Various new bone thoughts:
Standing normals-
5A- Basic jab. fast and leads to his launcher combo, but otherwise meh.
5B- 5A with more range. leads to A or B bullet punch and not much else.
5C- Still an awesome antiair and might still be good in combo's, but its knockback has been upped greatly.
Crouching-
2A-Chains into itself, 2B, 5B, and most importantly 5A and the full launcher combo
2B- I have no idea what to use this for currently.
2C- Very slow low hit, but can lead to some nice juggle damage before. With his combo's reworked it might not be quite as deadly, but still very painful. Extremely slow though to the point that only a rang can combo it.
Jumping-
jA- Decent air to air. Mainly used for combos. Probably should never be used for a grounded opponent.
jB- Amazing move. Good for combo's, but more importantly great for mixup. Huge hitbox.
jC- Doesn't cross up as well as it used to and now it ends combos, but still his most painful jump in and a very nice hitbox on it. Seems especially good for corner mixup.
Command-
3A- Extremely good low. Very long range, good spacing and nice for combo extensions.
3B- Fast kick. Useless in combo's except as a last hit, but does a nice job of helping you space and get in safely.
3C- Bone's sweep. Since 2C is so slow use this when you want a knockdown.
j4B- Sim arms. Obviously great spacers and seems like it actually can start combo's. Decently useful after launcher since it leaves opponent in bad position.
5ABAC(launcher)- Canned combo that leads to nice damage and setups and is a huge part of bones gameplay. If you don't throw the C it can lead to nice pressure as delaying the timing can let you cancel into other normals.
Special-
Bonerang- bout the same as before. A version for combo's, and use others as necessary for setups and zoning. Of note is the X version which hits going out and then can still hit coming back. Any combo you end with A bone can end with X and net you dmg+setup.
Club- Still the same. I don't get the X version so far. Seems worthless other than being faster. I'm probably missing something.
Bulletpunch- A punch leads to super, C punch has great range and pushes opponent to the corner for real pain. B version.....i don't know why you'd use B. X seems mostly like it's for zoning wars. Basically like 3B but with more priority. Seems awful in combo's.
Skullbash- X bash might be useful for tricks. That's about it.
Super-
The last hit doesn't do quite as much dmg anymore, but it's still an awesome super. You can combo into it, and out of it, and it takes a ton of life. I never find myself using skulls ability simply because this thing is so awesome.
Overall-
X moves don't seem to matter to him other than rang and maybe one of the others for wakeup options. Normal rebalancing means his combos are a little more...creative and it seems he's still godly if he gets you in the corner.
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