Previously we talked about the expanded post about Sol's new move, and since Arc System Works posted updates about the rest of the new moves that we saw in the 2.0 trailer, so let's take a look.
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Previously we talked about the expanded post about Sol's new move, and since Arc System Works posted updates about the rest of the new moves that we saw in the 2.0 trailer, so let's take a look.
First up is Ky with a new take on his zoning game. Calling in the lightning strike at the location of his projectile effectively allows him to cover any attempt to go over or under it, though you can still anticipate and block it if you're trying to jump over.
Nagoriyuki's new move is probably the most complicated one out of the lot, mostly because it's unclear just how much impact it will have on the character. Yukimoyoi is a low special attack with good range but long-ish start-up.
Regardless of whether it hits or lands, it has an effect of locking Nagoriyuki's blood gauge at level 3 for some amount of time. In this time, he can reap the full benefits of lvl3 blood gauge, and the twist is that he doesn't necessarily suffer any consequences.
If Nago player recovers enough blood meter while the move is active, it won't result in the blood pop. At worst, this could be used to delay the pop and get more use out of lvl3. At best (for Nago), he can use it to instantly get buff on demand and then put you in a checkmate position or simply lose nothing despite getting this advantage.
Certainly will require some time and a lot of matches to get a proper feel for how this all goes.
Gorilla.
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