07-26-2016, 03:04 PM
(This post was last modified: 07-26-2016, 04:00 PM by STM1993.
Edit Reason: forgot a few words
)
Here's what I feel about Davis' dragon punch.
- I think the main issue with Davis' dragon punch is that it is a bit too effective if you are turtling; i.e. deliberately baiting someone to attack first and then dragon punch before his itr connects. That is really the crux of mfc's argument, that you cannot really counter-punch Davis as he begins the move as a result. In this case yes, the initial 4tu invincibility is a thing.
- Furthermore, dragon punch costs 225mp for about 130dmg, basically 1/2mp for 1/4hp. That is undeniably a lot of damage, especially when you compare it to Firen's explosion which is much more difficult and costly to use(I'm aware about D>AAA, but that combo has a tendency to miss).
- On the other hand, Davis is kind of predictable. If you notice your opponent has enough mp for a dragon punch, then chances are that is something he'll try to pull off. Its time to play mindgames with Davis and block if you predict he's going to do it right then, the same way you need to decide whether to flip out of a fall or not. Davis becomes extremely punishable when he is blocked or misses his uppercut.
- I've also looked at the frame data of punching, injury & dragon punch's initial frames, and confirmed with hitlag values(3tu, same for hitting & being hit) & practical tests - there should be no worry of Davis simply hit-confirming into dragon punch, nor really any worry of Davis being able to counter uppercut from injury without being able to block it:
- Davis takes 6tu to cooldown from a punch assuming you hit at the instant the itr takes effect, or 5tu if you get hit at the end of it. Injury lasts for 7tu. Uppercut takes an additional 2tu before the itr takes effect. You have just enough time to press block if you aren't in DOP or broken_defend. The same applies to DvA's last hit which can also be cancelled into DP, but again, can be blocked.
- I'm aware a number of LF2 competitive scenes limit the dragon punch generally to x2, mostly because of the sheer damage. Ramond has stated that he feels that restricting moves by an arbitrary number is counter-intuitive and it would be better to either fully ban a move or fully allow it.
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