As I put my head to my Mini 4 fightstick, the RAP V arrives!
the epic quest....to suck less
the epic quest....to suck less
i mean you can use it consistently as pbgc on some blockstrings and multihits moves that you know the opponent will not cancelWell... naturally by itself with out any loaded vials, Val's counter super only freezes the opponent in their attack. It doesn't really provide anything other than an optimal jumping combo punish. With a vial loading CounterVenom will strike and deal damage and the full lvl3 effect of a vial even if you only had one lvl loaded in when you countered. I forget just how many frames you have to pull off a counter but either way it's a very very small window and in the heat of higher lvl play stagger pressure can just easily by pass the counter by a couple of frames leaving Val wide open for a combo.
CounterVenom is beneficially very high risk for... pretty good reward. You can deal 11k or so with you are optimal with a CounterVenom combo, that is with the poison vial. Hitstun can get to 10k or something if you are watching your IPS [something that I have problem when doing a green vial combo], the lag vial I'm sure no body uses outside of wanting to do a quick reset and to have the opponent not have their reversal come out in time.
Yeah, you only turn your opponent's offence into a lvl 1 vial load and an 8k+ punish...
Have you experienced any issue in transitioning from the mini to the big guy? Are they that much different?
why dont you put that in your sig? it looks like one
In my what? What is sig?
As Fukua try to use cr.LK, MK to start your combos, if you see that it hits then continue into your combo, if it is blocked then stop. You should practice hitconfirming like this as it stops you from autopiloting into unsafe things on block (e.g. you were ending your Fukua blockstrings with cr.HK or Drill or even drill super).
For lvl 3 just start dashing as soon as she hits the wall (you need to hold forward to get the continuous dash) and you should reach the opponent fast enough to OTG with MK. For throw, you just mash qcb KK as quickly as possible (this also uses up your OTG).
This will just come with practice. Try and keep it in your mind while you're playing and eventually you will have completely broken the habit.
Yep. I doubt you can visually confirm whether it was blocked or it hit so you'll have to do it pre-emptively, but it makes the bypass safe and you can still convert off of it. I think this leaves you either safe or + on block (haven't tested it) so this is a good way to get in vs some opponents if you don't mind spending the meter. If the scalpels are blocked then be on the lookout for the opponent trying to airthrow you.
Throws start your combos off at 50% scaling which is why they do less damage. cr.LK is the safer option as even if your opponent blocks it, you still have them in blockstun and you can further pressure them whereas with the throw, you will either be put back to neutral or in a disadvantageous position where your throw whiffed. Low/throw mixups are very powerful and you should make sure to keep it varied when you go for the reset here (after all, if your opponent always knows what you will go for at your reset then you might as well just finish the combo).That throw reset is my first ever reset, and it's an autopilot thing that I do (even when it isn't working). Against some opponents, the low reset with c. LK works. And I have don't the math to see the damage difference. But I am beginning to think that the whole combo won't work anymore against tougher players because everyone can see it coming
You are definitely improving. I think that improvement was especially visible vs Peacock because most people will become impatient in those situations but you played it exactly right. Your combos are also getting more consistent and you are using your character's tools much better. If you feel like you aren't improving then you should have a look at some of your older matches and look at the differences between then and now. It's difficult to tell when you are getting better because it is usually a gradual thing, it is only by looking back that you can tell how much you've improved.I mean...I think I'm getting better. I want to think the last match in the video was one of my best ever. I felt confident, looked confident, didn't drop combos, mixed up a couple things that connected, and even pulled off my new combo (even tho he didn't take the burst bait).
I've spent weeks thinking that I haven't improved, and lost a lot of confidence. Even with all the time spent in the training room, I couldn't improve in any way. This probably was a vicious cycle. Last night was the first time in a month where I saw myself as a better player.
Throws start your combos off at 50% scaling which is why they do less damage. cr.LK is the safer option as even if your opponent blocks it, you still have them in blockstun and you can further pressure them whereas with the throw, you will either be put back to neutral or in a disadvantageous position where your throw whiffed. Low/throw mixups are very powerful and you should make sure to keep it varied when you go for the reset here
The real use for Counter with a Vial loaded is stopping assistbacked pressure.
There is literally no way for them to stop an assist from attacking once its called, so when you see it come in you can always crank out that super.
Even if the point blocks it's safe & you just busted their assist for 50% of its life. If the point isn't blocking, you are now killing two characters.
It is rather potent at stopping the opponent from calling assist at all.
Yes.