Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
you can eat everything again
In case of eternal hunger, they can block and be immune to guardbreaks, in case of miracle: it doesn't reach the length of the full stage unless you use infectant (which costs resource). And you can only use eternal hunger when your enemy is marked and it uses up the mark.
Maybe her Aerial game is strong, but people have just been running through my abilities and using either a 4 frame or grabbing to ignore all of the setup. It could be that Silo has a better matchup against characters that aren't rushdown, but the majority of Yomi is rushdown characters.
Opponent does get attacked if they pass through solace + miracle, but that is really delayed and is something they can sprint through and get spare time to punish any other action. Often an enemy will approach, i set up solace + miracle, and I'm attacked by my enemy ignoring it all while I'm in end lag from eternal hunger because dashing forward is faster than the setup.
Anyone know why?
the opponent gets attacked if they pass through a Solace + Miracle setup AND you get a mark off of that, so setting those up between you and the opponent can also make approaching you a dangerous option
eternal hunger can also be made not rollable from getup if you use it same turn, assuming you aim it at maximum range towards the opponent.
motherspike is largely unrollable too!
experiment a bit more with her, some people tell me her aerial denial is actually TOO good (mostly due to Solace + Miracle setups)
The result is a character who's kit can be largely ignored by the enemy. The description says that she's an area denial character, but..when the enemy can still access that area things sort of get iffy.
On getup things might work better, but thats a point where only her attacks see use as her skills and supers are largely setup based. I wouldn't call forcing a 50/50 on getup worth making her traps negligable in other scenarios considering 50/50s happen on getup anyway. Why give them a range meter and direction wheel then?
But to be absolutely fair, like you said, the character isn't finished. I'm just worried about where they seem to be headed.
insanity does indeed do nothing right now! lmao
sprinting through eternal hunger is largely in silo's favor too, as Superdash only happens forwards. you also cant do that at all if you have any Solace + Ocular Miracles set up, best way to use eternal hunger is against an opponent thats about to wake up from Knockdown
Her being small is sort of the point. I dont mind it tbh. But if I had to pick a critique its that some of her moves like insanity dont really feel like they do anything or matter.
oh lord...
well thank you for the feedback