- Moderator
- #561
AndyrooSC
IVE WAITED FOR THIS!!!
Yo Wolfpack the 66B write up is finally here :P
First here is the characters what can punish it -
Pat (only at the edge with AA)
Lei (AA close range, CE all ranges)
Natsu (AA close range her first hit of A:6 whiffs :P )
Ezio (only at edge with AA)
Raph (6BB close and mid range, CE close range)
Viola ( AA close range or AAB if orb set)
Pyrrha (AA close range)
Ivy (6B8K and 4B close range)
Cervy (aB close range, CE all ranges)
Tira (4K close range, gloomy AA close range)
Maxi (AA close range)
Yoshi (iMCF close range)
Dampierre (only at the edge with 4B, which is risky for him he might RO/W! himself)
Pyrrha O (AA close range)
A Pat (Twister close and mid range, CE all ranges)
The only characters who can punish 66B at all ranges are Lei CE, Cervy CE and Alpha CE which will all get interrupted if you do 66BA :)
As for blocked 66B options the range of where its blocked comes into play.
Close range vs Pat.
So your at -12. if they twitch duck after 66B then that takes about 6 or 7 frames off your disadvantage.
66B - 2A will trade with i26 attacks after if they hesitate or duck for the 66BA then 2a will be about i18.
66B - 2k will hit turtling opponents and can interrupt like 2A.
66B - 66B+K looks promising it jumps over and hits many of Pats retaliations like 3B, 66B, 236A and 2A. Again more effective if they twitch duck. (or try to counter 2a/2k)
66B - sidestep feels like a worthwhile mention because he is outta range of Pats 2A and 2K and avoids 3B, 66B and BB so sets up for whiff punish.
66B - 3A BE is going for big. Working more effectively on a opponent moving to bait a whiff punish who dont wanna deal with the 2a/2k/66B+k mix up.
If you want my opinion this is a legit way to carry on your offense after -12 if you really need to, but imo the "best" option is blocking and taking note of how the opponent reacts to it.
First here is the characters what can punish it -
Pat (only at the edge with AA)
Lei (AA close range, CE all ranges)
Natsu (AA close range her first hit of A:6 whiffs :P )
Ezio (only at edge with AA)
Raph (6BB close and mid range, CE close range)
Viola ( AA close range or AAB if orb set)
Pyrrha (AA close range)
Ivy (6B8K and 4B close range)
Cervy (aB close range, CE all ranges)
Tira (4K close range, gloomy AA close range)
Maxi (AA close range)
Yoshi (iMCF close range)
Dampierre (only at the edge with 4B, which is risky for him he might RO/W! himself)
Pyrrha O (AA close range)
A Pat (Twister close and mid range, CE all ranges)
The only characters who can punish 66B at all ranges are Lei CE, Cervy CE and Alpha CE which will all get interrupted if you do 66BA :)
As for blocked 66B options the range of where its blocked comes into play.
Close range vs Pat.
So your at -12. if they twitch duck after 66B then that takes about 6 or 7 frames off your disadvantage.
66B - 2A will trade with i26 attacks after if they hesitate or duck for the 66BA then 2a will be about i18.
66B - 2k will hit turtling opponents and can interrupt like 2A.
66B - 66B+K looks promising it jumps over and hits many of Pats retaliations like 3B, 66B, 236A and 2A. Again more effective if they twitch duck. (or try to counter 2a/2k)
66B - sidestep feels like a worthwhile mention because he is outta range of Pats 2A and 2K and avoids 3B, 66B and BB so sets up for whiff punish.
66B - 3A BE is going for big. Working more effectively on a opponent moving to bait a whiff punish who dont wanna deal with the 2a/2k/66B+k mix up.
If you want my opinion this is a legit way to carry on your offense after -12 if you really need to, but imo the "best" option is blocking and taking note of how the opponent reacts to it.