Now, I originally thought this was like a weaker function than T-Maya's shield, but now I'm really beginning to think otherwise. T-Maya's shield fails against multi-hit attacks and also fails against throws. Turns out T-Orju's green ring will actually PB throws that cause damage (assuming point advantage). I discovered this when playing against a Rail player. To make a long story short, I got thrown while the green ring was active and I had point advantage, but surprisingly Rail got powerbroke anyway. This makes it a lot more useful since it also works on multi-hit attacks.
What's really killer about it is the fact that it's multi-use. If you happen to powerbreak some one off it, you still have the green ring and can use it with 236b to lay a green dot after a powerbreak combo. Which is really nice because the green dot is also something I like a lot, since it's essentially free unavoidable damage.
Though, I think the best part about this is that it gives Orju more chances for powerbreaks, which is something he can really utilize once he has 2 or more super stocks. Powerbreaks are the perfect time to use a level-2 or level-3 enchant super, then use 236b to lay the "super dot". I especially love the level-2 super dot.
Back to Maya. I had previously mentioned that she has some pretty good throw traps. Well, here's a quick list of some simple set-ups:
- 623a falling (air) a -> throw or 2a
- 623a falling (air) b -> 2a (mix up with previous option)
- 623a whiff falling (air) c -> throw or 2b/a
- 236a -> 2a or throw
- 236a 5aaa -> walking throw (more effective with shadow or shield out)
By the way, 5aaa gives enough frame advantage to link another 5a, which means you can do 5aaa -> 5aaa -> 5aaa. This combo doesn't actually have much use except for M-Orju's white dot (shift enchanted 236b) which has a vacuum effect and lets him loop [5aaa] for as long as the dot is out. However, it's good to keep in mind that it gives frame advantage, since it may be useful as a tick throw setup if your character doesn't have any other particularly useful setups.
I'm starting to be less impressed with F-Maya than I was originally. She's definitely a threat while mid-screen, but she doesn't have much in the way of screwing you over in the corner. Basically, as long as you back yourself into the corner F-Maya can't really do much to you other than try to throw you.
Run-away Rail is really annoying to fight. I was surprised at how much more effective M-Rail is at run-away than F-Rail, I had assumed the opposite were true. But actually, F-Rail seems to be more geared toward rushdown and combos, while M-Rail is appears to be really good at running away. Not sure what the point of T-Rail is, the only thing I see different is his bombs will cause stun-lock to the opponent.
Well, I'll have to post more later. Getting too tired to think. No new videos today (too tired). I have plenty of nice replays though, so I'll be sure to cap and up some vids tomorrow.
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