My bad, yeah they were 3 individual musings. I’m trying to figure out how to get him rolling. We good with combo discussion, can we switch to neutral and working our way in? Who is having success and how?
Week one tactics - abusing j.hk because it’s got a ridiculously good hitbox. I tend to work my way in very slowly and capitalize on mistakes moreso than forcing myself in. Any St.mp anti-air let’s me get up close and personal immediately, and EX dash low covers ground so quickly it practically forces you into their space for free. I like counter poking with cr.mk and buffered cr.mp as well. Once I’m in it’s just st.hk for days, that button is too good.
I think Utilising cr.mk as a forward momentum tool is key in his neutral, I think the only other target combo better than it is Ken b.mp - St.hp
This is completely legitimate use of vskill and two bars. Tried it out and you can replace the second punch from the dash low to a kick for more damage and still get vskill kick to combo. EX Dash Low starts up quick enough to catch people blocking high or walking forward
But at least in sf4 i could sweep or something not just dance around. I’m pretty sure a smart will have some type of idea that your charging for TAP if your just dancing around and hitting no buttons
It’s a projectile invincible spin dodge that you can follow up with either a quick, long ranged hook (punch) for meaties and poking, or your overhead (kick follow up). The punch is safe but overhead is not, but you can only combo off of the overhead with St.MP, at least to my knowledge right now. The key thing to note though is that your dash punches can cancel into your V-skill for some good fake out’s, and give you nice 50/50 opportunities.
Speaking of which, does anybody else have s weird time cancelling medium dash punch into V-skill? I have no trouble with light dash or heavy dash, but medium dash has a tight window.
End of day 3, I hold st. mk in higher regard, but the opposite for st. mp AA. It gets stuffed a lot and it’s barely active at all. I’m probably just getting used to the timing, but it doesn’t seem too great.
st.mk just stuffs a lot of things. It’s a great footsie. Corner pressure is screwing me over a little. Without a reliable overhead and no crossup I find it hard to keep good corner pressure without relying on gimmicks. The no chip damage deal has made all players very aware of dash in x throw or tick throw so it’s a bit difficult to figure out.
v-skill punch isn’t safe, it’s -4, you can get st.mp from the overhead when it lands close but have to cr.lp xx dash straight from further out unfortunately.
And yeah, I actually have trouble cancelling out of cr.mp when I want to v-skill cancel, my timing is too fast
Does the type of dash punch matter when V-Skill cancelling or can I always go for the Dash Grand Blow or a Fierce Dash Straight to give myself a slightly larger window to pull it off?