(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 === | ||
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| 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 | |||
* ? | |||
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| 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 | |||
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Revision as of 16:51, 14 January 2024
Training Drills
Ways to mix up Pressure
Pressure after DR~2MK |
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Jump into delayed j.214K as a throw bait |
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Safe Jumps to Practice
236HP > instant j.214K (corner) |
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5MP~HP > delay 236K~MK |
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236KK~K (Wall Splat, no follow-up), throw Spraycan |
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Combo Stuff to Practice
Corner 236K Arc Step (no follow-up), juggle 236LP > SA3 | Useful corner route into SA3 from no-resource hitconfirms
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5MK~DRC into 5HK on Hit, 2MK on Block | Important for optimizing damage while remaining airtight vs. reversals on block |