Oboro
Namunamunamuna...
VS Viola
- 33B or step BB is your friend. It will dodge the ball and beat out a lot of her pressure of spamming pokes endlessly.
-stepping from a distance can help if you dodge her 2A+B options you can punish with 22B or 22K from quite a range.
-If you hit her while she calls the orb it's not a CH... lame...
-3B can be blocked as a combo ender in many cases and has to be replace by 2K...
-orb summons are steppable
-JG can really do a number on her. Lots of 3B and CE opportunities.
-when close poke with 2A will TC orb recall and hit.
6A,A- 6K/CE. Even on hit is neutral so MCF will beat her options.
6A,B- Can pop duck it and land 6K but timing is tight. Duck it in anticipation of 6A,A and punish with WS B if they use 6A,B
1A- WS B/ WS K/ CE WS K isn't as damaging as WS B but put you right ontop of opp forcing a throw mixup on them.
4A with orb- A,A
3B without orb- B,B with orb has too much push back.
BT 2K/ FC K/2K- FC B
1K- CE/6K
A+B,A- 3B/CE
A+B,A,B without orb- 2A punishes and cuts off orb call
2A+B with and without orb- step and punish with 22B even from a good distance
8A+B- 3B/ CE just make sure to wait for the second hit.
4A+B without orb- A,A
66A,A,B- can duck 2nd A and punish with 6K. If you are fast enough to hit them as they attempt the 3rd hit, 6K scores 73 damage. You can step 3rd hit and punish with 22K to either side.
33A without orb- 6K. At max range use WS B as 6K whiffs.
22A- MCF
22A,B with orb- many attack can punish orb release up to 6K speed
22A,B without orb- step orb and pressure with mix ups. Nothing guaranteed....
44A,B without orb- 3B/ CE
44B- B,B
33K- A,A
22K,B with orb- if she releases the orb 3B can punish. 44K, B will also punish and be safe on block if she doesn't release the orb.
44K- WS B
66A+B,B with orb- 6K will whiff at max range...of fucking course...
66A+B,B without orb- 3B will also whiff at max range...OFC
Without orb A+B BE- FLEA K avoids 3rd hit and punishes
Without orb 44A BE- Can GI 3rd hit or use 4B+K to avoid and eliminate mixup.
Without orb 66K BE- Can step 2nd hit and punish with 22B/CE
CE- from a bit of distance 8A+B sails you far away to safety. Also a quick transition to FLEA makes you airborn not sure if that helps minimize damage potential or not. 4B+K can also evade with a bit of distance.
- 33B or step BB is your friend. It will dodge the ball and beat out a lot of her pressure of spamming pokes endlessly.
-stepping from a distance can help if you dodge her 2A+B options you can punish with 22B or 22K from quite a range.
-If you hit her while she calls the orb it's not a CH... lame...
-3B can be blocked as a combo ender in many cases and has to be replace by 2K...
-orb summons are steppable
-JG can really do a number on her. Lots of 3B and CE opportunities.
-when close poke with 2A will TC orb recall and hit.
6A,A- 6K/CE. Even on hit is neutral so MCF will beat her options.
6A,B- Can pop duck it and land 6K but timing is tight. Duck it in anticipation of 6A,A and punish with WS B if they use 6A,B
1A- WS B/ WS K/ CE WS K isn't as damaging as WS B but put you right ontop of opp forcing a throw mixup on them.
4A with orb- A,A
3B without orb- B,B with orb has too much push back.
BT 2K/ FC K/2K- FC B
1K- CE/6K
A+B,A- 3B/CE
A+B,A,B without orb- 2A punishes and cuts off orb call
2A+B with and without orb- step and punish with 22B even from a good distance
8A+B- 3B/ CE just make sure to wait for the second hit.
4A+B without orb- A,A
66A,A,B- can duck 2nd A and punish with 6K. If you are fast enough to hit them as they attempt the 3rd hit, 6K scores 73 damage. You can step 3rd hit and punish with 22K to either side.
33A without orb- 6K. At max range use WS B as 6K whiffs.
22A- MCF
22A,B with orb- many attack can punish orb release up to 6K speed
22A,B without orb- step orb and pressure with mix ups. Nothing guaranteed....
44A,B without orb- 3B/ CE
44B- B,B
33K- A,A
22K,B with orb- if she releases the orb 3B can punish. 44K, B will also punish and be safe on block if she doesn't release the orb.
44K- WS B
66A+B,B with orb- 6K will whiff at max range...of fucking course...
66A+B,B without orb- 3B will also whiff at max range...OFC
Without orb A+B BE- FLEA K avoids 3rd hit and punishes
Without orb 44A BE- Can GI 3rd hit or use 4B+K to avoid and eliminate mixup.
Without orb 66K BE- Can step 2nd hit and punish with 22B/CE
CE- from a bit of distance 8A+B sails you far away to safety. Also a quick transition to FLEA makes you airborn not sure if that helps minimize damage potential or not. 4B+K can also evade with a bit of distance.