Rollers , GS KK , GS [Delayed] KK .

Blossom

[09] Warrior
what are good nm moves for rollers ?

and does anybody use/have the frame data for GS [delay] KK for that "extra glide" you get from far range ?
 
no idea on the extra frames

vs rollers you can try 1[A], GS B, 3B, 2A+B, and iflapjack depending on situations. GS KK doesn't catch siderolls for shit

have fun
 
mmm.... I use 1K the most. However, I don't think one move can beat roller always. I use all I can think depends on situation.
The best for me is 1K, 1[A], GSKK and wait->GSKK.
Secondary is 2K, 1A, GSB, 3B, 33B, 2A+B, 2B, flapjack and whiffs_fake->interupt.
 
Wait wait: iFlapjack doesn't do any damage and leaves you on neutral if you just spin them a bit. I would avoid that, unless you they stand up
 
greven: will have to check that out, sounds like maxi 2B+K

sdnkorento: you do get advantage for picking them up. personally I almost never do it though, just listing it as an option
 
Greven: I tested it out and if you do A+G > 2K > 2K they will get hit if they try to roll the first 2K but not the second. sideroll makes the repeat 2K miss BUT...2K ground hit > 1[A] is a forced block if they sideroll =].

so 2K ground hit is awesome...1[A] if htye stay down and sideroll, 66B if they tech, cool junk.

nice strat greven =]
 
I'd say GS to keep the pressure on, and Nightmare's 2A+B can catch a roller if you're close enough and fast enough
 
Greven: I tested it out and if you do A+G > 2K > 2K they will get hit if they try to roll the first 2K but not the second. sideroll makes the repeat 2K miss BUT...2K ground hit > 1[A] is a forced block if they sideroll =].

so 2K ground hit is awesome...1[A] if htye stay down and sideroll, 66B if they tech, cool junk.

nice strat greven =]

So you are saying that you can tech trap em with 66B if you get a ground hit 2K on them? I think Keev was doing something similar in some of his videos.
 
its not a tech trap it's a block trap like NSS bA > 66B or FC B+G > G (to turn around) 66B. meaning no matter what direction they tech the 66B will re-track them and they will have to block or be hit

the goal of a blocktrap like this is that 1) if they tech and attack they get hit, 2) if they tech and block you get some SG damage and aren't enough neg frames to be in any danger. then if you want to maximise effectiveness you start taking advantage of the fact that you've made them turtle up cause they expect the 66B, so you start doing 11B or dash mixup etc
 
So I've had pretty good success with GS KK picking up rollers. Maybe it's for certain knockdowns, or for a certain side, or a certain character, or the player not rolling fast enough, idunnolol. I think one of the situations is after some throw where the opponent ends up at the edge of the ring.
 
name a knockdown where the GS kk will actually catch sideroll. it certainly doesn't after A+G -_- you get that stupid junk where the second hit misses and you look like a retard
 
I use 1[A], GS, and 1K...
I like 2B+K if I know which side they will roll... Mainly cuz it looks awesome, I suck like that.

2K sounds like good stuff, though.

I think that A2AA would be a funny thing to do against rollers. I gotta check if that hits grounded.
 
its not a tech trap it's a block trap like NSS bA > 66B or FC B+G > G (to turn around) 66B. meaning no matter what direction they tech the 66B will re-track them and they will have to block or be hit
FC B+G > 66B does not work. They can tech to one side and evade it (right tech i guess)

But yea 2K is awesome, can be used after, A+K, BT B+K, A+G, CH BBB
 
GS KK works if you're for some reason at long range . mid range also works . close range , only the first kick hits .

i think 33b tracks all sides on rollers .

some stuff i found out while toying around .
 
2K ground hit seems pretty nifty. I think you can 2K > 2K > 2K only against certain characters if they keep rolling-- too lazy to figure out who. I think it also works better when they're rolling to NM's left.

GS KK picks up rollers after B+G. Although there shouldn't be any reason for anyone to not tech after the throw since you're out of range of anything dangerous NM has, I've seen so many people do so in videos, against the edge too. NSS bA is another knockdown that's good. What GAZERROCKisntDEAD said about range seems like the rule of thumb. So stick to your 1[A] for rollers at close range.
 
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