What's new

Question - Hollywood How does one utilize all of Hollywood tools?

Kaneki

UPR Kaneki
For a while now I solely used Brawler to re learn Cassie character and focus on my fundamentals. From Brawler I learned how to incorporate the tackle and tick throw into my footsies to keep my opponent guessing and use her tools to the fullest. Now I'm still using brawler but now that i think about it I don't even know how to use Hollywood.

When playing Hollywood I do use IAG but I have to get better using it consistently. Also I do use EX Guns to do chip and EX Flip to space out from pressure. However I don't know what I could do with the nutpunch there then use it as a combo ender.
I've been told I'm just "playing a variation of Cassie" so how does one utilize all of Hollywood tools to their fullest?
 

M.D.

Spammer. Crouch walk hater.
I've been meaning to say this for a while but personally I find brawler bf3 better than hollywood nut as an ender because:

- you have to ex the nut to get something guaranteed otherwise you get d3 blocked , backdashed, poked out of, armored, etc, sucks
- bf3 brawler is better than nut as an ender. You get a guaranteed f44 armor break on anything if they wake up, or a guaranteed 50-50 if they don't. It's way better than regular nut, and doesn't cost a bar.
- IAG is the character-s best tool but it's so hard and inconsistent to do I preffer the brawler air throw into 37% with 1 bar over it. Jumping constantly with j3 and then converting with the most easiest hit confirm ever in 37% is a very good substitute for IAG imo.
- Hollywood has the 21u4 string which churns out the best damage combos in the corner, but it's not that big, brawler can do almost as much with 121 and 212 reps so no huge loss here.
- Brawler gets tick throws out of 212 and f44. 212 is 0 and 2 is 5 so if they try
-Hollywood meter goes in ex nut and ex flip, Brawler meter goes in ex air throw and ex flip, so same meter usage

I've also seen people starting to use flip as an ender instead of nut/takedown, so really I have no clue why I'd chose hollywood over brawler. Just for IAG? And drop air throw and tick throw and better anti wakeup game? No way.


Of course, I suck, I have no ideea how to play this game, noob, level up, git gud, l2p, etcblabla iknow.
 
Last edited:

Baconlord

Proud follower of the church of Cetrion
IAG is a great way to control space and stop people from just running in blindly. she also gets f34 which gives her a safe option off her overhead. depending on high they are off the ground a non ex nutpunch can become much more plus. for example b12 flip run b1 nutpunch is around plus 16 on hit. you should also learn gross's awesome corner setup http://testyourmight.com/threads/dr-gross-corner-safe-jump-setups-explained.53993/
 

Jer

I'm a literal Sloth
Mainly you're using EX nutpunch whenever you're not going to get +10 from regular nutpunch midscreen. You can end combos in the corner with EX nutpunch for a guaranteed mixup, or just end in flipkick to get the jump in OS.
 

YoloRoll1stHit

Publicly Educated
- bf3 brawler is better than nut as an ender. You get a guaranteed f44 armor break on anything if they wake up, or a guaranteed 50-50 if they don't. It's way better than regular nut, and doesn't cost a bar.
You still have to worry about delayed wakeup/wakeup BACK DASH after bf3.
IAG is godlike against a lot of matchups. Like vs Mournful, Hollywood can react to Kitana's glaive and trade with that on purpose. Or the IAG is the only reason why HW jax must try to get in Hollywood instead of staying fullscreen away shooting stuffs.
Regular nut punch can be from +5 to +19 after a combo. She does have some sort of meterless vortex. True vortex, not the setup that breaks armor but fails against wakeup back dash of brawler. Sometimes if I feel my nut punch is not enough to guarantee mixup I punch with standing 1 (to fuck up back dash/armor attempt) then go for mixup, it catches people everytime
Brawler does have big corner combo damage (usually 2-3% less than Hollywood), but the bf3 ender is sooooooooo inconsistent due to the slow startup of bf3. And in any other conversion that doesn't come from hitting db2 on grounded opponents (hit confirm B12 into db2 on air for example) Hollywood does much more damage.
And finally, F34 seems to be the only safe meterless overhead thing she can do in any variation, it's too good to ignore
The tick throw of Brawler is godlike though. Sorry I choose Hollywood over Brawler :D
 

GQJ

Noob
I've been meaning to say this for a while but personally I find brawler bf3 better than hollywood nut as an ender because
See, I like you already here...

IAG is the character-s best tool but it's so hard and inconsistent to do I prefer the brawler air throw into 37% with 1 bar over it. Jumping constantly with j3 and then converting with the most easiest hit confirm ever in 37% is a very good substitute for IAG imo.
I think air throw is underrated here, it has a better range than B1 (which I would be happy with by itself). And I would think it would force your opponent to not throw projectiles as you approach, they fuck up once, 37% gone. If they block, you are -3, but you are in. And in my limited experience, jiks are harder to anti-air, so now with Brawler, you have to respect jump in punches and kicks (if she has meter), and like you said I don't see why she would not have a little meter.

Mainly you're using EX nutpunch whenever you're not going to get +10 from regular nutpunch midscreen. You can end combos in the corner with EX nutpunch for a guaranteed mixup, or just end in flipkick to get the jump in OS.
I always assumed that there was a technique to ensure that you would get +10, is it too inconsistent to "guarantee" that. What do you look for when determining to use reg or EX Nutpunch as an ender?

You still have to worry about delayed wakeup/wakeup BACK DASH after bf3
Both B1 and F2 (and probably B2, I think that loses to jumps) can beat the Back Dash, but it has to be timed to land outside the back dash's invincibility frames.

-----------

Also, I do not quite understand why IAGs are so good. The frame data in a number of respects is worse. The startup is faster, but there are more active frames so how is this substantially better than reg gun fullscreen? I's worse on block and on hit. Plus you are jumping, however little, so does that not consume frames?

Anyone feel free to rebut anything that I said.
 

YoloRoll1stHit

Publicly Educated
Both B1 and F2 (and probably B2, I think that loses to jumps) can beat the Back Dash, but it has to be timed to land outside the back dash's invincibility frames
B1 F2 doesn't have mixup in it. Nothing can compare to a true vortex. And both B1 and F2 won't catch Sub, Kano, Quan's back dash (out of range, need running a short distance)
How can IAGs NOT good? 11 frame startup plus 5 frame to jump (i don't remember exactly) and it's still a lightning fast projectile (faster that Kitana 20f ground fan for example, with better travel speed). Ex version is as fast as Kitana's fan and it's the fasting projectile to reach full screen. It helps her in a lot of matchups
 
Reactions: GQJ

GQJ

Noob
B1 F2 doesn't have mixup in it. Nothing can compare to a true vortex. And both B1 and F2 won't catch Sub, Kano, Quan's back dash (out of range, need running a short distance)
How can IAGs NOT good? 11 frame startup plus 5 frame to jump (i don't remember exactly) and it's still a lightning fast projectile (faster that Kitana 20f ground fan for example, with better travel speed). Ex version is as fast as Kitana's fan and it's the fasting projectile to reach full screen. It helps her in a lot of matchups
When you say mixup, do u mean F3/DF1? I have to look into vortexes more.

I will look into those backdashes, Kano I do not really have hope for, Quan Chi maybe? Sub-Zero, nah.

Yeah it is pretty fast, but it seems that there would be a gap closer than full screen, but farther than Cassie's j3, where the IAGs are better than reg guns. Assuming it take 5 frames to jump, startup+active of IAGs (126), startup of reg guns (126). Maybe I am not taking into account that the first bullet may reach full screen sooner, in that case I can kind of see why IAGs are good. But what you are saying makes sense.
 

ryublaze

Noob
- End your combos with b1 Nutpunch midscreen or 11 Nutpunch in the corner. If you land the nutpunch high enough you get a free 50/50.

- If you don't think you'll land it high enough or you just want more damage u can end with b12 EX Nutpunch.

- After EX Nutpunch you can walk up and do a max range f3 Flipkick to make it safe against most of the cast. EX Nutpunch in the corner allows you to do max range d+f+1 Flipkick as well (do Flipkick after the first hit of d+f+1).

- Learn to hit confirm d+f+1 into Flipkick on hit and EX Flipkick on block to save meter.

- If you're near the corner and you land an EX Nutpunch you have enough time to run your opponent to the corner and do a 50/50.

- If you're in the corner and you land an EX Nutpunch you can switch sides by running forward and crossing up with j1 into 50/50.

- And obviously, instant air guns if you can do them.

@RunwayMafia
 
Last edited:

Jer

I'm a literal Sloth
@GQJ Ill always do regular nutpunch midscreen because i know the timing, but if you wanna go for a chip win or more damage you do ex, or if you wanna guarantee a situation. Corner ill end with ex nut if i wanna end with nutpunch(usuat ill end in flipkick)
 
Reactions: GQJ

GQJ

Noob
@GQJ Ill always do regular nutpunch midscreen because i know the timing, but if you wanna go for a chip win or more damage you do ex, or if you wanna guarantee a situation. Corner ill end with ex nut if i wanna end with nutpunch(usuat ill end in flipkick)
Does the higher hit adv nutpunch have a "meaty" property to it (lf I'm using that term correctly)? Sometimes when I do it shes on her knees, then it hits, as opposed to simutaneously.
 

YoloRoll1stHit

Publicly Educated
When you say mixup, do u mean F3/DF1? I have to look into vortexes more.
What I meant was in HW, she got true vortex with "meaty nutpunch" (+19 on hit). In Brawler after BF3 knockdown she can do F3/df1 ex flip to mixup and break most armors on knock down. But Brawler still has to guess if they back dash or not so it's not true vortex.
 

Blewdew

PSN: MaxKayX3
what are some bnb combo's that can be tweaked to give more advantage on normal nut punch ? plz list them
B12,db2,rc,b1,nutpunch
F3,db2,rc,b1,nutpunch
D+f1,db2,rc,b1,nutpunch
B212d1+2,db2,b1,nutpunch (easiest to get good frame advantage)
242,f24,db2,rc,b1,nutpunch

In the corner end your combos with cartwheel you can't max out damage and get the Frame advantage of regular nutpunch so wether meterburn it or do cartwheel
 

ryublaze

Noob
what are some bnb combo's that can be tweaked to give more advantage on normal nut punch ? plz list them
B12,db2,rc,b1,nutpunch
F3,db2,rc,b1,nutpunch
D+f1,db2,rc,b1,nutpunch
B212d1+2,db2,b1,nutpunch (easiest to get good frame advantage)
242,f24,db2,rc,b1,nutpunch

In the corner end your combos with cartwheel you can't max out damage and get the Frame advantage of regular nutpunch so wether meterburn it or do cartwheel
Corner: starter flipkick run 121 21u4 4 flipkick run 11 nutpunch
 
Last edited:

YoloRoll1stHit

Publicly Educated
That's not max damage though. You get like 35% max with that while other combos reach to 44% meterless with better advantage
44% meterless comes from 242 starter. Flip kick starter reaches ~ 40% meterless. In the corner it's almost impossible to go for vortex meterless nut punch so just go for damage and the armor breaking setup. There is actually an anti air combo (4 ~ BF4) that does 45% meterless but it's absolutely impractical
 

Blewdew

PSN: MaxKayX3
44% meterless comes from 242 starter. Flip kick starter reaches ~ 40% meterless. In the corner it's almost impossible to go for vortex meterless nut punch so just go for damage and the armor breaking setup. There is actually an anti air combo (4 ~ BF4) that does 45% meterless but it's absolutely impractical
That's pretty much what I was saying. 40% is still more damage than 35% and imo the cartwheel Setup is always the way to go when you don't have meter and even when I have it I only go for ex-nutpunch when I know Chip is going to give me the round otherwise I walk up and so f3,ex flipkick or f44 or idk I don't even know all my own options for this there are so many. You can do so much out of this setup.
 

ryublaze

Noob
That's not max damage though. You get like 35% max with that while other combos reach to 44% meterless with better advantage
How much damage do you get off of b12 meterless? I guess it depends on what you want to do. With max height nutpunch you're giving up like 4-5% to put them in a 50/50 vortex. You don't have to worry about delayed wakeups and tech roll, you limit your opponents options to just 2.

@yucking
 

Blewdew

PSN: MaxKayX3
How much damage do you get off of b12 meterless? I guess it depends on what you want to do. With max height nutpunch you're giving up like 4-5% to put them in a 50/50 vortex. You don't have to worry about delayed wakeups and tech roll, you limit your opponents options to just 2.

@yucking
Yeah that's true. You can do b12,rc,121,212,21u4,212,db2,rc,212,db2 for 39%. Tech is not too safe of an option and delayed wakeups suck But if f3 whiffs we are not really in a disadvantage depending on the distance. But it's probably right to mix things up in the corner with nutpunch Here and there.
 

omooba

fear the moobs
y'all keep saying iag is gooooood.
but against someone like say kung lao or kung jin or anyone with a projectile with decent start up, if it trades they'll get free run up on you
 

RunwayMafia

Shoot them. Shoot them all.
- End your combos with b1 Nutpunch midscreen or 4 Nutpunch in the corner. If you land the nutpunch high enough you get a free 50/50.

- If you don't think you'll land it high enough or you just want more damage u can end with b12 EX Nutpunch.

- After EX Nutpunch you can walk up and do a max range f3 Flipkick to make it safe against most of the cast. EX Nutpunch in the corner allows you to do max range d+f+1 Flipkick as well (do Flipkick after the first hit of d+f+1).

- Learn to hit confirm d+f+1 into Flipkick on hit and EX Flipkick on block to save meter.

- If you're near the corner and you land an EX Nutpunch you have enough time to run your opponent to the corner and do a 50/50.

- If you're in the corner and you land an EX Nutpunch you can switch sides by running forward and crossing up with j1 into 50/50.

- And obviously, instant air guns if you can do them.

@RunwayMafia
Explain why you tagged me. Lol