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 Air Tatsu as a throw bait |
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Safe Jumps to Practice
236HP > instant Air Tatsu (corner) |
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5MP~HP > Run~delay MK |
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236HP, DR~2LP, Run~MK |
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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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