SidTheHaze
25th place Tempest Lao
Ok so I'v seen a lot of people talk about how great the flash is, he's broke, etc. These things may be true but every character is beatable. Before i start talking about how to beat the flash i just want to say that I am in no way downplaying the flash, i'm sure he's top 5 and beats some of the cast 6-4.
LAND THE FIRST HIT.
For the love of injustice if you land the first hit you've already put the flash at a huge disadvantage. This is because if flash wants to get that huge trait damage combo (50%-60%) he has to use meter...bottom line.
But Sid what if flash gets in and does a meterless combo?
who cares? his highest meterless combo midscreen is 20% and thats on a good day.
Lets say you did everything right, got the first hit, did a combo, took some health...what now?
Well flash is gonna use that bar he built and take half of your life into a hkd setup, are we gonna let this happen...hell no. So we have to start looking at his options and looking at how to punish them.
dash into d1d2
As godly as you think this might be this is a gimmick that people barely punish.......in this games dashes are very punishable and then couple that with someone trying to add a 7-frame move onto it and your looking at field day. If flash really like using this option you have 2 options either throw out your quickest normal when you see the dash(in most cases its a d1) or neutral jump it and blow up his d1d2 attempt.
But Sid my d1 isn't good and my jump is too floaty?
I'm guessing you must be playing grundy, in that case use that ridiculous d2 you have or walking corpse.
j1.2.3
Lets be serious....besides breaking armor with j2 (which you can't do on reaction) or the active frames on j1 his air normals aren't as good as people think. Its extremely hard to cross anyone up with these move and the hit boxes are exactly what they look like. These move are extremely easy to trip guard which is what you should do......or anti-air, whichever is more convenient for your character.
b22 RMSC
Ok so by this time you've been conditioned to block and he is going to try and mix up the hell out of you but don't fret obi-wan with some fruits of wisdom. So, there is only 1 move that you are completely garunteed to block and that d1d2. So if you think he is going to do anything other this this just jump, whats the worst that could happen? he scouts out the jump get a d2 for maybe 25%.....but it is unlikely any flash is gonna do that because d2 is combo punishable on block so if he does any other follow up its a free combo.
Lightning Charge
If flash isn't in f2 range just block low there is no reason not to. If flash sees you ducking and still does a lc they deserve the blow up because no bueno move to just throw out unless its garunteed.....even though all flash players do it, even me >_>
But Sid what if he does sonic pound instead?
well if you cant react to it then duck for 1-2 sec.....the flash player will say hey this guy is ducking ill do a sonic pound. Thats when you stand block it and you successfully baited a move good job.
The meterless vortex
Ok so lets say flash gets the d1d2 lk but has no meter, you have to block because he too much frame advantage for you not to. Flash players assume that people will try to wiggle themselves out of the vortex as fast as possible so they go for the mixup as soon as they get the lk. This is why you have to fuzzy guard his low high mixup but the trick is that if you see the low come out you have to keep blocking low or you will get hit by the second move which is a low move.
HKD Setups
Ok so the worst has happened you got caught in the club trying to a look at flash's girlfriend he met you in the alley and he did a hkd. So depending on what move he used to do the hkd determines your next course of action.
-lightning charge.........high or low pick your , in the corner you can get a mb sonic pound to cross up. ive never seen it done in tournament but it is a possibility nonetheless
-32........most likely they will do a cross up mb sonic pound, just block the other way.
Laming the flash out
Ok so you got the life lead, what now? Lame the flash out! if there is one character who struggles with getting back in after being full screen its flash. If you have a projectile that cant be punished by lc spam it! If flash is ever 1/2 screen away from you 70% of the time they'll try to get a read on a lc or just throw it out. don't give them the satisfaction, use jumping back normals to your advantage! I've seen many MANY flash players lose a match just because of whiffed lc.....you have to capitalize on those mistakes especially when you have the life lead because that is when their most likely to come out.
Blowing up the flash on wake up
Ok the flash is complete shit on hkd, his wakeups are pretty ass if you know how to deal wit them.
-lk....very underused wakeup and has good invul frames, blown up by neutral jump or cross up.
-lc....if your opponent tries to neutral jump you, you fly 3/4 screen....great for getting out of the corner, blown up by ducking.
-flying uppercut....6 frames, great if their trying to mix you up on hkd but probably safer to go for a lk, blown up by blocking or neutral jumping.
phase dodge.....fuck this move......seriously....dont use it on wake up if you like looking at your health bar.
-sonic pound.....catches people off guard who are trying to punish a lc...you look like a complete dumb ass if someone reverses your wakeup by jumping over you.
Flash isn't as bad as people make him out to be....yeah he has a lot of bullshit but he also gets blown up by a lot of bullshit too.
I hope this helped someone with the mu or gave people knowledge on the flash
@HoneyBee
@Zyphox
@Jim
@n-megabytes
@The_SNKE
@Xenrail
@BrobaChett
@AK Harold
LAND THE FIRST HIT.
For the love of injustice if you land the first hit you've already put the flash at a huge disadvantage. This is because if flash wants to get that huge trait damage combo (50%-60%) he has to use meter...bottom line.
But Sid what if flash gets in and does a meterless combo?
who cares? his highest meterless combo midscreen is 20% and thats on a good day.
Lets say you did everything right, got the first hit, did a combo, took some health...what now?
Well flash is gonna use that bar he built and take half of your life into a hkd setup, are we gonna let this happen...hell no. So we have to start looking at his options and looking at how to punish them.
dash into d1d2
As godly as you think this might be this is a gimmick that people barely punish.......in this games dashes are very punishable and then couple that with someone trying to add a 7-frame move onto it and your looking at field day. If flash really like using this option you have 2 options either throw out your quickest normal when you see the dash(in most cases its a d1) or neutral jump it and blow up his d1d2 attempt.
But Sid my d1 isn't good and my jump is too floaty?
I'm guessing you must be playing grundy, in that case use that ridiculous d2 you have or walking corpse.
j1.2.3
Lets be serious....besides breaking armor with j2 (which you can't do on reaction) or the active frames on j1 his air normals aren't as good as people think. Its extremely hard to cross anyone up with these move and the hit boxes are exactly what they look like. These move are extremely easy to trip guard which is what you should do......or anti-air, whichever is more convenient for your character.
b22 RMSC
Ok so by this time you've been conditioned to block and he is going to try and mix up the hell out of you but don't fret obi-wan with some fruits of wisdom. So, there is only 1 move that you are completely garunteed to block and that d1d2. So if you think he is going to do anything other this this just jump, whats the worst that could happen? he scouts out the jump get a d2 for maybe 25%.....but it is unlikely any flash is gonna do that because d2 is combo punishable on block so if he does any other follow up its a free combo.
Lightning Charge
If flash isn't in f2 range just block low there is no reason not to. If flash sees you ducking and still does a lc they deserve the blow up because no bueno move to just throw out unless its garunteed.....even though all flash players do it, even me >_>
But Sid what if he does sonic pound instead?
well if you cant react to it then duck for 1-2 sec.....the flash player will say hey this guy is ducking ill do a sonic pound. Thats when you stand block it and you successfully baited a move good job.
The meterless vortex
Ok so lets say flash gets the d1d2 lk but has no meter, you have to block because he too much frame advantage for you not to. Flash players assume that people will try to wiggle themselves out of the vortex as fast as possible so they go for the mixup as soon as they get the lk. This is why you have to fuzzy guard his low high mixup but the trick is that if you see the low come out you have to keep blocking low or you will get hit by the second move which is a low move.
HKD Setups
Ok so the worst has happened you got caught in the club trying to a look at flash's girlfriend he met you in the alley and he did a hkd. So depending on what move he used to do the hkd determines your next course of action.
-lightning charge.........high or low pick your , in the corner you can get a mb sonic pound to cross up. ive never seen it done in tournament but it is a possibility nonetheless
-32........most likely they will do a cross up mb sonic pound, just block the other way.
Laming the flash out
Ok so you got the life lead, what now? Lame the flash out! if there is one character who struggles with getting back in after being full screen its flash. If you have a projectile that cant be punished by lc spam it! If flash is ever 1/2 screen away from you 70% of the time they'll try to get a read on a lc or just throw it out. don't give them the satisfaction, use jumping back normals to your advantage! I've seen many MANY flash players lose a match just because of whiffed lc.....you have to capitalize on those mistakes especially when you have the life lead because that is when their most likely to come out.
Blowing up the flash on wake up
Ok the flash is complete shit on hkd, his wakeups are pretty ass if you know how to deal wit them.
-lk....very underused wakeup and has good invul frames, blown up by neutral jump or cross up.
-lc....if your opponent tries to neutral jump you, you fly 3/4 screen....great for getting out of the corner, blown up by ducking.
-flying uppercut....6 frames, great if their trying to mix you up on hkd but probably safer to go for a lk, blown up by blocking or neutral jumping.
phase dodge.....fuck this move......seriously....dont use it on wake up if you like looking at your health bar.
-sonic pound.....catches people off guard who are trying to punish a lc...you look like a complete dumb ass if someone reverses your wakeup by jumping over you.
Flash isn't as bad as people make him out to be....yeah he has a lot of bullshit but he also gets blown up by a lot of bullshit too.
I hope this helped someone with the mu or gave people knowledge on the flash
@HoneyBee
@Zyphox
@Jim
@n-megabytes
@The_SNKE
@Xenrail
@BrobaChett
@AK Harold