docvizzo
[14] Master
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Against Jumpers i still use WS K into Umbrella, the same as in SC4. Its safe, fast, no gamble and good damage. Also recovery is very fast so Umbrella Air hit is easy to do.
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As i remember 1AAA was guaranteed in juggles in sc3 and sc4 also.I actually feel pretty good about it. :D It's stricter, but there's no way it's 1 frame. Probably a 2 frame link now down from something like a 3-5 frame.
I also found that 11B 1AA isn't ACable in this game. Pretty happy about that too.
It was def 2 frames before, we had a debug mode before so I checked the input window for many moves. AgB was 1 frame twice, FC 3aB was 1 frame, 1BB was 2 frames, and FC 3B B BE was 3 frames twice.As for 1B:B it's 1 frame for sure, there is a post where someone checked all jf'm with prog. stick and there was 2 frames. Now when it's more strict then it must be 1 frame.
As i remember 1AAA was guaranteed in juggles in sc3 and sc4 also.
As for 1B:B it's 1 frame for sure, there is a post where someone checked all jf'm with prog. stick and there was 2 frames. Now when it's more strict then it must be 1 frame.
4-5 frames would be super easy because you could just mash a button and have 100% accuracy:P.
I'm basing this off of guidebook frame data, but I will test it when I have the chance. That won't be for another 14 hours at the soonest, though.I'm pretty sure ab is still -23, jf version or not. I've tested this against myself and unless I'm doing it wrong, I do believe it is still -23... test plz?
Interesting. So 2145K, JF Twister? Haven't tried that. Safer than what I mentioned, but not as punishing. I really want something that says "Do not jump, because I will hurt you." The main point of this is so I can force throw mix ups again.Against Jumpers i still use WS K into Umbrella, the same as in SC4. Its safe, fast, no gamble and good damage. Also recovery is very fast so Umbrella Air hit is easy to do.
SERIOUS SHIT:
So if you've ever faced a good opponent, you no doubt know that jumping attacks are an excellent way to escape certain mix ups. I had a lot of trouble at my last tournament against a player who would 8B out of my close range mix ups. This is a good option because it allows you to avoid lows and throws entirely, while taking (admittedly CH) damage on an air hit, which puts them into an AC state and doesn't set up any further combo.
This can be very frustrating to play against if used well, so I spent some time thinking about the best counters Alpha has to this tactic. There are two I thought of, and one that stands out as superior.
2A BE:
On hit against the jumping attack, this guarantees a JF Twister for 70+ damage. Not bad.
+ i13 is fast
- -18 on block is bad, assuming they don't jump
- Costs some meter to do.
ag:B
Ha! They can't AC this sucker if it hits them airborne. Sets up a juicy combo, still netting over 100 damage if you're willing to spend some meter.
- i24 is slow
+ -13 looks way better on block though.
That's about all I've got to say on this. I really needed to find something that didn't just hit a jumping opponent, but that punished them for trying it. This is what I came up with. Anyone else have some ideas? I know I'm going to be lighting up the next person who tries to 9B MY point blank mixups....
Muahahahaha...
Viola is a lot of character knowledge, although I have no idea how much better she is after the patch. Just learn where and when you can, or should, tech. Ukemi is pretty important against her if i recall correctly. Do your best to get in safely and know your long range options so you can be a threat from range. 2363B, 6A, and while risky bA, and 8A+B, A can all keep her from throwing things out at certain ranges. Again though it's mostly just learning what's actually going on(kinda like maxi) and how to punish.
Algol's bubbles I believe are special mid which means they can be blocked high or low. His mixup is not actually that safe, so one good block should mean some free pressure, or possibly even a twister into mixup.
I'd need more information about the specific situation. There are lots of ways to set up the twister twister ender, so where are you seeing it drop?Once in a while the twister>twister ender will whiff because the first one doesn't place the opponent at the right distance (too close). Anyone know why this happens?
Are you getting a hard knockdown on the first twister? After the 2143B:B, you need to get a tight timing window to produce the right knockdown. If done correctly, you'll get the same hard knockdown that slams them back as you would if you hit a raw twister on a standing opponent. If it's late, you'll get a ground hit, and no second twister is possible. You're looking for the first solid hit.FC3A+B, 2143B:B, twister twister tends to have the second one whiff.
This depends on your position relative to the opponent before the launch. Generally, if you launch the opponent from the back, 2A BE will give you a head towards knockdown, and you need to use 8A+BB, rather than JFT to hit them (JFT tends to whiff on head towards knockdowns). I think ag:B produces a weird spinning launch where they might end up either feet towards (knocked away), or head towards (knocked straight down) after the 2A BE. Basically, try to react. If they get knocked away, JFT. If they get knocked straight down, 8A+BB.Also slightly unrelated, but for ag:B ag:B 2A BE twister, sometimes 2A BE will leave the opponent right in front of you (instead of pushing them far away), where twister will whiff.