car > bikes rarely punished on me unless theyre still in the air. flash kick mash is still a mash, but youre mashing on reaction/instinct to the combo dropping
yeah i dont ever use the double DP just saying its there
dp>bikes>dinner time. delicious
Good players will punish it a lot, since it can be really easy for a lot of characters to do it on reaction, grounded or not, so I never want to be in the habit of using it just to waste two bars and be in a combo.
flash kick mash is still a mash, but youre mashing on reaction/instinct to the combo dropping
that realllllyyy doesn't sound like a mash to me :P
yeah DHC to catheads is dope, but it too can be punished in some situations (i.e. when you activate too close too opponent)
Without a doubt I prefer resets to getting killed in 1 or 2 long combos, but I get what the OP is saying about the risk and reward business. Blocking in SG seems to require a lot more effort than attacking, and successfully blocking a reset or teching a grab usually doesn't change your situation other than having avoided the damage you would otherwise have taken. There's rarely any punishing going on in higher level play as correctly used assists can make any move safe, it generally just whoever lays down the most pressure first.
I reaaaallllyyy disagree with the mentality that blocking doesn't offer much in SG, since there a bunch of mechanics that make is so a succesful block can result in ending pressure and even conversion.
A succesful block can mean:
Blocking a single hit : easy pushblock, softens pressure
Blocking multi hitting moves/moves in conjuncture with asssist : PBGC, can end in full combo conversion (even a happy birthday!) in some cases (in some cases meterless)
Have meter and proper assist : Alpha Counter. For Two bars you can get full conversion, and some assists even grant a full conversion meterless (I.E. Ms Fortune)
Blocking is AMAZING in SG, you just have to learn how to syngergize your team properly to make the most of it.