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  1. Hellion_96

    Should Aquaman be in the MoS universe?

    Discuss
  2. Hellion_96

    Tech Flash J2

    Despite the frame data on J2 being -7, You cannot interrupt b2, f2, or d1 after a blocked J2 if timed right. I was always under the impression you could interrupt his slower strings after a j2 but after testing it with another person the only thing that can interrupt is a reversal sonic charge...
  3. Hellion_96

    Strategy Flash's Buffs 1.04

    So far ive noticed: MB lightning charge now +3 on block and can combo after (MB LC 1 b22f3 LC 30%) D1 +1 on block D1D2 now +1 on block In game fram data corrected on b22f3 now 0 on block Far sonic pound df3f now 0 on block RMS f1 MB is now +3 like a naked LC Discuss how us flash players...
  4. Hellion_96

    Guide Dealing with KF's slide (wakeup)

    Usually Flash achieves a knockdown off of three options lighting charge, sweep, sonic pound. Flash has 2 ways to punish Black ice from these knockdowns. -Mb b3/f3 -Jump back d1XXcombo (jumping away and using lightning charge is too slow and risky) Note-super will not work at ANY range...
  5. Hellion_96

    Video/Tutorial How to get out of Superman Breath loop

    MB f3/b3 double dash but can't punish due to slow recovery trade with d1 Push block Take breath EDIT: Flash's uppercut lowers his hitbox making f2 whiff completely!!! EDIT: Uppercut video punish
  6. Hellion_96

    Question Pressure

    Just decided to pick up Aquaman as a secondary to Flash. How do you guys pressure? I've just been doing b12 into scoops but it gets predictable and boring. And why is this board so dead
  7. Hellion_96

    Question Secondary characters

    Who's a good secondary for Flash? and who have you guys been using, I've been using Green Latern as a number 2. He seems to handle some matchups better or atleast make them less annoying
  8. Hellion_96

    Question Wake up attacks

    Which of Flash's specials actually have invincibility on wakeup? I've been in practice mode for awhile and flying uppercut, charge, sonic pound, and Lightning kick all seem to be invincible for at least 8 frames. All of his specials can't have invincibility can they? LEGEND Zyphox GGA Dizzy...
  9. Hellion_96

    Tech Anti-Grundy tech

    If grundy activates his super, as long as he's far enough away, you can activate Time loop and he can never catch you. His super and FLash's trait last about the same time so this is very effective.
  10. Hellion_96

    Tech Beating B3/F3 armor

    It's probably known by now that FLash's B22 string is plus on block and creates a frame trap. The only way out of the followup D1D2 string is to pushblock or armor. This is where his 21 string comes into play, since F3/B3 armor only absorbs one hit the 21 will beat it out into a combo. This also...
  11. Hellion_96

    standing 3 tech?

    D3 is +10 on hit on a crouching opponent and standing 3 is 10 frames so after hitting a d3 u can hit confirm it dash in and do standing 3 which cannot be neutral crouched if close enough. standing 3 on hit is +4 which leads to many options and mind games. If standing 3 is blocked your at the...
  12. Hellion_96

    Bad Match ups, making then winnable

    This thread is to discuss Kl's bad matchups and design strategies to overcome them. IMO His worst matchups are Sonya, Cage, Kitana, possibly Cyrax and Sektor. Discuss
  13. Hellion_96

    low hitbox

    How does KL deal with lowhit box characters and good d4s besides jumping and f3? How viable is F4 to deal with pokes? B1 seems to outreach D1s and D3s but its too slow any help?
  14. Hellion_96

    B2, F1, 1+2

    I'm not sure how useful this is, but after messing around with this string in practice mode I realized this is his only string that on hit allows Vicinity Blast to connect leading to a safe jump. Also, if it's blocked you're left at neutral because of the Vicinity Blast. Thoughts? Ps. I know...
  15. Hellion_96

    Album : For the Shaolin

    Album Images 1