- Joined
- Sep 3, 2013
- Messages
- 2,953
- Reaction score
- 3,888
- Points
- 113
- Age
- 51
- Location
- Trinidad && Tobago
- Website
- www.youtube.com



Might as well keep some things sorta organized cus I keep forgetting shit.
General:
- PBGC into Not-DPs and their applications (into jump, into jab, etc)
- "Reversaling" on landing
- Reversaling on Incoming / after getting knocked down
- Incoming Mixups
- Calling assist without getting accidental normals without using macro buttons
- (More active?) defence that doesn't just get rolled over
- Gameplan against chars I can't zone / patient players (how to hit people who don't hang themselves?)
- Less obvious pressure with fewer stupid holes
- Keep shutting down stupid autopilot, try to actually notice what the opponent is doing
- Punishes on dumb things (Tags, whiffed moves, opponent comboing my assist right above me, etc)
- PB into Upback (4PP-7 to not be stuck in backdash for ages; Peacock can't do it QQ)
- Fix Upbacks on both the bad habit and the accidental ones (genius placement for this after the note above)
- Midscreen Assist kills (and punishes in general)
- Actually l2 punish bursts
- Practice blocking / countering reactable mixups to up consistency (headless rekka overhead etc)
- Punishes with s.LP/c.LP rather than LK
Parasoul:
- 2149K Tosses and their applications
- Keeping placed tear near me + Detonate usage
- Spacing with backdashes, l2use ground buttons that aren't c.MP
- Actually use Ground Tear toss with a brain rather than "L H look good here uuh what do I even use these tears for??" < j.HP with tears nearby!
- Check for Minifloat applications, on backjump even??
- Combo after Throw (Backthrow xx Toss!)
- Combo after Airthrow
- Corner Combo with s.HK cus cool
- Less obvious Burstbaits
- Setup after untechable j.HP beyond "Bike"
- Recognize airblocked j.LP>j.HP and go into xx L.Toss j.LP or something
- Confirm distance / airblocking opponent / what char they are for Pillar xx Bikes rather than doing it by 'feel'
- Combo after Sniper
- CH Combo
- Tearjumps
Bella:
- LnL into 360 instead of Dynamo
- Get a feel for cMP: It hits surprisingly often, so heyy. Maxrange cMP combos into sHP RS cLK cMP etc
- Get a feel for MGR-Range: When to MGR, when to cMP-MGR
- Get consistent on MGR followups
Fortune:
- All the combo things (combo after AirSuper, AirThrow, Throw)
- Learn to AA people by whatever means (jMP, L.Axekick, cMP, cHP, dashunder cLK/cLP, Fiber, Fiber into attackfromabove, jumpback jHK, etc)
- Any headless gameplan idea
Will add a lot more things later that I keep forgetting
And hopefully remove some of those things ever
General:
- PBGC into Not-DPs and their applications (into jump, into jab, etc)
- "Reversaling" on landing
- Reversaling on Incoming / after getting knocked down
- Incoming Mixups
- Calling assist without getting accidental normals without using macro buttons
- (More active?) defence that doesn't just get rolled over
- Gameplan against chars I can't zone / patient players (how to hit people who don't hang themselves?)
- Less obvious pressure with fewer stupid holes
- Keep shutting down stupid autopilot, try to actually notice what the opponent is doing
- Punishes on dumb things (Tags, whiffed moves, opponent comboing my assist right above me, etc)
- PB into Upback (4PP-7 to not be stuck in backdash for ages; Peacock can't do it QQ)
- Fix Upbacks on both the bad habit and the accidental ones (genius placement for this after the note above)
- Midscreen Assist kills (and punishes in general)
- Actually l2 punish bursts
- Practice blocking / countering reactable mixups to up consistency (headless rekka overhead etc)
- Punishes with s.LP/c.LP rather than LK
Parasoul:
- 2149K Tosses and their applications
- Keeping placed tear near me + Detonate usage
- Spacing with backdashes, l2use ground buttons that aren't c.MP
- Actually use Ground Tear toss with a brain rather than "L H look good here uuh what do I even use these tears for??" < j.HP with tears nearby!
- Check for Minifloat applications, on backjump even??
- Combo after Throw (Backthrow xx Toss!)
- Combo after Airthrow
- Corner Combo with s.HK cus cool
- Less obvious Burstbaits
- Setup after untechable j.HP beyond "Bike"
- Recognize airblocked j.LP>j.HP and go into xx L.Toss j.LP or something
- Confirm distance / airblocking opponent / what char they are for Pillar xx Bikes rather than doing it by 'feel'
- Combo after Sniper
- CH Combo
- Tearjumps
Bella:
- LnL into 360 instead of Dynamo
- Get a feel for cMP: It hits surprisingly often, so heyy. Maxrange cMP combos into sHP RS cLK cMP etc
- Get a feel for MGR-Range: When to MGR, when to cMP-MGR
- Get consistent on MGR followups
Fortune:
- All the combo things (combo after AirSuper, AirThrow, Throw)
- Learn to AA people by whatever means (jMP, L.Axekick, cMP, cHP, dashunder cLK/cLP, Fiber, Fiber into attackfromabove, jumpback jHK, etc)
- Any headless gameplan idea
Will add a lot more things later that I keep forgetting
And hopefully remove some of those things ever
Last edited: