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This Is A Hunt I've Longed For: Cheetah General Discussion

alkipot

Purse first, ass last.
I've been using a shitload of regular throw lately. The distance it carries people is insane for getting people to the corner. Two or three throws and I believe it'll go from corner to corner.
 

Espio

Kokomo
also there is alot of downplaying in this thread geez, shes not the best but shes not that bad guys.
She's not bad at all in my opinion, but in comparison to the upper tiers she has problems and if that is considered downplaying then that's a pretty unproductive stance to take in general. It's better to be honest about character flaws than not to be because acknowledging flaws allows a player to overcome them by learning ways around them and avoid exposing those flaws to the other player.


I actually think a lot of us (myself included) are missing some key meta things, but I'm in the process of totally retooling how I play her to take advantage of how I feel she should play. Forward 3 is really good, but there's too much focus on it at the expense of her other options that are great for conditioning her command grabs. When I watch a lot of gameplay, command grabs are a rarity and I'm not saying I should see them all the time, but I should definitely see a lot more of them from me and everyone else too.

1,2, throw is good, but if you're gonna condition the opponent with 1,1,2, you might as well sub that out with her high command grab to actually take advantage of the damage potential for being correct which leads to what you would get on average with most bar the outlying characters that do too much (i.e. Black Adam).

Combining Back 1,1 (down 3) + sweep + Forward 2,3 (second hit is a low so it more or less serve to condition the idea in an opponent's head that they need to block low more) with her overhead command grab is another great conditioning concept. Down 1 in the heat of battle looks a lot like sweep so that's respectable idea to open up with overhead grab.

The focus on forward 3 has caused a lot of us to forget that her true unreactable overhead/low mix ups are: Back 1/sweep versus overhead command grab. Back 1 is 12 frames and her overhead command grab is 14 frames, nobody is reacting to the difference. Sweep can also be used to help with that conditioning process obviously.

Treating her more like a grappler I feel will help a lot of people. I've always believed she is the grappler for people that don't like grapplers, but that doesn't mean the usage of her grapples should be very low or an after thought in play style.

Reanalyzing her as a whole is making me excited for this character, but you can be optimistic and excited for a character while still realizing they have notable flaws that hold them back from the upper echelons of the cast.

I like to be realistic while still innovating with my character.
 

Zionix

AKA Ponkster
She's not bad at all in my opinion, but in comparison to the upper tiers she has problems and if that is considered downplaying then that's a pretty unproductive stance to take in general. It's better to be honest about character flaws than not to be because acknowledging flaws allows a player to overcome them by learning ways around them and avoid exposing those flaws to the other player.


I actually think a lot of us (myself included) are missing some key meta things, but I'm in the process of totally retooling how I play her to take advantage of how I feel she should play. Forward 3 is really good, but there's too much focus on it at the expense of her other options that are great for conditioning her command grabs. When I watch a lot of gameplay, command grabs are a rarity and I'm not saying I should see them all the time, but I should definitely see a lot more of them from me and everyone else too.

1,2, throw is good, but if you're gonna condition the opponent with 1,1,2, you might as well sub that out with her high command grab to actually take advantage of the damage potential for being correct which leads to what you would get on average with most bar the outlying characters that do too much (i.e. Black Adam).

Combining Back 1,1 (down 3) + sweep + Forward 2,3 (second hit is a low so it more or less serve to condition the idea in an opponent's head that they need to block low more) with her overhead command grab is another great conditioning concept. Down 1 in the heat of battle looks a lot like sweep so that's respectable idea to open up with overhead grab.

The focus on forward 3 has caused a lot of us to forget that her true unreactable overhead/low mix ups are: Back 1/sweep versus overhead command grab. Back 1 is 12 frames and her overhead command grab is 14 frames, nobody is reacting to the difference. Sweep can also be used to help with that conditioning process obviously.

Treating her more like a grappler I feel will help a lot of people. I've always believed she is the grappler for people that don't like grapplers, but that doesn't mean the usage of her grapples should be very low or an after thought in play style.

Reanalyzing her as a whole is making me excited for this character, but you can be optimistic and excited for a character while still realizing they have notable flaws that hold them back from the upper echelons of the cast.

I like to be realistic while still innovating with my character.
I have to agree 100%

If people want to start seeing Cheetah at her full potential than mastering her command grabs and conditioning is going to be key in doing so. All these jump ins into non jailing strings is just not good practice and isn't even close to her more explosive offence.
 

Rabbit

thugs bunny
Any advice for fighting red hood? His options against cheetah are comical at this point.
don't use lunge to get in unless they being predictable with their zoning patterns.

use mb roll instead of walking in.

practice meaty timings because you can beat his wakeups.
 

JesterSMX

It's too laggy to poke...
don't use lunge to get in unless they being predictable with their zoning patterns.

use mb roll instead of walking in.

practice meaty timings because you can beat his wakeups.
Thx. Is there a list of wakeups that are invincible vs partial invincible? The wakeups were what was giving me the most problems. It's hard to keep track of what's what. I labbed vs Black Adam today and I was finding options that shut everything he has down after hkd. Still in the works but after today I think she might 6-4 him.
 
Don't know, very risky to try to be honest!
Ok spent some time in training mode. ST2 works on adam dive kick if you do it early, else it trades with him which is still good to get him the hell off. You have to time it so that your ST2 goes into active frames right as his foot reaches the tip of your ST2. Gives plenty of time for Cheetah pounce and MB B3! Most adams will get annoyed they can't spam lightening strike from full screen and will eventually dive on you and is easy to see it coming. I think this is viable. Thanks Zionix!
 

cashthesehands

monster masher

S1 is faster and has similar properties but doesn't allow for divekick follow-up.
Thanks for sharing this. Depending on the spacing you connect the s2 with, you can take a slight walk forward and a s1 will land, for those of us who are stingy with the meter like me!
 

DOOMSDAY-15RUS-

i'LL DESTROY YOU ALL
We have the same 5. Learning patience and what matchups to not use stance has helped with other characters. GL is giving me trouble though. If I walk him down I get caught with b1 and if I jump or leap I get d2'd or raw lift. Not sure how to approach.
Gl may be a hard deal but it should be really good gl, I am really in trouble with superman, 50% of time I am in corner and can't do anything 2nd half he is spamming air laser and can't really get close, his fking 1 frame trait is too much better than cheetah's one and he got it 24/24 but the real trouble is to punish his rising grab on the ground OMG its so hard, when cheetah miss her reversal everyone can kick her ass easy when grounded
 

bishbash

Magic as easy as 1 2 standing3
Gl may be a hard deal but it should be really good gl, I am really in trouble with superman, 50% of time I am in corner and can't do anything 2nd half he is spamming air laser and can't really get close, his fking 1 frame trait is too much better than cheetah's one and he got it 24/24 but the real trouble is to punish his rising grab on the ground OMG its so hard, when cheetah miss her reversal everyone can kick her ass easy when grounded

As he falls from rising grab you can hit him with pretty much any normal into command grab for a decent punish, I just use d1. or just d2 then j1-divekick if you don't like the other option, Yeah he's a pain to deal with in the neutral, air lasers without mb are punishable on block with instant dive kick from the right distance unless he's super close the the ground when he fires.
 

DOOMSDAY-15RUS-

i'LL DESTROY YOU ALL
As he falls from rising grab you can hit him with pretty much any normal into command grab for a decent punish, I just use d1. or just d2 then j1-divekick if you don't like the other option, Yeah he's a pain to deal with in the neutral, air lasers without mb are punishable on block with instant dive kick from the right distance unless he's super close the the ground when he fires.
thanks helps a lot, but for Tick throw combo why do not follow up with b3 for more damage ?
 
I keep forgetting to post about this. I found out a few weeks back that Cheetah's super punishes Black Adam df2 on reaction from full screen. If Black Adam meter burns the df2, the third shot will hit you after your armor has run out if you super from full screen. However if you're close enough it still works. You need to be like, a little closer than 3/4th screen.

Pretty situational, but if you need a lot of unclashable damage it might be good to know. Probably works on other projectiles too, or other moves that someone might use at full screen that have a lot of recovery.
 

alkipot

Purse first, ass last.
Pretty sure they're not techable, but you can jump.
This, but when you get the read that they'll jump, you just jump with them and beat them with j1/j2 to full combo, since they'll most likely be pressing a button later to land on a (what they'd hope to be) grounded opponent.
 
This, but when you get the read that they'll jump, you just jump with them and beat them with j1/j2 to full combo, since they'll most likely be pressing a button later to land on a (what they'd hope to be) grounded opponent.
I think that's the best way to mix it up, yeah. You do have to be careful though, cause I've had someone read that I was going to do 12, wait, j1, and they did an early jumping button to counter hit me and get a combo.