FL Rushdown
Champion
Gimme 20 and I'll be on. Don't worry I'm pretty trash.Anyone wanna play a nub ? I need to get experience in this game
Gimme 20 and I'll be on. Don't worry I'm pretty trash.Anyone wanna play a nub ? I need to get experience in this game
Gimme 20 and I'll be on. Don't worry I'm pretty trash.
He is. I can vouch for him.
Ok cool !@lookgirlitsteejay my dog just yanked my power cable out. I'm getn back on.
Any meaty heavy beats wakeup jab right? Wait? It doesn't even have to be meaty right? As long as they hit on the same frame correct?There's a special circle of hell that Dante forgot to mention and it's reserved for people that wakeup jab after they just got ccd for waking up jab.
Ggs bro . Karin so sexccc
Try doing the dp input shortcut for your dp after the first spiral in trigger. Helped me when my stick broke and I was on pad. KGgs @FL Rushdown i need to figure out matchups and work on anti airing, counter hitting, hit confirming etc. I'm starting to hate this PS4 pad I got so many spiral arrows on accident lol
Sadly I was. This thing is just ewww and sometimes I was just trying to walk forward and poke and it would just come out. So ugly lol. I was super lost against Alex thoughTry doing the dp input shortcut for your dp after the first spiral in trigger. Helped me when my stick broke and I was on pad. K
It can be -1 if spaced out, but then he is too far away to push a fast button. If he does a wind enhanced version (goes through an active tornado from whirlwind shot or through the giant v-trigger tornado) it's 0 on block. So if you see him hanging in the air hitting you 15 times you must respect his 3 frame normal after it if you don't have one. It's actually really strong on block. Massive corner push and chip damage are no joke. I even have a setup with v-trigger where I can force you to block 2 of them consecutively which does stupid chip (not just white life, actual permanent damage).Anyone wanna play?
Also rashid's lp spin mixer is -2 on block right? Or can be made safer?
Vtrigger mixer is 0 on block? I knew that I had to hold that but didn't expect it to be 0. I honestly thought it might have been +1 or +2. Also for regular spin mixer, I just suck at interrupting it then.It can be -1 if spaced out, but then he is too far away to push a fast button. If he does a wind enhanced version (goes through an active tornado from whirlwind shot or through the giant v-trigger tornado) it's 0 on block. So if you see him hanging in the air hitting you 15 times you must respect his 3 frame normal after it if you don't have one. It's actually really strong on block. Massive corner push and chip damage are no joke. I even have a setup with v-trigger where I can force you to block 2 of them consecutively which does stupid chip (not just white life, actual permanent damage).
If you couldn't react to dropkick or a whiffed cr hp from Mika then that's on you. She didn't have anything in neutral that was unreactable and safe.IMO Laura is a lot more enjoyable to fight than Mika, and I vastly prefer Laura as the meta's looney mixup character.
If you have good neutral I think it's perfectly viable to keep Laura out the entire game. Her normals are either very stubby or very whiff punishable, and you can react to her jumps and dashes.
Season 1 Mika had too many stupid options in neutral and some of them could not be reacted to. On the latter, she can just repeatedly mixup regular jump ins with body splash. Even if she guesses wrong 2 out of 3 times, that's fine because she can take your entire bar the one time she gets it right. Besides that, there are too many things to focus on between her drop kick, crouching hp, dashes, and jump ins to react to all of them, even if they are individually easy to react to. You also need to stand at different ranges to counter each one optimally.
For Laura, I think it's entirely feasible to react to all her offensive options so it's a much more honest game where at least she needs to earn her mixup opportunities.
Careful, dude. Mika players are super sensitiveIMO Laura is a lot more enjoyable to fight than Mika, and I vastly prefer Laura as the meta's looney mixup character.
If you have good neutral I think it's perfectly viable to keep Laura out the entire game. Her normals are either very stubby or very whiff punishable, and you can react to her jumps and dashes.
Season 1 Mika had too many stupid options in neutral and some of them could not be reacted to. On the latter, she can just repeatedly mixup regular jump ins with body splash. Even if she guesses wrong 2 out of 3 times, that's fine because she can take your entire bar the one time she gets it right. Besides that, there are too many things to focus on between her drop kick, crouching hp, dashes, and jump ins to react to all of them, even if they are individually easy to react to. You also need to stand at different ranges to counter each one optimally.
For Laura, I think it's entirely feasible to react to all her offensive options so it's a much more honest game where at least she needs to earn her mixup opportunities.
If you couldn't react to dropkick or a whiffed cr hp from Mika then that's on you. She didn't have anything in neutral that was unreactable and safe.
It is easy to react to drop kick or cr hp if you have it in your mind that they are reasonably likely to try it.If you couldn't react to dropkick or a whiffed cr hp from Mika then that's on you. She didn't have anything in neutral that was unreactable and safe.
At this point Rushdown has invested so much time in the "Season 1 R.Mika is honest" narrative that there's no point in stopping.Careful, dude. Mika players are super sensitive