wow, wtf didnt know you could do that. Great tip!
Here's my list:
/
: i hated this move when it first came out, but now that it is +6 on block i love it. Basically, CAR
after
will beat i9-i11 moves FINALLY. I find people do not respect the advantage gained, which is understandable since it was useless when it was only +2. Once they do start respecting the guard break, then you can mix up with other things, even go for the new
. Speaking of . . .
:
The punishment move, we can net 80-90 damage on most of the cast after this. The nerf to the wall throw aspect is totally fair, now there is a use for
by the wall. Even though you can reduce the launch height by staggering, i find its really hard and impractical to do, and even then you can still get decent damage, which is better than the measly 50 damage it guaranteed in vanilla.
: Still good, just can't use it up close unless you're absolutely sure it will crush high. At mid range you now have to make a choice between this and
since they have similar range: do you want the crush/tracking option of
or the speed of
? Fair nerf imo (though i do miss the vanilla speed, i aint gonna lie lol)
: useful for oki and great at nabbing tech rolling opponents.
BT
: great move, but extremely dangerous if whiffed. It is a high risk/high reward move imo, which is what lucha libre should be about!
/
: great mids with good mixups, good to use after
/
guard break.
and all of its various strings! I love this move and all of its mixups, great for setups, great on normal hit/counter hit/block, great for stun game--love it! Praise
!
: Still our best escape tool against pressure.
/
: Ridiculous amount of options after it.
gives an amazing amount of stun to do whatever you want.
BT
/
: great if the opponent doesnt tech roll, even if they do, you're still at advantage. EXCELLENT range.
: still great, even after nerf. Wonderful for ground game shenanigans if your opponent doesnt tech roll.
: great low crush, great OH setup for
BT
: trip stun that sets up for
, can be used at threshold and won't knock opponent down. Good setup for
/
on NH.
BT
: fast, great launcher
BT
: fastest move from BT
: Has a crap ton of mixups. I throw this out time to time when i expect people trying to invade my space. Okay against blocking opponent because of
/
mixup, but fuck do i miss the vanilla version.
As a bonus, here are my least favorite moves:
splash feint (BT
). I tried so hard to make this work in my game, but i just can't, sans for flashiness. Once i found out it has the same recovery as a regular body splash i was like
. Seriously, they either need to reduce the recovery, or at the very least, let
followups be usable from it.
: as a movement tool, this is pretty terrible. Slow followups, slow frames, can be thrown during it wtf. You can free step around the entire thing and all of its followups lol. Needs a hitbox or a speed boost, stat.
(handstand kick) and all of its followups: i've disliked this move ever since DOA4, and im shocked they added even more followups to it in 5. Needs to cause sitdown on the handstand kick, or just make it knock down and screw the followups.
BT
: completely redundant with the introduction of the new BT OH, ass slow, horrible recovery, still no tracking and nerfed damage in 5U, wtf? Why, TN?
All in all, i think TN did a fine job at revising Lisa's movelist in 5U, though i wish they would give some of these other moves another pass in the next patch.