User:Spabobin/Training-Kimberly: Difference between revisions

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(Created page with "<!--- NOTE: color template (clr) 7=L, 8=M, 9=H ---> == Training Drills == === Ways to mix up Pressure === ? === Safe Jumps to Practice === {| class="wikitable" | {{clr|9|236HP}} > instant j.214K (corner) || * Can hold up to buffer the jump, easily allowing time to input Air Tatsu * Doesn't work when juggling into {{clr|10|236PP}} due to higher KD Adv. |- | {{clr|8|5MP}}~{{clr|9|HP}} > delay {{clr|8|236K~MK}} || * Frame perfect delay on slide is required (as late as p...")
 
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=== Ways to mix up Pressure ===
=== Ways to mix up Pressure ===
?
{| class="wikitable"
| Pressure after {{clr|4|DR~}}{{clr|8|2MK}} ||
* {{clr|9|2HP}} > 236K is a good relatively safe frame trap
* {{clr|8|2MK}}, {{clr|7|5LK}} also frame traps and catches walk back but low reward
* ?
|-
| Jump into '''delayed j.214K''' as a throw bait ||
* Useful in safe jump situations, or any situation where I could do empty jump into low/throw
|-
| - || -
|}





Revision as of 16:51, 14 January 2024


Training Drills

Ways to mix up Pressure

Pressure after DR~2MK
  • 2HP > 236K is a good relatively safe frame trap
  • 2MK, 5LK also frame traps and catches walk back but low reward
  • ?
Jump into delayed j.214K as a throw bait
  • Useful in safe jump situations, or any situation where I could do empty jump into low/throw
- -


Safe Jumps to Practice

236HP > instant j.214K (corner)
  • Can hold up to buffer the jump, easily allowing time to input Air Tatsu
  • Doesn't work when juggling into 236PP due to higher KD Adv.
5MP~HP > delay 236K~MK
  • 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?)
236KK~K (Wall Splat, no follow-up), throw Spraycan
  • Expensive and sacrifices damage, but gives a safe jump into instant overhead/low
  • For some reason it seems to not work occasionally; for best results, be fully cornered at the moment of the wall splat and time j.HK as late as possible


Combo Stuff to Practice

Corner 236K Arc Step (no follow-up), juggle 236LP > SA3 Useful corner route into SA3 from no-resource hitconfirms
  • Timing is a little awkward to get used to at first, start right after landing
5MK~DRC into 5HK on Hit, 2MK on Block Important for optimizing damage while remaining airtight vs. reversals on block