As easy as it is to combo into U2, I’m now convinced that as time goes by, U1 will be her go to Ultra.
Mixup, but not straight up rushdown. More like waiting at mid screen and trying to bait with scramble or punish with well placed pokes. It works surprisingly well especially when your opponents expect you to rush them down.
I can combo cr.mp into jab hands easy(drum mp,lp,hp,mp,lp) but cr.mk into jab hands is such a bitch. I can’t stop accidentally plinking which turns it into an ex.
I’m now hitting cr.mk hands about 90% of the time in training. The way I’m doing it is:
cr.mk + lp, mp, hp, slide mp - lp.
Hoping to get the motion down so I don’t need the slide, without the slide I was sporadically getting ex. With the slide I feel I’m getting a cleaner hit on mp and lp, instead of being a bit sloppy trying to piano.
Nearly have cr.lk cr.lp cr.mk into hands down. Doing great in training but in matches I end up mashing mp for some reason so drop the hands constantly.
I’m finding mk+lp thumb and index, then piano fast my mid finger mp to ring finger HP but have my index follow over then slide (fairly slow acrually ) my index from mp to lp is working brilliantly. Hopefully that makes sense to anyone struggling to get it down.
I find c.mp and st.mp better and easier at wiff punishing, frame trap, hard punish and counter poke.
st.mp has longer range (depends on the opponents character), more damage. Better used as a hard punish when you don’t have charge.
c.mp has a better hitbox for stuffing other pokes, faster startup and half the recovery of c.mk.
I really only use c.mk as a far range meaty after stinger, to catch them trying to jump away. Most good player wont jump like that I actually think st.mp will also catch them in the pre jump frames.
Am i missing something or is c.mk xx hands no that crucial to learn?