Okay, so I just did some basic oki testing with the final version. Non-VT only.
You should always be comboing into TC midscreen unless you can land a HP or plan on spending meter. Backroll gets you out of LP DG pressure for free midscreen, while a TC lets you do double dash meaty st.lk (which links into cr.mp) to catch backrolls. Said double dash is needed to chase down backrolls but leaves you negative on DG enders. You give up 40 damage and 80 stun but the fact that this keeps up the pressure is worthwhile. On a quickrise you’re only ~+1 after the double dash so you won’t get the free st.lk -> medium link so it comes down to if they have a 3f jab or not. If they do, consider meatying with a jab for the CH to a medium. If they don’t, use your st.mk to meaty.
After a mid to close range sweep (either by itself or as part of a combo such as EX Grab) you can do dash meaty st.lk (combos into mediums). If they backroll you have to delay it slightly and can only connect a single medium although the TC works and it pretty much optimal damage.
Which means for midscreen
TC: Double Dash. React to Quick Rise with cr.lp/st.mk depending on if they have a 3f jab. St.lk on a backroll, link to cr.mp xx DG. You are out of range for a command grab after the st.lk on backroll (but can meaty with it) but you can walk forward slightly and do it or frametrap with cr.mp xx mk/ex stomp.
DG: Single dash. You can meaty a st.lk -> cr.mp on quickrise, can only get a dash -> walk slightly forward -> cr.mk on backroll.
Close to midrange sweep: Dash -> st.lk. Hold forward and slightly delay the st.lk on backroll. Goes into st.mk
Command Grab (non-ex): Return to netural
Throw: Dash, then walk forward slightly and either do a cr.mp (combos to LK/EX stomp) or command grab. Back throw has more advantage so use it midscreen when you have a choice, otherwise just chuck them into the corner.
I’ll see about making a video later to demonstrate all of this.
I have two questions, hopefully someone can help me out.
I’m a long time SF player and have never had a problem getting out charge moves. However I can’t ever seem to land St.mp, Cr.mp into Disc Guidance outside of VT. For some reason the charge move never comes out even though I know I’ve charged it sufficiently. I can get it out just fine off of single hits into the move but not when there’s two hits. Am I doing something wrong or is it trickier in this game?
Secondly, what DP is invincible? Thanks in advance.
I had that same problem when I first played Necalli. Canceling LP DC from cr. MP (I do not come from a charging background either). You kinda have to delay the cancel until you see the normal hit. The cancel is actually slower than you think it is. The cancel window doesn’t seem as large as you might be used to.
Basically db + cr. MP (wait for it to connect) > F+LP
His EX DP is invincible. I believe his other DPs just start up pretty fast.
I know I don’t post much, but I do have a hard copy of the SF5 Guide Book if anyone is interested in some frame data and whatnot. At this moment I won’t have time to put stuff up on an excel spreadsheet but if you guys want to inquire I’ll be happy to oblige frame data!
Just a question: Opening dagger (df HP overhead) is listed as -6 on block, but i only manage to punish it with cr.lk, not even with st.lk. I assume its because i suck in SF and dont get the blockstun, but it doesnt feel like its -6 at all. I can mash out cr.lk and punish it, but i cant punish it with cr.lp.
Can somebody explain this and recheck? Fairly new to SF. Are buffer windows different for certain moves? Both st.lk and cr.lk are listed as 4f startup.
i just tested it you cant punish with st LK (not sure why youd want to anyway?) its probably just -4 and st LK probably becomes active before full range