rudeb0y
[10] Knight
Guys, what are you using to punish whiffed highs after ducking?
I was just doing some Alpha match-up testing. The data in the MU thread could do with some refreshing.
22AA for example is saying to 214A evade punish. However, you can duck RCC 3B launch punish it and it's not too difficult.
I'm not very good at 6K punishing ducked throws etc. and it is something I've been meaning to add to the game-plan (don't know why it feels so abnormal to me for some reason, even CE feels more natural!). However, again whilst testing the punishment on 22AA, I found you can also duck 4B. This is actually better because it combos with 3B (54dmg), 2A+B 66 (tech-able, but 65dmg if they don't). But the beauty of the 4B knock-down is delayed 3B.
Don't tech, eat 54 dmg as opposed to 48 from 6K. They tech though, and you get guaranteed 110 dmg from:
3B 6 a:B+K DNK 2K...
....more than double if they don't tech and still more than 6K. Same damage if they don't tech as a 214A DNK 3B combo (edit: with 2A+B 66 follow-up).
You can break over 125 meter-less, if you're going for 4:A series and get lucky. There's just a stupid amount more options off 4B knock-down than the 6K punish, where you usually have to work your way back into range.
4B punish also works after ducking a throw. You've obviously got to be more on point with this punish than 6K, with it being a slower move. But being faster/more on point from practising it can only be a good thing. Besides, if you are late, they are probably eating guard damage and possibly a frame-trap anyway.
So I think i'll try more 4B for high whiff punishment, saving 6K for wall/edge.
BTW: If you are not pressing 6 after 3B launch, then a:B+K --- you are doing it wrong! DNK gets guaranteed on a lot more characters if you do this - for example Pyrrha, Pat, Sieg, Omega, Alpha, Yoshi, etc. all eat 3B 6 a:B+K DNK then a force-block or mix-up. Also, control the direction with 2 or 8; this has won me so many rounds by forcing the ring-out which would not happen only for the change of direction.
I was just doing some Alpha match-up testing. The data in the MU thread could do with some refreshing.
22AA for example is saying to 214A evade punish. However, you can duck RCC 3B launch punish it and it's not too difficult.
I'm not very good at 6K punishing ducked throws etc. and it is something I've been meaning to add to the game-plan (don't know why it feels so abnormal to me for some reason, even CE feels more natural!). However, again whilst testing the punishment on 22AA, I found you can also duck 4B. This is actually better because it combos with 3B (54dmg), 2A+B 66 (tech-able, but 65dmg if they don't). But the beauty of the 4B knock-down is delayed 3B.
Don't tech, eat 54 dmg as opposed to 48 from 6K. They tech though, and you get guaranteed 110 dmg from:
3B 6 a:B+K DNK 2K...
....more than double if they don't tech and still more than 6K. Same damage if they don't tech as a 214A DNK 3B combo (edit: with 2A+B 66 follow-up).
You can break over 125 meter-less, if you're going for 4:A series and get lucky. There's just a stupid amount more options off 4B knock-down than the 6K punish, where you usually have to work your way back into range.
4B punish also works after ducking a throw. You've obviously got to be more on point with this punish than 6K, with it being a slower move. But being faster/more on point from practising it can only be a good thing. Besides, if you are late, they are probably eating guard damage and possibly a frame-trap anyway.
So I think i'll try more 4B for high whiff punishment, saving 6K for wall/edge.
BTW: If you are not pressing 6 after 3B launch, then a:B+K --- you are doing it wrong! DNK gets guaranteed on a lot more characters if you do this - for example Pyrrha, Pat, Sieg, Omega, Alpha, Yoshi, etc. all eat 3B 6 a:B+K DNK then a force-block or mix-up. Also, control the direction with 2 or 8; this has won me so many rounds by forcing the ring-out which would not happen only for the change of direction.
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