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Thats because Burst has a knockaway that doesnt apply to the stomp.
um yeah
so can Ninja, Cowboy, Wizard, Robot and Mutant.
Not viable if you play defensively, VERY viable if you focus mainly on offence with less regard for neutral.
Thaiger's moves, during block strings or combos, will be restricted between Punches and Kicks, as well as Supers being restricted as well. Thaiger's gameplan revolves around high offence, not letting the opponent breathe, with high payoffs with correct reads. Plays around quickly gaining and maintaining momentum, allowing for her otherwise stubby range to reach much farther than initially available. Thrives off of defensive opponents, quickly taking advantage of the downtime to build speed with Crouching Tiger. Simple to pickup, hard to master if you aren't keen on having a weak defensive game.
Move damage 8 / 10
Combos 5 => 7 / 10
Range 5 / 10
Neutral 4 => 6 / 10
Advantage Stage (Offensive Options during blockstring) 6 => 10 / 10
Move Set Versatility 4 => 6 /10
Disadvantage State (Defensive Options) 6 = 5 / 10 (Due to constantly being dragged towards your opponent by Primal Engine, can inadvertently drag you towards their moves.)
Changes in stats due to Primal Engine will be denoted by *=>* to signify the change
Tremor: Status effect that stacks 10 times. Can be procced from: any attacks with roar effect (Burst, Humble Down, Relax [when the full animation plays], Tiger Drop [If Counter is landed successfully], any hit of a block-string landed on the opponent). It makes the opponent more minus on block, and adds more damage on Grab, Pounce (Aerial Var.), Super Flying Knuckles, and (Likely) Mad Tiger. All stacks are dropped when the opponent bursts.
Crouching Tiger: A stance move that pauses most/all momentum (dependent on current speed), and adds momentum to the next move. Grants access to Unstoppable Lunge, a hyper-armored dash.
Downsides: Against competent opponents, combos off of clean hits will can less than 5 hits at times. Has a hard time switching from defense to offence once on the back foot (somewhat mitigated by Tiger Drop). Tough neutral game, since she has low range and cant reach very far without momentum.
Tips: Under certain conditions, can attack opponents from behind with flipped moves.
Pounce switches to an aerial grab if it lands in the air, cannot be blocked/parried and is somewhat disjointed.
Relax counters grabs, automatically landing a Aerial Var. Pounce and proccs Tremor.
Depending on the last landed clean hit, her moves switch from Fist to Kick moves, as well as switching Supers.
the brainrot demands of me to mention project moon
No... entitled freak.