It stomps, but the overhead is sort of slow and has to be dropped off a jump in. Also, you get zoned and have to make big calls for any damage.I've been messing around with the Lackey variant - and I gotta say, I'm definitely impressed.
So, due to lack of any sort of competition online, i went to a local with a few people and actually got some decent games in. I immediately got smashed with Torr by several characters i had never seen played well at all, but i adapted quickly and started winning some games. entered the tourney, won two games and then lost two games if i remember correctly and hit the labSo... What can you tell to someone who really needs FGs 101 in fighting up close with F/T Vicious? With normals being generally long but slow. how do you approach in-your-face situations? I guess we are supposed to use d3 (or d1 for better reach, but it's slow), what do we do next?
Vicious/Ruthless OS against wake up EX
Realized while playing today command grab after the OS isn't an option because you just threw ferra lol. Also the opponent can use a low poke to low profile the b1 starter(some might have fast enough pokes to beat it out?), but F2xxferratoss, d1 is a block string that's low risk/medium reward(neutral on block, grants mix up on hit).and command grab
f2~close ferra toss, b121 is a true jailing block string if you time it correctly. They can't armor out or anything.I think this is a pretty strong os for F/T since F2xxferratoss is a block string, and from what I tested after somewhere her mentioned it you can continue the block string with a properly timed b121(only lost to armored interruption from my testing so far, couldn't jump out/ back dash/return to ducking).
That's great to know, thanks! I guess that actually opens up staggering the blockstring to toss ferra again.f2~close ferra toss, b121 is a true jailing block string if you time it correctly. They can't armor out or anything.
DB2 have a LOT (llike 20 or so) active frames. Throwin out Ferra from upclose cause her to hit not ASAP (ie 13th frame) but much later (probably around 20th) frame of the animation. That means your "recovery" frames are already running while their "block" frames just started.You only get the perfect frame trap off of f2~ferra toss as far as I know. The move is actually supposed to be -1 on block I think it says in the frame data. But off of f2 ferra actually hits them in the back and somehow that cause them to be stuck in block stun longer.
d1 tick throw into command grab scares people into pushing buttons or they run away more. I'm embarrassed to say that I've never looked at the frame gap, but it works sooo often. You should also really be aware of how far cmd grab reaches, as it's insane and people don't realize they're within grab range.Guys, I need help with Lackey. I have no idea what to do in the neutral game and how to open people up. Getting rekt by the weakest and lamest shit. His overhead is so slow and so unsafe, getting uppercutted out of it too damn many times. Should I just go for command grabs more? What's the game here.
Thank you sir, I will look into this.d1 tick throw into command grab scares people into pushing buttons or they run away more. I'm embarrassed to say that I've never looked at the frame gap, but it works sooo often. You should also really be aware of how far cmd grab reaches, as it's insane and people don't realize they're within grab range.
You shouldn't be using B2 in footsies, it should be used to stuff wakeups. Also try and mb command grab grounded wakeups, it's a backbreaker to your opponents wakeup game if you can do this early. If you can establish that you reliably stuff wakeups and get them to be scared to wakeup, you can end your combos in rolls for proximity and start applying more oki pressure.
Also don't forget about bf3 having some projectile invincibility, you can punish a lot of projectiles on reaction with it for a knockdown , but you have to know the spacing (3/4 screen or less) and their recovery frames. The people you can't punish with get the mb armor charge treatment through their projectiles. Both of these options aren't great, but if you can get your opponent to notice you have the ability to eat their projectile and get knockdown it gives them another thing to think about. You can also mix in mb rolls just to give them another option to consider.
If I can get them to be afraid to be next to me because of command grab, and I can get them to be uncomfortable zoning because I can armor/eat projectiles on reaction, their game plan is compromised, and I'm going to win. Making them afraid to zone is usually the hard part, and really I feel like I should be dropping Lackey entirely against zoners.
That's just my my scrubby 2 cents. I actually have a hard time opening people up with this character as well and would welcome any other tips.
It's worth it, and f2 and b2 blow up most non-ex wakeups. ex charge will blow up 1 hit armored wake up.Messing around in the lab with Vicious, would ending combos in 2B4 be worth it? You sacrifice some damage but Boss toss ender sends you opponent full screen, whilst ending with 2B4 could give you the chance to meaty command grab, 50/50 or even bait a wake up or something.
Or you could EX command grab in vicious, but I only tried it against Sub-Zero's EX slide. I'm sure it wouldn't work against Raiden's wake-up SupermanIt's worth it, and f2 and b2 blow up most non-ex wakeups. ex charge will blow up 1 hit armored wake up.
The EX cmd grab in vicious grabs Sub out of his slide? Color me surprised, SZ's mb slide beats out Lackey's mb cmd grab. A regular slide loses to a regular cmd grab and mb cmd grab thoughOr you could EX command grab in vicious, but I only tried it against Sub-Zero's EX slide. I'm sure it wouldn't work against Raiden's wake-up Superman
Actually, F/T has some long normals that can be useful against jumping beans if spaced/timed correctly. The problem character has is actually emergency AAs. That said, it's not unique to F/T and heck, who knows, maybe d1 is indeed the answer.Today is the first time i realized that D+1 is an amazing anti air. like really amazing. key is do it early, the hitbox is strangely, stupidly good and combos into B+2,3,2+4 into 30% + from almost any position.
Lackey and Ruthless Tick Throws: D1, D3, S1Does anybody have a list of all of F/T's tick throws across the variants?
Unfortunately it does less damage when you throw them behind you though. Still good either way for when they try to bait a wake up by blocking. Although now that I think about it wake up throw might be better in Lackey since it will do more damage and not waste a bar if you read them blocking on your wake up. No need to EX for armor as you can just do EX torrrrrruken and F2 to put them behind you for more damage if you need to armor through something. In Ruthless though its probably better to use the command grab if you need to armor through a grounded attack. The EX command grab also has 2 hits of armor which I just found out the other dayI found something out just now, I'm sure some others know this already, but I haven't seen it written down anywhere:
The EX command grabs in ruthless and lackey (and the wake up EX grab in vicious) allow you to chose the direction Torr throws your opponent. Normally both grabs throw forwards, but you can hold back to throw them in the other direction.