MsMiharo
Kuff Bano
Hey everyone!
I've been delving into this variation a lot lately and I've found some stuff that I haven't seen discussed. It's nothing super advanced, but some basic tools. It's all down in this video:
If you prefer reading, here's a breakdown.
* I no longer do the optimal d2 combos. I find I drop them too much so I go for 1-2% less with 112 ender that are a lot easier.
F4, db2 EX third hit, dash, NJP, rc, 112 (ender) - 27-28%
112, df4 EX, njp, walk forward 112 (ender) - 34%
112, df4 EX, njp, dash, 1, 112 (ender) - 35% (sideswitch)
b3, f22, df4 EX, njp, rc, 112 (ender) - 34-35%
* For enders I go for either the grab (df4) or HS (db2).
- HS guarantees a flick check if they don't delay their wake up (tech roll or not). They can't jump, backdash, etc, they have to block the flick (free 2% and some meter). When they start delaying their wakeup you can whiff flick for free, building some bar and still get the check on max delayed wakeup. If they max delay their wakeup you can go for the unblockable db1 which is only escapable by forward dashing or jumping forward.
- grab allows for run up 312 flick check. It's safe and has no gaps. It does 4% chip (current build) and gives ~1/3 of a bar. If they get hit you can confirm into shoulder. If they delay the wakeup the string is long enough to force them to block either way. You can also end at 312 (-7) or go in to HS without gaps.
Hope this was of some use. Take care.
I've been delving into this variation a lot lately and I've found some stuff that I haven't seen discussed. It's nothing super advanced, but some basic tools. It's all down in this video:
If you prefer reading, here's a breakdown.
* I no longer do the optimal d2 combos. I find I drop them too much so I go for 1-2% less with 112 ender that are a lot easier.
F4, db2 EX third hit, dash, NJP, rc, 112 (ender) - 27-28%
112, df4 EX, njp, walk forward 112 (ender) - 34%
112, df4 EX, njp, dash, 1, 112 (ender) - 35% (sideswitch)
b3, f22, df4 EX, njp, rc, 112 (ender) - 34-35%
* For enders I go for either the grab (df4) or HS (db2).
- HS guarantees a flick check if they don't delay their wake up (tech roll or not). They can't jump, backdash, etc, they have to block the flick (free 2% and some meter). When they start delaying their wakeup you can whiff flick for free, building some bar and still get the check on max delayed wakeup. If they max delay their wakeup you can go for the unblockable db1 which is only escapable by forward dashing or jumping forward.
- grab allows for run up 312 flick check. It's safe and has no gaps. It does 4% chip (current build) and gives ~1/3 of a bar. If they get hit you can confirm into shoulder. If they delay the wakeup the string is long enough to force them to block either way. You can also end at 312 (-7) or go in to HS without gaps.
Hope this was of some use. Take care.