For those who use Outlaw, I need some help regarding Erron's best anti-air options. Aside from using N.JP, Sand Throw, and B2, not really sure what else I should be using.
Pretty much all my testing and online matches have shown me that you either:
1) have to make a half-read, half-reaction or just have godlike reaction time to get them with b1, b2, or njp without trading or getting stuffed completely
2) uppercut, which still seems to run a decent risk of a trade (albeit in your favor)
3) MB db4 which will armor through their jump in and get you a full combo. I need to test this but I think they can empty jump and punish if they read this option
I've been having a rough time AAing with him to be honest. My reaction time is bad so that might be part of it, but so far I've easily had the most luck with uppercut, and the second-most with njp'ing from max distance (I like to neutral jump if I read a jump in, this hasn't really gotten me blown up...yet)
Those f13 gun cancels are siiiiiiiiick! I'm sticking to outlaw for now but I will definitely learn those.
In outlaw I'm favoring f12 over f13 because
-f12 is hit-confirmable into db4 whereas f13 is not
-there's no mixup so eventually people will just block low after the f1 (like how people would always stand block after blocking Green Lantern's b1)
-f122 on block is pretty good and it doesn't seem like any character can punish it
I still think 21122 is a WAY better tool than f1 strings if you're close enough to use it