I combod c.lp from overhead on opponent’s wakeup, and I really doubt I made the overhead meaty enough to get +3, so I assume there’s advantage on hit now? Didn’t get to test since only could play for a little bit
There’s no more cc overhead -> dash -> s.lpxxhp.dp?
Depends on the matchup, the bad ones you mentioned with Nash and Karin become much better when in v trigger state as you can keep up with some of their dumber buttons easier.
I got so annoyed at Karins constantly fishing for d mp i labbed that for like 2 hours straight.
The plus side is if you feel shes gonna fish you can crush counter every time with fp, the down side is it gives you the knock up crush counter which has limited damage options.
From a Honda main…Necalli feels right at home for me. In this version of the Beta I felt like he was pretty complete. Damage is still very high as far as punishes go…Will be interesting to see how that holds up through the life of the game. His mid range game is iffy, but benefits are astonishing once in V-trigger. I didn’t use one V-reversal…need to work on that. Just excited to have a main for now.
You need to get into VT as fast as possible if you want to play footsies because you can’t cancel your Medium punch buttons at max range into anything other than Disc’s Guidance or Super and have it combo. VT lets you buffer in a DG which massively increases Necalli’s threat in footsies.
I played some really good Ryus and lost to them rightfully.
But playing vs Rashid was like walking in the dark, no clue at all how to punish his random jumps all over the place. I didnt find good Rashid players at all to be honest, but lost a lot to him, but mostly it was my fault.
I don’t feel like going in depth because I’m at work and I’m typing on my phone but:
Against chun, medium punches can challenge her pokes. You can vskill her fireball and you only need to get in once and she can pay dearly.
Her pokes have hurtboxes that extend far, so experiment.
Laura has bad normals, and mediocre wakeup.
Sim is similar to Chun. Just get in once, you can cc all of his limbs or vskill a fireball.
Kens pokes lose to cr.mk.
Gief gets rushed down and turtled. Vskill > gief. you can dash up throw him when he does vskill and his command grabs aren’t gonna save him when you pressure him.
It’s more that there’s no hurtbox for half the hitbox, making it really useful for tagging buttons. I’m generally going to buffer the MP DG when possible, as you only lose a little damage over a HP DP that fully hits, have better corner carry, and get screwed less if you mess up.
Meaty st.lk -> cr.mp on hit or command grab on block. Be warned that there is a 4-5f gap there so you can get jabbed if you go for the command throw so I like to have done meaty pressure into counterhit setups to get them thinking “block.” You can also do your overhead or a meaty throw. If they jump out of your normal throw you can DP them for free. If they don’t quickrise you can do a divekick/crossup/empty jump mixup as well but I haven’t really practiced that one.