AK Harold
Noob
Wish I could make videos, but I do not have my set up yet. I figure I should finally contribute to the Flash forums for some tech. These are some things that are known and unknown but I feel more people should take advantage of.
RMS 2
If you end a combo with RMS2 in the corner you can cross them up with F3 or hit the front based on timing. You lose little damage and it adds another layer of corner tricks to Flash.
Flying upper
Ending combos with flying upper. Following with Sonic pound you can basically hit on first frame. Not a true otg, but it is great against characters that do not get a free option select wake up.
Flying upper + Trait
Based off of what GGA Dizzy has already found. You can 11 > Trait combo after a high Flying upper hit.
2,1 Sonic pound
Mid screen if you land 21 Sonic pound a neutral jump to 1 is the most ambiguous crossup there is. I can put it on record or manually do it and the result will vary.
B22 RMS cancel
People still are not using this, it builds way more frame advantage and prevents certain escape options.
F213 / F2 LK
If you plan to do a LK should always input F2 LK 3. It is safe on block unlike F21 and if you whiff it is better to end with the 3 portion since it has good priority and will catch them if they attempt to whiff punish.
LC Trait
Based on Zyphox tech needs to be used more as well. Raw trait to LC then dash d12 lk combos are very effective.
Raw Trait
Raw trait scares the shit out of a lot of players. Many players take to the air to buy time to think, it increases the time to trip guard so abuse that.
Walk Foward
It is the most underused tech I see for Flash players, his foward walk is great. Sure it sucks online, but offline it is a very strong tool.
Vortex F2 LK , D21 LK
In MUs where you need to conserve meter and dislike opponent wakeup options. Use LK hit +15 to continue pressure.
F21 MB B3
Its worth the meter, do it.
Was bored at work and watched some vids of various players including myself. Some tips I came up with.
RMS 2
If you end a combo with RMS2 in the corner you can cross them up with F3 or hit the front based on timing. You lose little damage and it adds another layer of corner tricks to Flash.
Flying upper
Ending combos with flying upper. Following with Sonic pound you can basically hit on first frame. Not a true otg, but it is great against characters that do not get a free option select wake up.
Flying upper + Trait
Based off of what GGA Dizzy has already found. You can 11 > Trait combo after a high Flying upper hit.
2,1 Sonic pound
Mid screen if you land 21 Sonic pound a neutral jump to 1 is the most ambiguous crossup there is. I can put it on record or manually do it and the result will vary.
B22 RMS cancel
People still are not using this, it builds way more frame advantage and prevents certain escape options.
F213 / F2 LK
If you plan to do a LK should always input F2 LK 3. It is safe on block unlike F21 and if you whiff it is better to end with the 3 portion since it has good priority and will catch them if they attempt to whiff punish.
LC Trait
Based on Zyphox tech needs to be used more as well. Raw trait to LC then dash d12 lk combos are very effective.
Raw Trait
Raw trait scares the shit out of a lot of players. Many players take to the air to buy time to think, it increases the time to trip guard so abuse that.
Walk Foward
It is the most underused tech I see for Flash players, his foward walk is great. Sure it sucks online, but offline it is a very strong tool.
Vortex F2 LK , D21 LK
In MUs where you need to conserve meter and dislike opponent wakeup options. Use LK hit +15 to continue pressure.
F21 MB B3
Its worth the meter, do it.
Was bored at work and watched some vids of various players including myself. Some tips I came up with.