Line 1: | Line 1: | ||
== Introduction == | == Introduction == | ||
Talim returns to SCVI after not having been seen since SCIV and brings with her reworked stances while keeping most of her original moves as well as some added new ones. The difference to her stances in this game is that they do not automatically jump on an empty transition. This rework is powerful because it allows her to be more confusing with her options and be safer from punishment as well as removing the Wind Leap stance and replacing it with Wind Fury. She is able to boast about her many fast attacks to check the opponent at close range and explosive damage on her counter hits and whiff punishers. Her strongest trait is her okizeme, since she has the ability to wake up the opponent into guaranteed stance or backturn mixups at the end of her main combo enders. While not having any real aGI's to punish the opponent for being predictable in their attack, she has the strongest RE cancel in the game allowing her to avoid whiff punishment with her stances at the cost of a little meter. Talim also has many moves that are able to jump lows or duck highs while still attacking to make use of her own disadvantage. Her Wind Sault stance is also able to jump some horizontal or thrusting mids with a solid timing since her hurtbox isn't immune during this animation. Her evasion tools are hard to use but very fun and rewarding. | Talim returns to SCVI after not having been seen since SCIV and brings with her reworked stances while keeping most of her original moves as well as some added new ones. The difference to her stances in this game is that they do not automatically jump on an empty transition. This rework is powerful because it allows her to be more confusing with her options and be safer from punishment as well as removing the Wind Leap stance and replacing it with Wind Fury. She is able to boast about her many fast attacks to check the opponent at close range and explosive damage on her counter hits and whiff punishers. Her strongest trait is her okizeme, since she has the ability to wake up the opponent into guaranteed stance or backturn mixups at the end of her main combo enders. While not having any real aGI's to punish the opponent for being predictable in their attack, she has the strongest RE cancel in the game allowing her to avoid whiff punishment with her stances at the cost of a little meter. Talim also has many moves that are able to jump lows or duck highs while still attacking to make use of her own disadvantage. Her Wind Sault stance is also able to jump some horizontal or thrusting mids with a solid timing since her hurtbox isn't immune during this animation. Her evasion tools are hard to use but very fun and rewarding. In a recent patch she also received the Wind Bearer mechanic that upgrades three of her main moves by making them safer to use and also heal her. | ||
{{ProConTable | |||
|pros= | |||
* Excels at confusing the opponent with delayable strings and stances. | |||
* Strong mix-up game. | |||
* Many fast attacks with high counter hit damage on a few of them. | |||
* Many tech crouching and tech jumping attacks including her CE. | |||
* Strongest RE cancel in the game. | |||
* CE has a cancel that allows her to unleash it as an option in neutral for a free mixup and is safe on block. | |||
* Powerful okizeme that can vortex into itself. | |||
* High damage whiff punishment including her Panay Hurricane move from Wind Fury stance. | |||
|cons= | |||
* Stubby pokes, many characters can space her without having to be very far away. | |||
* Easy to telegraph her movements which can spell big trouble for Talim. | |||
* Punishable on block for many main moves. | |||
* Hard to approach safely without relying on highs. | |||
* Below average sideways and backwards movement | |||
* Only aGI, idle Wind Fury, designed to protect her rather than punish the opponent. | |||
}} |
Revision as of 13:50, 10 August 2021
Introduction
Talim returns to SCVI after not having been seen since SCIV and brings with her reworked stances while keeping most of her original moves as well as some added new ones. The difference to her stances in this game is that they do not automatically jump on an empty transition. This rework is powerful because it allows her to be more confusing with her options and be safer from punishment as well as removing the Wind Leap stance and replacing it with Wind Fury. She is able to boast about her many fast attacks to check the opponent at close range and explosive damage on her counter hits and whiff punishers. Her strongest trait is her okizeme, since she has the ability to wake up the opponent into guaranteed stance or backturn mixups at the end of her main combo enders. While not having any real aGI's to punish the opponent for being predictable in their attack, she has the strongest RE cancel in the game allowing her to avoid whiff punishment with her stances at the cost of a little meter. Talim also has many moves that are able to jump lows or duck highs while still attacking to make use of her own disadvantage. Her Wind Sault stance is also able to jump some horizontal or thrusting mids with a solid timing since her hurtbox isn't immune during this animation. Her evasion tools are hard to use but very fun and rewarding. In a recent patch she also received the Wind Bearer mechanic that upgrades three of her main moves by making them safer to use and also heal her.
Strengths | Weaknesses |
---|---|
|
|