Phosferrax
Original Liu Kang cop.
Imagine if b1 was a tick throw...
That my friend, is the dream.Imagine if b1 was a tick throw...
if they arent in the corner they can backdash it thoughI really like it because they cant jump the tick throw afterwards. They have to armor. And people will always try and jump first so its good for a couple of "almost" guaranteed tick throws then u can eventually use it like any other string. I use it ib pressure and it works really well for me
It depends on when u do it. Ill do It after 32 hits. Or rc after a blocked ex knives Or after a kano ball ill run up and f33 for okiif they arent in the corner they can backdash it though
about all of it is me trying to consistently hit more damaging corner stuff. I think I'm going to have to pull up that thread on strings you can parry the gaps of.What do your training mode sessions look like? How much time do you spend doing combos, tick throws, anti-airs? Any tips?
For me, when I was playing Cassie I found I spent too long on combos, and didn't practice anti-airing or footsies enough and my game suffered for it. With Commando, he's less combo focused, so I do a quick warm up with combos, then spend time on tick throw OS with the dummy set to random combo, get ten in a row, and switch sides. Once I've done that, I try to dash in-tick throw OS. I find when I do this, I screw up the OS timing (often rushing and getting the cancel on hit), so I have to switch between doing a standing OS to remind myself of the timing, then back to the dash in-OS.
After, it's jump in tick throws. Then anti-airs. Normally by that point I'm itching to get online, so my intentions to do match up specific training goes out of the window.
That's a glaring hole in my game as well, but I play mostly online so timing for most will be off.about all of it is me trying to consistently hit more damaging corner stuff. I think I'm going to have to pull up that thread on strings you can parry the gaps of.
Lol fuck that string. Just let yourself be hit every time with the last hit to avoid tick. If they get ballsy (literally ie go for ball ender) you've really removed the threat of the tick.In the buffs thread, I made a post discussing a possible 3-4 hit string where the 3rd hit was able to be special cancelled into both command grabs, but I'm unsure of just how powerful that is. It doesn't necessarily add anything new, but the wrinkle of choke is still a thing to worry about.
Also, F33 cannot be cancelled into choke. choke whiffs every time if F33 hits.
Then u can combo them with enhanced ball or ex up ball. Or just delay anything and its safe on block or hit and go for pressureLol fuck that string. Just let yourself be hit every time with the last hit to avoid tick. If they get ballsy (literally ie go for ball ender) you've really removed the threat of the tick.
I cant get the jip for me some reason the dash -njp is easier which is weird. I dont use either in match though, i couldn't risk it hahaI don't even attempt it against live people. EX ball JIP 112 xx choke is what I do
i dont even bother tryingA question. How consistent is everyone getting the insta njp after ex ball cancel combos? On females (not that I would use commando vs any of the female chars anyways) im about 50% and its frustrating. On males tho im more closer to 90%, but this is all in practice mode and not in a real match.
It can be wonky against female hitboxes. I'll probably make a quick video when I get home.I cant get the jip for me some reason the dash -njp is easier which is weird. I dont use either in match though, i couldn't risk it haha