Alright RyRy
Florida Kombat
Can any other variation punish JC Ex Nut Punch other than KW Chest Lunge?
Can't you just command throw?Can any other variation punish JC Ex Nut Punch other than KW Chest Lunge?
So are the wake ups not coming out cause the only way to escape is by tech rolling first? I just thought if it was escapable by rolling, they should also be able to wake up, but I think I remember what you're talking about now. Oh well, most people don't actually tech roll so there's that lol.The can tech roll after F3 hits and do either a wakeup or backdash. I used to do this a lot, but once people learned to tech roll it became a free punish for them. I'd definitely recommend it for tournament play, though since most people aren't familiar with Goro.
And I actually don't think it's good for the corner. With the hit advantage buff to SG, it's more beneficial to end with that. You'd much rather be at +28 than +8. B3 is 13 frames and 3D3 is 15 frames so you make them hold the 50/50 when you end with SG.
Gonna learn those fan cancel punishes. I fucking hate Kitana lol.
Yea, you have to tech roll or it is guaranteed.So are the wake ups not coming out cause the only way to escape is by tech rolling first? I just thought if it was escapable by rolling, they should also be able to wake up, but I think I remember what you're talking about now. Oh well, most people don't actually tech roll so there's that lol.
And yeah, I would just do the telestomp ender if you want slightly more damage/unbreakable damage in the corner, otherwise grab in the corner is a pretty sensible choice.
I love fighting Kitana, I appear to be in the loner category for that, but I play both so I know a lot more approach wise.
because it moves you further, which sucks if you're against Jaqui full auto or goro pounding sand.If I can go on a tangent here, I have no idea why people don't techroll. It saves your butt from so much.
I mean, yeah even characters with terrible wake ups and armor can fight their way out. It's not insurmountable, just not pleasant.You can fight out of the corner (I'm legitimately less scared of it than most though, if i can be so bold) and Ja-cookie's full auto spam is a day 1 tactic that shouldn't be relevant anymore. People should know to duck, forward walk, duck forward walk, etc. now.
Not putting people on blast, but full screen shouldn't be scary, even for someone like Goro.
TWO safe dashes? I only feel you get 1 safe dash, as Goro's dash is so stupidly slow. You sure it's 2?F3 xx EX telestomp being a true blockstring would be nice if it wasn't for the fact that you can dash out after the initial hit of the stomp iirc
i also disagree with ending in stomp resets over grab. Grab is really good imo, almost better than punchwalk for positioning. The fact that you get two safe dashes no matter what the reversal is understated, i feel. Once you establish that grab lets you get right in their face with two forward dashes, you can start pressuring with dash forward once -> F3 or D4 buffered into punchwalk from just outside it's range and go from there. Stomp reset is good to do on people when they don't see it coming, but grab's positioning is so good. I almost always default to this against people who know the matchup.
It's two, I tested last event I was atTWO safe dashes? I only feel you get 1 safe dash, as Goro's dash is so stupidly slow. You sure it's 2?
You're at disadvantage I'm guessing right?It's two, I tested last event I was at
Feels evenish honestl, I didn't test frames just reversals.You're at disadvantage I'm guessing right?
It's 16 frames. Not too good to throw out in the neutral but it's a good meaty, especially in the corner.Isn't the start up on that kinda bad though?