Signia
[13] Hero
@rudeb0y
Yeah I've been looking for a strong step catching option for hard reads. Started playing online again and people are running up and stepping like crazy. I mean, I could continue to iFC3K them (my answer for everything) but sometimes these players do step-attack which is too fast to iFC3K without getting CH'd. a:B+K doesn't really catch step unless it hits them near the beginning where it doesn't CH. 6(A) is too unsafe and I can't hit the iMCF followup. 3A is a little too slow for its range and gets me into trouble a lot. The only reasonably safe and damaging option is 4A JFs, I guess. Even without getting the "enter bliss" (1/3 chance) that's ~60 damage on CH. If you miss it and stop early that's still what, 48 damage into +1 up close?
Something I forgot to mention about 22B is that at a close spacing, but not too close that 22B flat out whiffs, stepping left and landing this against an opponent that just whiffed can get you a backturned launch which can be your max damage meterless punish in a lot of situations. You have to be close so that the step covers enough radial ground that you get to the opponent's side, and then the move's terrible alignment works in your favor to somehow cause a backturned launch.
Yeah 22K is really hard to use, but I feel like it should be as reasonable to land as 33A+B. The problem is there's too many issues. Are they recovering crouch or not, am I too far to get a good followup, am I far away enough that it won't whiff, is it going to hit in time or will they crouch it, why didn't I just CE, etc. If I could just recognize situations where it'll definitely work if I see a specific move whiff, it could be good. There's a lot of situations where you know you're going to step something and where 22K is the best option. When you need think about and reactive to everything else, 3B is the way to go.
Yeah I've been looking for a strong step catching option for hard reads. Started playing online again and people are running up and stepping like crazy. I mean, I could continue to iFC3K them (my answer for everything) but sometimes these players do step-attack which is too fast to iFC3K without getting CH'd. a:B+K doesn't really catch step unless it hits them near the beginning where it doesn't CH. 6(A) is too unsafe and I can't hit the iMCF followup. 3A is a little too slow for its range and gets me into trouble a lot. The only reasonably safe and damaging option is 4A JFs, I guess. Even without getting the "enter bliss" (1/3 chance) that's ~60 damage on CH. If you miss it and stop early that's still what, 48 damage into +1 up close?
Something I forgot to mention about 22B is that at a close spacing, but not too close that 22B flat out whiffs, stepping left and landing this against an opponent that just whiffed can get you a backturned launch which can be your max damage meterless punish in a lot of situations. You have to be close so that the step covers enough radial ground that you get to the opponent's side, and then the move's terrible alignment works in your favor to somehow cause a backturned launch.
Yeah 22K is really hard to use, but I feel like it should be as reasonable to land as 33A+B. The problem is there's too many issues. Are they recovering crouch or not, am I too far to get a good followup, am I far away enough that it won't whiff, is it going to hit in time or will they crouch it, why didn't I just CE, etc. If I could just recognize situations where it'll definitely work if I see a specific move whiff, it could be good. There's a lot of situations where you know you're going to step something and where 22K is the best option. When you need think about and reactive to everything else, 3B is the way to go.