I really do like the
. I've found this move to be almost always useful, especially if feeling pressured and wanted a break or to escape. It's the same as Kasumi's really, except it seems really safe, where Kasumi can be thrown after.
I find the
string seems to be pretty useful when being rushed at. If all connect, it does pretty hefty damage for such an easy move to execute.
Also for CB next to walls,
works really well. It all connects before they hit the wall, whereas most other combos always knock them into the wall first.
I wish I could pull off the ground OH better. If I try to input it quickly, it always fails and either gives me
+
or just
+
it seems. Maybe it's my old xbox controller though. (7 years old now? X.x) If I do it slowly, it usually works, but it's too easy to telegraph what I'm doing if I do that.
Oh and the
string seems kinda crazy in the number of hits she does before the natural combo ends. Most players I play usually stop blocking somewhere and get hit.
And
by itself is nice sometimes to put them in critical stun before CB.
+
works pretty well for this too.
Alpha seems pretty fun so far. My main problem is I used to play Kasumi a lot, and since a lot of the moves are similar, I sometimes try to do Kasumi's finishers and wind up doing something really stupid and getting myself punished. XD
What are some good options after a counter? So far the only things that seem to work well are
.