Kept getting jumped on today. Got ate alive.
(This was offline, by the way.)
Trying not to make it seem like the salt’s talking, but-
st. HK, st. MP, and cr. HP all have specific ranges. Miss that range, and god help you. (The worst is when you go for cl. HK and st. HK activates instead; or when you do st. HK, and Bison (Dictator)'s j. HP hits you, right in that spot where Guy’s st. HK would have caught them; or when you do st. MP, and surprise surprise, those weren’t the active frames you were looking for; or when you go for cr. HP, and they sail over your head and get a throw for free.)
cl. HK is nice when it activates but it’s like 40 damage. Come on now.
All KBGs start with their hitbox low to the ground. I could swear that there’s some sort of gap between the initial “spinaroonie” and when her heels are in the air, as people have jumped right through my EX KBG so many times. EX is supposed to be the reliable one in DP land…
edit - just looked at the frame data. There is a gap. There is a gap, god-dammit. 2-3 active frames each segment. Compare to Ryu’s 14 active frame Shoryuken. Gimme a break.
I don’t think anyone should be relying on KBG ever with frames like these. Gotta do something else with it… like jump-in FADC U1 combos, I guess.
Consistently AAing is a pain. This is a real problem, since you can’t really zone if you can’t control the sky too.
Horizontal control, but no vertical control.
A friend suggested I should try using air-to-airs, if what I had wasn’t working. j. HK (when I could jump early enough) was alright. But damn, they toned that down from arcade too ._.
I’m thinking j. MP and j. HK should be the main ones. Either neutral jump or jump forward. Jump backward I can’t recommend, because…
Well, this character… The design doesn’t seem to make sense to me.
Fast backdash; invincible backflip; zoner type with projectiles.
Poor AA. Poor forward dash. Floaty jump. Normals don’t have good priority. (She has a weapon, but it doesn’t have range. And when it has range, it doesn’t have speed.) And all this means…
You’re getting put in the corner. (Which is why I can’t recommend jump backwards air-to-air, because you don’t want to put yourself there if you can help it.)
She has a hard, hard time getting out of the corner. I got spaced out all day and it felt like I’d have to take huge risks to make something work.
f. MP corpsehop is just not consistent and it tears me up when I have to manually jump over, sometimes that puts me at disadvantage (!) and then they put me back in the corner (!)
Tried whiffing HK LMT on their down to switch positions. Pro tip to you readers: Don’t do that.
I could just block all of the jump-ins. Block the frame traps, take the throws, and use DWU after.
Ugh, that sounds nasty. If I don’t challenge those jump-ins I feel like I won’t win too often.
On a more positive note, WoL x1 is + on hit, and on CH you can link like… jabs or whatever into a combo.
I did it accidentally a few times on reflex… You might be able to confirm the counterhit on reaction.
Food for thought.
cr. MK is low, but it ain’t no shoto cr. MK. If you need to counterpoke or something that isn’t specifically low-based, use cr. MP instead as the frames are better.