rashreflection
[09] Warrior
Hello everyone, I figured this is important enough to deserve its own thread.
In training mode, I noticed that the damage on Yoshi's juggles would fluctuate rather wildly. A couple days ago, I finally figured out the reason:
If you set the training dummy to Ukemi, the 66B at the end of your combos will deal 20-21 damage. If you have Ukemi OFF, however, it will only do 6 or 8 points of damage.
Note that this does not apply to single-hit launchers. From a 3B, 66B, 33K, etc., the OTG 66B will always give high damage. But this issue seems to come into play when you launch from a stun (i.e. CH 3AB/a:B+K/2a:B).
If your opponent is aware of this and doesn't try to tech, then I think it may no longer be worth it to use the 66B in stun combos since it does little damage and kills your wakeup games. So what to do instead?
RedDjinn has always encouraged the use of 6K in juggles, but it turns out this move also has a major flaw: The opponent can air control backward, preventing you from setting up things like Dragonfly oki.
My preferred solution is as follows: Juggle with a:B+K like you normally would, then dash right up to their body and proceed with the mixups! This move causes a long knockdown animation, which allows you to go into Dragonfly or do pretty much anything else you want.
INT K into door knocker would be even more awesome, but unfortunately you can only land this from 66B. =(
Hope this helps,
Josh.
In training mode, I noticed that the damage on Yoshi's juggles would fluctuate rather wildly. A couple days ago, I finally figured out the reason:
If you set the training dummy to Ukemi, the 66B at the end of your combos will deal 20-21 damage. If you have Ukemi OFF, however, it will only do 6 or 8 points of damage.
Note that this does not apply to single-hit launchers. From a 3B, 66B, 33K, etc., the OTG 66B will always give high damage. But this issue seems to come into play when you launch from a stun (i.e. CH 3AB/a:B+K/2a:B).
If your opponent is aware of this and doesn't try to tech, then I think it may no longer be worth it to use the 66B in stun combos since it does little damage and kills your wakeup games. So what to do instead?
RedDjinn has always encouraged the use of 6K in juggles, but it turns out this move also has a major flaw: The opponent can air control backward, preventing you from setting up things like Dragonfly oki.
My preferred solution is as follows: Juggle with a:B+K like you normally would, then dash right up to their body and proceed with the mixups! This move causes a long knockdown animation, which allows you to go into Dragonfly or do pretty much anything else you want.
INT K into door knocker would be even more awesome, but unfortunately you can only land this from 66B. =(
Hope this helps,
Josh.