage for 50/50. The current restand setup leaves you at negative advantage as mentioned above because it requires you to miss the second hit.
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