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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Important Safejabs to Practice
Italics: only works vs. 10f or slower reversals
SA3/CA, DR~2LP/2LK | |
Throw, DR~2LK | +10 oH / +4 oB; midscreen, Trade 5MK is the only frame trap on block |
Corner MK Tatsu Juggle, whiff 5LP, 2LK | Do not chain the lights (slow down slightly) |
SA2, Dash + 2LP | |
Corner Air Grab, Dash + 2LP | |
Run~HK, Dash + 2LP/2LK | |
Corner Drive Reversal, Dash + 2LP/2LK | |
Juggle MP Elbow, whiff 2MP, 2LP Juggle MP Elbow, Run~Stop 2LP |
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Corner 5LP~MP~HP~HK, whiff 2MP, 2LP Anywhere 5LP~MP~HP~HK, Run~Stop 2LP |
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Corner Arc Step Divekick, whiff 2MK, 2LP/2LK | |
Corner LP Elbow juggle (min height), whiff 2MK, 2LP/2LK | Auto-timed after Arc Step, but manual timing in most other juggles |
2HK, Dash + whiff 2LP~2LP | |
Arc Step + Throw, Dash + whiff 2LP~2LP | |
Corner Ground MP Elbow, Run~Stop, whiff 5LP~2LP/2LK Corner Ground MP Elbow, Teleport~2LP |
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SA1 + Can, Teleport~2LP/2LK | |
HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK | Requires corner to link into 2MP, 5MP
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Grounded Run~MK (close range), Teleport~2LK | Slide must hit on 1st active frame Requires corner to link into 2MP, 5MP
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Grounded Run~LK, Dash x2, 2LP/2LK |
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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