Cornering Sagat (downhill from there)
Here’s something neat, testing against Sagat.
First, some general basic stuff. To refresh your memory.
DASH
Forward 113 pixels covered /22.5 pixel height
Back 113 pixels covered /22.5 pixel height
Both are pretty fast. Equal to Cammy’s. Data relevant only for Back Dash, since we’re using Run for “Rush Nako.”
SHORT JUMP
No real way to describe it based on Buk’s guide but to give you an idea, the speed of her low jump is basically equal to Vega’s, but the apex of the jump isn’t as high. Considering the distance covered by her j.HK, that makes it nigh equal to Vega’s j.HK if not better; Vega lost his charge.
Mai is more or less very close, but it’s twitchy. Basically with these fast characters whoever does it first wins.
Characters like Yamazaki’s low jumps are slower, but 2nd place because it’s so fucking low anyway.
Jumping straight up, animation is basically a hop I guess. Forward or back she’s spinning, similar to her Bird Mount.
Crouching Height (pixels)
61 Nako
77 Sagat
Some stuff Sagat’s got she can crouch, ripped from Buk’s Guide. Thanks Buk!
Sagat 66 - standing jab
77 - standing fierce
*69 - flying portion of Tiger Raid super (hotfoot)
*77 - second hit of roundhouse Tiger Knee
*72 - second hit of short Tiger Knee
There’s more. I gotta test this and see but I’m guessing Nako’s pixel height when running is similar to Geese’s, and if so she’ll run under Standing Fierces and high tigers (If you bait them with enough bird hops or whatever and they’re not thinking straight, perhaps)
Nako’s close s.LP (height 62)
2/4/5 +8 hit/block
Sagat’s not crouching this like Sakura can. Go apeshit with it.
Just wanted to mention that.
Nako’s d.LK
3/4/6 +7 hit/blocked
Far s.MP
6/6/21 -1 hit/blocked
Yeah yeah, I know what you’re thinking. Hold on. I’ll get to this.
Far s.MK
?/?/? ?hit/block
Ok, Drunken Master’s list is incomplete and mine’s back at the barracks. Fuck. Will update tomorrow I guess, and some of his interpretations of the data is slightly misleading… Still, consider this for the same reason you will consider Far s.MP, which I will get to.
d.HK
6/8/24 -6 hit/blocked
Basically the only way Nako will ever Land her Super. You will have to master that if you want to use her, otherwise I recommend you drop her. You don’t have to, you can use mixups and such but you’ll be missing out.
d.HP
?/?/? ? hit/blocked
Drunken Master. :sad: May as well get my shit from the barracks, but I just ran 5 miles so fuck that.
Relevant frame data of Drunken Master’s considering the Bird Mount and the Fierce Punch Spinning Blade dismount and her qcf+LP aren’t really complete, and neither is bird mount and qcb+LP Bird Dive.
…
Well, I’ve dabbled about too much, time to get to it.
Nako is first off, to emphasize, pure offense. There’s only one way she’s going to get in, using her speed in reaction to whatever the other guy does. Unless he’s playing shitty characters or sucks. In that case, run up there and get some.
Best thing to do at the opening of the match is back off and play defense until they do something you can easily punish with either her Bird Mount, Bird Dive or her Bird Mount qcf+P (varies depending on distance but generally MP or HP due to range at first) Or her fast run d.HK to punish slow whiffs or real high stuff.
Etc. etc. This is Cornering Sagat, not How to Corner Sagat.
Learn that on your own. It’s not easy and you gotta earn it, and I’m too tired at present to explain it.
Playing defense does not mean let them in up on your grill and just block all day. Maintain your space about you.
Still working on this aspect of footsies because when I play I generally don’t think, just focus on defense, knockdown then I go apeshit. The time for thinking though, is when you’re on DEFENSE. However I did find some good stuff.
Testing what Nako’s got vs Sagat’s s.LK.
Never really allowed Sagat the time of day to use this move on me, so I was surprised at how slow it was when I tested it. Dear God, I thought seriously that the move would be something like… Nako’s faster Godly Jabs!
Shit, come on.
Anyway.
She’s faster, got a faster walking speed, almost like a pixie character without the long range pokes. If you’re in the center of the stage dancing about with the big lug, you should be able to space yourself out to use these two moves to your advantage:
far s.MP
far s.MK
Tested and approved, and too fast for Sagat to react to if you’re using these two moves vs a s.LK spam happy Sagat. If he’s using it properly, well, you probably won’t be using these two moves then. Just a tidbit of info. Will look for more. You want the blade only hitting Sagat’s foot/leg, or Nako’s foot to hit his leg, she kinda sorta clears his foot.
Will add more stuff tomorrow though.
edit: or some other day.
Cornered
Her back dash sets up a lot of shit. Use of all her moves are really dependant on which Sagat you’re facing, generally C or K. But then again, not really.
The distance covered by this move is barely greater than that of his s.LK.
In fact, you have to set it up properly for that distance to work.
Training Mode. Sagat stands in corner. Run up to him, dash back.
s.LK will hit you.
Combo a LP ground slide into him, dash back. IIRC, it doesn’t hit.
Superjump his s.LK so you land directly in front of him as he recovers, then dash back, this does work, done it quite a bit. Training only for distancing.
Also, her punch throw generally gives her more time to make this space by walking back compared to kick, and you want more time to do shit since that’s the idea here in maintaining pressure. I’m sure your kickthrow does that distance too, gotta test, forgot, but almost sure you both may come out even…He stands when you bird hop… Hmm…Not good.
Capitalize on that knockdown.
Anyway.
From the backdash distance…
The speed of her moves are such that you can literally knock Sagat’s ass down, back dash, bird mount, and qcf+LP in reaction to whatever the fuck he does or meaty it just in case depending. If he’s in C he’s kinda screwed without a lvl 2 or lvl 3 at the ready.
EVERYTHING else is nerfed by the ANGLE of the qcf+LP firebird, the ANGLE you take when you launch it, and the ANGLE/DISTANCE/SPACING involved. If it hits, knockdown. If blocked, well, you’re at -4, you can crouch his 2 frame normals, and you have handful of faster moves.
If he rolls, if you’re doing this smartly, the qcf+LP will nail him and knock him back in the corner.
If he RC’s, well, think about it. A fireball cancelling another out, sorta. And you recover faster. No point RC’ing DP’s almost, though I could see why you may want to maybe. Doesn’t matter the slow speed of qcf+LP done smartly will nail him and put him back in the corner.
From the backdash distance…
She can literally run up and sweep xx bird super on reaction to any whiffed laggy moves he throws out. The Bird WILL NOT change its flying pattern to the rushing type. It remains in hover mode. ALSO a factor in backdash, with immediate bird mount. I am finding lately that perhaps running, dashing, or setting up the d.HK with another move like a jumpin roundhouse or whatever are probably the best ways to land this. Everything else increases the odds no matter what your execution that you’ll end up throwing instead. Which is also good, but whatever.
**Edit:**After nailing them a number of times or once they’re scared, running up may prompt a response anyway.
For all intents and purposes sweep xx bird super is safe at +18 for lvl 1’s and above.
So always cancel it.
From the backdash distance…
Forward Low Jump Roundhouse, s.LP xx Ground Slide reaches, and if you’re doing plenty of bird mounts, this sequence LOOKS EXACTLY LIKE A BIRD MOUNT.
…Except for the slight change in angle.
Anyway, it’s enough to stun their brain unless you fight this guy on a regular, and even then, they have to be ready for it, since her low jump is godly.
So it’s a win/win thing. They expect another bird mount, you nail them with
low jump roundhouse while they’re delaying their dp in response to the bird hop or whatever since you nailed them with it several times already, or whatever.
Edit: Of course you still have empty low jump games too. Works excellent witih her fast low jump in particular.
From the backdash distance…
You can d.HP anything he does if things go sour and he manages to jump in desperation. I don’t recommend this, keep your pressure up. But he can’t air block it so just so you know. In light of the fact that the ANGLE covered by
Bird Mount, Jab Firebird (sounds like a tai chi stance) solves this problem, among others, no point.
Unless you want to give them a glimmer of hope, you evil bastard.
sigh From the Back Dash Distance…
If they somehow manage to low jump or whatever, just df+HP them back into the corner immediately. Don’t wait to trade, you haven’t the hit points. If you do, well, you recover faster so try not to.
If you give them this much leeway to jump you’re risking more anyway.
yawn From the Back Dash Distance…
You can easily make quick time running up to them with counterhit (with b&b’s, yay)/throw setups once you’ve instilled in thy foe the Fear of God.
Ok, I’m tired, and there’s a thunderstorm outside, and I still got to run back to the barracks.
Class continues tomorrow, or some other time.