FenrisZero
[13] Hero
Rugi 1B > Sieg. Ask Sandman.
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Rugi 1B > Sieg. Ask Sandman.
make a read and step left, just guard, block it, and then try a quick poke as an interrupt and hope he doesnt 4B, or delay and either JG, step, or CH him out of a 4B on reaction if he does one. as for oki, he'll probably throw 1B out alot to attempt to lock it down, just make sure you get up and block it if it becomes a problem, though of course it does set you up for mixup, but there's not much you can do about that - he's either gonna hit you with 1B repeatedly, or wait for you to get up and mix you up. watch his meter too, because if he needs to he can always delay, and then throw in a 2KB BE if he has to, or if he doesnt want to waste meter, he can try grabs if you're getting up really fast in places where he would try to 1B you.Dick's got a point. How do I deal with 1B?
I usually just go for 1K after a successful SCH B (if I'm close enough). It then becomes a matter of what to do with your crouch depending on what you think they'll do.
SCH B hits ground but all they'd have to do is roll to beat all your options and 3B on a grounded opponent usually pushes them out of range anyway. 1K leaves you within range to harass them with further FC Ks for more damage or hit them with WR B if they try to get up any other way besides standing guard.Why 1K and not 3B?
My concern is that 1K leaves you in crouch and WR B won't hit grounded. Then again, being in SCH isn't so great for oki mixups since everything out of it is high or mid.
Solo style, I suppose, would be to 3B them out, then run in to force a mixup between iWR B and flapjack while they're getting up, while relying on the threat of 66B or 66A+B to make sure they do indeed get up.
That's usually what I doSolo style, I suppose, would be to 3B them out, then run in to force a mixup between iWR B and flapjack while they're getting up, while relying on the threat of 66B or 66A+B to make sure they do indeed get up.
You're my New Zealand counterpart.That's usually what I do