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=== Defensive Button Press Timing === | === Defensive Button Press Timing === | ||
Skilled players are great at pressing a button in the middle of "fake" blockstrings. For example, after Kimberly's {{clr|8|2MP}} or after a ranged light string where only {{clr|7|5LK}} can reach. | Skilled players are great at pressing a button in the middle of "fake" blockstrings. For example, after Kimberly's {{clr|8|2MP}} or after a ranged light string where only {{clr|7|5LK}} can reach. | ||
* See which characters have consistent 3-hit light strings that actually frame trap. Get used to interrupting ones that overextend (usually a -2 into a 5f light) | * See which characters have consistent 3-hit light strings that actually frame trap. Get used to interrupting ones that overextend (usually a {{sf6-adv|M|-2}} into a 5f light) | ||
* After 3-hit light strings, see if Kim can consistently {{clr|8|2MK}} to interrupt or catch a walk back or backdash. Characters with cancelable {{clr|8|2MKs}} often do this, but Kim's has less range and less reward. Maybe {{clr|9|2HK}} can work in some matchups depending on their punish options. | * After 3-hit light strings, see if Kim can consistently {{clr|8|2MK}} to interrupt or catch a walk back or backdash. Characters with cancelable {{clr|8|2MKs}} often do this, but Kim's has less range and less reward. Maybe {{clr|9|2HK}} can work in some matchups depending on their punish options. | ||
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{| class="wikitable" | {| class="wikitable" | ||
| Pressure after {{clr|4|DR~}}{{clr|8|2MK}} || | | Pressure after {{clr|4|DR~}}{{clr|8|2MK}} || | ||
* {{clr|9|2HP}} > | * {{clr|9|2HP}} > Arc Step is a good frame trap; mix with Run~Stop into Throw or Backdash | ||
* {{clr|8|2MK}}, {{clr|7|5LK}} also frame traps and catches walk back but low reward | * {{clr|8|2MK}}, {{clr|7|5LK}} also frame traps and catches walk back, but low reward | ||
* | * Fake a forward walk, then walk back to shimmy | ||
|- | |- | ||
| Jump into '''delayed | | Jump into '''delayed Air Tatsu''' as a throw bait || | ||
* Useful | * Useful after KD like {{clr|8|Run~Slide}} where I can empty jump low/throw | ||
* Not as good after safe jump (opponent can OS block + {{clr|7|5LP}}) | |||
* Doing it early gives {{clr|12|Punish Counter}} vs. throw tech, late input gives {{clr|12|Counter-hit}} | |||
|- | |- | ||
| - || - | | - || - | ||
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=== Safe Jumps to Practice === | === Safe Jumps to Practice === | ||
{| class="wikitable" | {| class="wikitable" | ||
| {{clr|9|236HP}} > instant | | {{clr|9|236HP}} > instant Air Tatsu (corner) || | ||
* Can hold up to buffer the jump, easily allowing time to input Air Tatsu | * Can hold up to buffer the jump after {{clr|9|236HP}}, easily allowing time to input Air Tatsu | ||
* Doesn't work when juggling into {{clr|10|236PP}} due to higher KD Adv. | * Doesn't work when juggling into {{clr|10|236PP}} due to higher KD Adv. | ||
|- | |- | ||
| {{clr|8|5MP}}~{{clr|9|HP}} > | | {{clr|8|5MP}}~{{clr|9|HP}} > {{clr|8|Run~delay MK}} || | ||
* Frame perfect delay on slide is required (as late as possible), but allows a midscreen safe jump | * Frame perfect delay on slide is required (as late as possible), but allows a midscreen safe jump | ||
* Even if I mess up the timing, opponent may respect it anyway (OS an instant throw as I land?) | * Even if I mess up the timing, opponent may respect it anyway (OS an instant throw as I land?) | ||
|- | |- | ||
| {{clr| | | {{clr|9|236HP}}, {{clr|4|DR~}}{{clr|7|2LP}}, {{clr|8|Run~MK}} || | ||
* | * No cancel on {{clr|7|2LP}}, but must juggle at fastest timing | ||
* | * If opponent doesn't Back Rise, must use {{clr|8|j.MK}} which loses all my corner carry | ||
|} | |} | ||
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=== Combo Stuff to Practice === | === Combo Stuff to Practice === | ||
{| class="wikitable" | {| class="wikitable" | ||
| Corner ''' | | Corner '''{{clr|12|PC}} {{clr|9|5HP}}, {{clr|9|delay 5HK}}, {{clr|9|5HP}}''' || High damage punish starter at point blank, ~5f leniency | ||
|- | |- | ||
| {{clr|8| | | Corner '''{{clr|8|5MP}}~{{clr|9|HP}} > Arc Step''', juggle {{clr|7|236LP}} > {{clr|11|SA3}} || Slightly more optimal to squeeze out a kill at minimum scaling. Also wastes time to recover from Burnout if needed. | ||
|- | |- | ||
| {{clr|4|DR}} | | Midscreen '''{{clr|8|5MP}}~{{clr|9|HP}} > Arc Step''', juggle {{clr|11|SA1}} || Decent confirm route, especially if I need to kill while in Burnout | ||
* Mostly useful when I have time to check that I start with 100% Drive gauge, like baiting a wakeup Super and parrying it to gain 2 bars | |- | ||
| Midscreen '''{{clr|8|5MP}}~{{clr|9|HP}} > {{clr|10|OD Arc Step}}''': juggle {{clr|11|SA3}} or {{clr|10|Divekick}} > {{clr|11|SA2}} || Now that this frame traps on block and opponents are likely to hit a button, this is a good reward even without needing a wall bounce | |||
|- | |||
| {{clr|8|5MK}}{{clr|4|~DRC}} into {{clr|9|2HP}} > Run~Stop on Hit, {{clr|8|2MK}} on Block || Important for optimizing damage while remaining airtight vs. reversals on block | |||
|- | |||
| {{clr|4|DR~}}{{clr|9|5HK}} into Microwalk {{clr|8|2MP}} || Practice this for optimal {{clr|4|Triple DRC}} combos or to prevent Burnout; 4f leniency on the walk | |||
* Mostly useful when I have time to check that I start with 100% Drive gauge, like baiting a wakeup {{clr|11|Super}} and parrying it to gain 2 bars | |||
|} | |} |
Revision as of 19:38, 28 March 2025
Training Drills
Defensive Button Press Timing
Skilled players are great at pressing a button in the middle of "fake" blockstrings. For example, after Kimberly's 2MP or after a ranged light string where only 5LK can reach.
- See which characters have consistent 3-hit light strings that actually frame trap. Get used to interrupting ones that overextend (usually a -2 into a 5f light)
- After 3-hit light strings, see if Kim can consistently 2MK to interrupt or catch a walk back or backdash. Characters with cancelable 2MKs often do this, but Kim's has less range and less reward. Maybe 2HK can work in some matchups depending on their punish options.
Ways to mix up Pressure
Pressure after DR~2MK |
|
Jump into delayed Air Tatsu as a throw bait |
|
- | - |
Safe Jumps to Practice
236HP > instant Air Tatsu (corner) |
|
5MP~HP > Run~delay MK |
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236HP, DR~2LP, Run~MK |
|
Combo Stuff to Practice
Corner PC 5HP, delay 5HK, 5HP | High damage punish starter at point blank, ~5f leniency |
Corner 5MP~HP > Arc Step, juggle 236LP > SA3 | Slightly more optimal to squeeze out a kill at minimum scaling. Also wastes time to recover from Burnout if needed. |
Midscreen 5MP~HP > Arc Step, juggle SA1 | Decent confirm route, especially if I need to kill while in Burnout |
Midscreen 5MP~HP > OD Arc Step: juggle SA3 or Divekick > SA2 | Now that this frame traps on block and opponents are likely to hit a button, this is a good reward even without needing a wall bounce |
5MK~DRC into 2HP > Run~Stop on Hit, 2MK on Block | Important for optimizing damage while remaining airtight vs. reversals on block |
DR~5HK into Microwalk 2MP | Practice this for optimal Triple DRC combos or to prevent Burnout; 4f leniency on the walk
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