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 Kuhl evaluation.

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Miadren
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PostSubject: Kuhl evaluation.   Wed Feb 10, 2016 10:01 am

So, i just got her on the new garapon, and seems fairly viable (to me), that's why i made the topic, since she's pretty much just a standard LND with gimmicks, still tho, i do see her abilities of some worth.



Still, i'd like to ask you about it.

Her stunlock WB action seems useful albeit being you vulnerable for 3 seconds even with reduced damage. Great maybe to dissable temporally supports or arts or lnds without CV and somewhat low TGH.



Her Grab mechanic would work fine against fleeing targets, surprise attack or assistance.

Her atack animation seems fairly wide and fast enough, despite of it being a straight line with a small step depending on what directional button is pressed, similar to Assault Step jumps.

So, what's your veredict on this moebot?
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Diabolical
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PostSubject: Re: Kuhl evaluation.   Wed Feb 10, 2016 11:07 am

@Miadren wrote:
Her stunlock WB action seems useful albeit being you vulnerable for 3 seconds even with reduced damage. Great maybe to dissable temporally supports or arts or lnds without CV and somewhat low TGH.
Its function isn't fully explained. What it's used for is charging the gauntlets, granting it a few bonus effects. The orb is capable of inflicting Shock and magnetizing enemies, but you shouldn't use the thing offensively because you become a sitting duck. Charged gauntlets are capable of magnetizing enemies on the last hit, which is the only way you'll be magnetizing AIRs. In addition, Volt Impact will inflict Dash Restrict and Support Reject, but the Dash Restrict seems a bit useless since people get blown away by the punch. The Support Reject means you'll want to save this as the finishing move rather than throwing it in between combos because of its ability to destroy Last Stand.
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Miadren
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PostSubject: Re: Kuhl evaluation.   Wed Feb 10, 2016 11:48 am

@Diabolical wrote:
In addition, Volt Impact will inflict Dash Restrict and Support Reject, but the Dash Restrict seems a bit useless since people get blown away by the punch. The Support Reject means you'll want to save this as the finishing move rather than throwing it in between combos because of its ability to destroy Last Stand.

Yeah, i've been thinking about these too, support reject was also a reason i considered her, and as you said, the only way of fully use of volt impact would be a narrow room, or postitioning yourself towards a wall/corner.

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PostSubject: Re: Kuhl evaluation.   Thu Feb 11, 2016 8:22 pm

do you think upgrading her TGH would be better for her? she's like an anti-melee/bike character to me.
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VietPho
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PostSubject: Re: Kuhl evaluation.   Fri Feb 12, 2016 1:00 am

@Specialist wrote:
do you think upgrading her TGH would be better for her? she's like an anti-melee/bike character to me.

Maybe we can get a game with a bunch of Kuhls so I can see what the experience would be like with my 3 Kal bikers.
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PostSubject: Re: Kuhl evaluation.   Fri Feb 12, 2016 7:54 am

@VietPho wrote:
@Specialist wrote:
do you think upgrading her TGH would be better for her? she's like an anti-melee/bike character to me.

Maybe we can get a game with a bunch of Kuhls so I can see what the experience would be like with my 3 Kal bikers.

speaking of bike battles, you never won even once against me. using 3 Kal in a team shows how sucky you are using Kal.
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