It’s quite straightforward. Look for the “Record Guard Recovery Action”. Record whatever you want your dummy to do, then go to “Set Guard Recovery Action” and turn on the appropriate recorded action.
I was having trouble doing the same, if you look at that menu, before you go down to select a slot to record on, there is an option to turn on slowdown. Use that and all you gotta do is watch the record light pop on and do you input, makes it alot easier.
Does Nash have any way to consistently punish a whiffed throw attempt after neutral jump? I haven’t been able to get any of his buttons to reach down fast enough, but I could be doing it wrong.
After watching Li Joe’s Nash, mine looks like it’s moving through water/tar.
He is so fluid, constantly moving and always where he wants to be.
I feel like I should spend a whole day doing nothing but Casual Matches and moving around, only sticking out pokes.
Yeah definitely, I think Nash has a ridiculously good forward and backward dash that is really abusable to quickly get in optimal range of pokes. Whenever i’m playing I feel my strongest when i’m constantly dancing in and out of ranges and making people chase into my strongest ranges. The times I feel super weak are when I let people get super up close and in cross-up range ( and this happens when I stop abusing movement options ). I’ve resorted to using my V-gauge exclusively on V-Reversals to reset situations back to neutral when I fuck up my spacing and have to start blocking, I don’t think holding it for V-Trigger crossup shenanigans or combo extension is worth it in most situations.
Infiltration seems to be super fluid as well with Nash, hardest part for me to adjust to is I go a bit too ham with cr.MK at certain ranges and I press too many buttons on the ground to maintain spacing and I let people jump in on me at weird ranges that I struggle to AA, just gotta be more patient.
I’m finding V-trigger is amazing to punish characters with canned mix ups. Karin for example will abuse her GK mix ups once she enables her VT and your b.VT basically sets up a free mix up or a guaranteed punish…no need to guess and react.
So I’m still really fascinated with how useless MK xx FK xx MK is, so Imma look into the previous suggested concept of it being a set up/corner carry. Gonna experiment and see how it compares to other, more damaging enders. I really hope the move is simply not “just an easy input ender” that is outclassed once you have your BnBs down, because in neutral it seems completely useless. The only possible scenario I can see it used in is maybe against Birdie (who has very slow normals) and you mix up with s.MK (point blank blocked), grab and then switch to this to punish the throw break after you train them (is there a gap? not at home to test)…which sounds outrageously impractical given how often this would be your go to plan in the flow of battle.
how do you guys get out of mika’s pressure once she is close to you? v reversal the only way?
seems like she grabs me or I get hit, can’t push buttons, can’t neutral jump, can’t dash back, no clue
I’m working on the punish/interrupt list for Nash, I’ll see if I can get to Mika this week (I plan to do Bison, Dhalsim, Birdie, F.A.N.G. next). Think with mika you gotta be on top of anti-airing her (especially s.HK) and making each guess to get out of pressure count. It might come down to choosing combo enders that push her into the corner more and poking her safely trying to get back in. Avoid SB midscreen when she has meter. Ultimately she is designed to sit on your face and make you guess so there’s only so much you can do, so save your VT as an escape. There’s always panic button CA on a hard read .
Check the R.Mika match up thread. I’ve got some notes on her but essentially if you eat a knockdown from her you have to guess between meaty, throw, command grab, or throw bait. You have a wheel of options to beat each one of those but you’re usually on the negative receiving end of those. Thankfully her neutral is mediocre so you generally win the match up from out playing her in the neutral game. Unfortunately, if she gets one knockdown she could easily reverse the momentum and take the round from you in a series of wrong guesses. That is generally the nature of the character and since we don’t have an invincible reversal to keep her in check, she’s free to run her mind games.
Has anyone found a max damage for a (air)v-trigger fireball punish, like for FANG or shoto? I skimmed through sorry if I missed it. I have been using v-trigger, s.mp xx Hk.SS. Just wondering what you guys have found
Depends on how fast you are since hurtboxes can move forward and back during the animation, it can complicate your confirm. Ideally f.VT and b.VT are best for damage (but slower), you can choose the one you think will appear closer based on their hitbox currently (Ken for example goes slightly forward, then back). The goto’s i use…
Honestly it may be safer to just do the unflush combos to train yourself to do those on reaction, and then later implement flush combos on reaction…I can’t tell you how often i screw up distance trying to maximize the damage with those.
yeah I meant to include the f.VT combo and not the n.VT, but it seems that we are using similar combos. I’ve just been having trouble actually getting the v-trigger to its full potential in game I suppose, in terms of punishing that is.