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| {{clr|8|5MK}}{{clr|4|~DRC}} into {{clr|9|5HK}} on Hit, {{clr|8|2MK}} on Block || Important for optimizing damage while remaining airtight vs. reversals on block | | {{clr|8|5MK}}{{clr|4|~DRC}} into {{clr|9|5HK}} on Hit, {{clr|8|2MK}} on Block || Important for optimizing damage while remaining airtight vs. reversals on block | ||
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| {{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 Super and parrying it to gain 2 bars | |||
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Revision as of 17:39, 15 January 2024
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 |
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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 |
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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