LEGEND
YES!
I'll be updating this thread whenever new tech emerges and whenever i or someone else feels the need to discuss current tech/Strategy. New topics will be added to the OP to keep things organized and so that newcomers to the forum can see a complete list of Flash tech without having to scour the whole Sub-forum
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1. Hard Knockdowns
Hard knockdowns prevent your opponent from rolling away and give a predictable window that they have to wake-up. This allows you to maintain pressure more easily since they can't simpley roll away after a combo and gives you a greater opportunity to to stuff their wake-up came since they can't delay a wake-up (unlike MK9)
Here are a list of moves that the Flash can use to Create a hard Knockdown:
D3
D1D2(D3)
Lightning Charge
RMS-2
RMS-1
F21(3)
Sonic Pound
F3 after any bounce combo will splat, same effect as a Hard Knockdown
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2. Corner Cross-ups
Aside from obvious ways to cross-up like jump is and such. there is one option that trumps them all,
The Sonic pound, Since you can control which side it lands while you are airborn there is virtually no way someone can tell which side you will attack from. What makes this even more ridiculous is that MBing the Sonic pound will result in a 37% combo on hit and if its blocked you are left right in your opponents face at +11. (combo is 11,11,11,11,112-Lightning charge)
Basically if this hits in any way it resets the whole situation
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3. Running Man Stance
Running man stance (or RMS for short) is a huge part of playing the Flash imo, you can use it like a UMK3 run almost by just hitting forward without a followup 1,2 or 3. And it cancels instantly with no recovery with a simple BB input. And we all know about the 50/50 game that comes from RMS-2 and RMS-3
So here are some uses for it that i came up with:
A) After Blocking a Projectile go straight into RMS as a reversal, then move right into the Neutral run and safely cancel it into a block or jump in at the appropriate distance
B) Use up close to bait a reaction, since it can be canceled instantly you can go straight into a MB B3 to punish most attempts of interrupting RMS. Once it is established that they cannot safely attack you while you are in RMS you can then go straight into mix-ups or the RMS 50/50 if you wish. Also note that if you opponent wiffs something in front of you while doing this it is best to hit RMS-1 since it is quick and grants a hard Knockdown, If you have already canceled it then do whatever works best
C) Capitalizing on Knockdowns, Using the RMS as a kind of run mode as previously mentioned, you can close the gap quickly and safely on hard knockdowns such as Lightning Charge, RMS-2, RMS-1 and F21(3). this is pretty tricky to do, but you can cancel the run and immediately do a forward jump in, which depending on how you space it, can be used to either stuff wake-ups or jump right over them and punish their wiff
D) Fullscreen, unsafe 50/50s. Cause why not
E) Bait punishable or highly negative Projectiles so that you can get in
F) To make 32 safe on block. Usually this string is -22 but with RMS cancel it is completely safe, No 6 frame moves can punish
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4. Time loop
ok, so lets get started wit the basics.
A) it lasts 5 seconds
B) it takes roughly 20 seconds to recover
C) You can not block while in Time Loop
D) Getting hit, Clashed or Pushblocked will knock you out of it
E) You can link Time Loop from most Normals and specials, which in some cases will allow you to extend a combo or create one that would not be possible otherwise
Now with that out of the way, i want to discuss how it should be used. Since it does have such a long recovery we need to be smart with it
My current thought is that it should really be used for getting in, only used in combos for punishes that would otherwise not be possible (also Wiff punishes) and to close out a round/game. Personally, i don't think using this amazing trait is worth the mere 10-12% it adds to your BnBs
Now, you may think "why use it to get in when your opponent can just pushblock you out of it?" and that is a valid point, but, try looking at it like this: In a regular BnB, you'd probably only be get 10% extra damage (give or take a few percent) now compare that to a 50/50 that grants 35-40% and you easily come up with a much higher damage output on average. And thats not even factoring in the wiff punishes that you will miss if your trait was recovering cause you decided to burn it on alittle extra damage. Of course you could always go for a throw as well, but thats kind of a wash
Thoughts?
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5. Coming soon. . .
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If you wish to be tagged in this thread for further updates post in this thread: http://testyourmight.com/threads/calling-flash-mains.30397/
Pls feel free to correct any mistakes i've made and suggest new topics/tech to discuss. Video brake downs would be awesome, but are not required by any means
EGP Wonder_Chef
Smarrgasm
GGA Dizzy
Slips
Zyphox
Bluez
r3cursi0n
Ironheart
Squeaker101
Superi0rMagik
Discuss
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1. Hard Knockdowns
Hard knockdowns prevent your opponent from rolling away and give a predictable window that they have to wake-up. This allows you to maintain pressure more easily since they can't simpley roll away after a combo and gives you a greater opportunity to to stuff their wake-up came since they can't delay a wake-up (unlike MK9)
Here are a list of moves that the Flash can use to Create a hard Knockdown:
D3
D1D2(D3)
Lightning Charge
RMS-2
RMS-1
F21(3)
Sonic Pound
F3 after any bounce combo will splat, same effect as a Hard Knockdown
------------------------------------------------------------------------------------------------------------
2. Corner Cross-ups
Aside from obvious ways to cross-up like jump is and such. there is one option that trumps them all,
The Sonic pound, Since you can control which side it lands while you are airborn there is virtually no way someone can tell which side you will attack from. What makes this even more ridiculous is that MBing the Sonic pound will result in a 37% combo on hit and if its blocked you are left right in your opponents face at +11. (combo is 11,11,11,11,112-Lightning charge)
Basically if this hits in any way it resets the whole situation
-------------------------------------------------------------------------------------------------------------
3. Running Man Stance
Running man stance (or RMS for short) is a huge part of playing the Flash imo, you can use it like a UMK3 run almost by just hitting forward without a followup 1,2 or 3. And it cancels instantly with no recovery with a simple BB input. And we all know about the 50/50 game that comes from RMS-2 and RMS-3
So here are some uses for it that i came up with:
A) After Blocking a Projectile go straight into RMS as a reversal, then move right into the Neutral run and safely cancel it into a block or jump in at the appropriate distance
B) Use up close to bait a reaction, since it can be canceled instantly you can go straight into a MB B3 to punish most attempts of interrupting RMS. Once it is established that they cannot safely attack you while you are in RMS you can then go straight into mix-ups or the RMS 50/50 if you wish. Also note that if you opponent wiffs something in front of you while doing this it is best to hit RMS-1 since it is quick and grants a hard Knockdown, If you have already canceled it then do whatever works best
C) Capitalizing on Knockdowns, Using the RMS as a kind of run mode as previously mentioned, you can close the gap quickly and safely on hard knockdowns such as Lightning Charge, RMS-2, RMS-1 and F21(3). this is pretty tricky to do, but you can cancel the run and immediately do a forward jump in, which depending on how you space it, can be used to either stuff wake-ups or jump right over them and punish their wiff
D) Fullscreen, unsafe 50/50s. Cause why not
E) Bait punishable or highly negative Projectiles so that you can get in
F) To make 32 safe on block. Usually this string is -22 but with RMS cancel it is completely safe, No 6 frame moves can punish
----------------------------------------------------------------------------------------------------------
4. Time loop
ok, so lets get started wit the basics.
A) it lasts 5 seconds
B) it takes roughly 20 seconds to recover
C) You can not block while in Time Loop
D) Getting hit, Clashed or Pushblocked will knock you out of it
E) You can link Time Loop from most Normals and specials, which in some cases will allow you to extend a combo or create one that would not be possible otherwise
Now with that out of the way, i want to discuss how it should be used. Since it does have such a long recovery we need to be smart with it
My current thought is that it should really be used for getting in, only used in combos for punishes that would otherwise not be possible (also Wiff punishes) and to close out a round/game. Personally, i don't think using this amazing trait is worth the mere 10-12% it adds to your BnBs
Now, you may think "why use it to get in when your opponent can just pushblock you out of it?" and that is a valid point, but, try looking at it like this: In a regular BnB, you'd probably only be get 10% extra damage (give or take a few percent) now compare that to a 50/50 that grants 35-40% and you easily come up with a much higher damage output on average. And thats not even factoring in the wiff punishes that you will miss if your trait was recovering cause you decided to burn it on alittle extra damage. Of course you could always go for a throw as well, but thats kind of a wash
Thoughts?
-----------------------------------------------------------------------------------------------------------
5. Coming soon. . .
-------------------------------------------------------------------------------------------------------------
If you wish to be tagged in this thread for further updates post in this thread: http://testyourmight.com/threads/calling-flash-mains.30397/
Pls feel free to correct any mistakes i've made and suggest new topics/tech to discuss. Video brake downs would be awesome, but are not required by any means
EGP Wonder_Chef
Smarrgasm
GGA Dizzy
Slips
Zyphox
Bluez
r3cursi0n
Ironheart
Squeaker101
Superi0rMagik
Discuss