KutlessMyth
mental and fundamental
maybe a tight input after ending in df1, or you could try off of f4Nah, I'm playing LF.
maybe a tight input after ending in df1, or you could try off of f4Nah, I'm playing LF.
Nice! I don't know if will affect your setups at all but you can get an extra spin after the 12 for some extra damage.Here's some tele oki I've been labbing. Timing and spacing changes with each character and their wakeup options but it's nice to know I can punish some.
What worked for me is labbing my defensive options against him.I have no idea how to approach the erron black match up. What are you guys doing to win vs him ? I find it unwinnable. I just don't know how to open him up or even space him out.
Please help
Good stuff. So from what I can see, a good go to punish would be f4? Also, you did an uppercut during some of the strings, so were those because the strings of his had gaps? Idk if my question makes sense or not lolWhat worked for me is labbing my defensive options against him.
I recorded loops of his strings/mix and I practiced punishing/kountering him.
Thanks! The uppercuts you mentioned are probably the U2s after flawless blocking his strings that have gaps.Good stuff. So from what I can see, a good go to punish would be f4? Also, you did an uppercut during some of the strings, so were those because the strings of his had gaps? Idk if my question makes sense or not lol
Very nice work! Stolen hahahHere's some tele oki I've been labbing. Timing and spacing changes with each character and their wakeup options but it's nice to know I can punish some.
That combo was amazing, really like the 2,1 you landed anti air mid combo.Some lab work with our hat boy [not optimal i guess]
You can hit KL before he goes into the ground to teleport.I don't know if everyone else has been doing this but by canceling into teleport off of F21 and F13 you can make yourself safer. (teleport 2 is recommended because it comes out the fastest and is the least minus imo) (12 frame or less advancing attacks will beat you out, but you can threaten with forbidden enders)
The things you could try more often are wakeup jump, a forward advancing string to catch the start of their whiff punish, and delayed wakeup. If they stay close and try to block your u2 or u3 you can wakeup grab, should you want to just be a huge jerk, and I think we all do.Having some trouble with Lao once I’m cornered... if the opponent is afraid of f roll but isn’t willing to commit to grab they kinda back up to this range where f roll is useless and any Wu gets stuffed by some advancing whiff punish. Where as with cage there’s numerous ways to go for plus frames and push ur way out... what do you guys do here with Lao?
I’m more referring to someone that isn’t committing to oki gets slightly inside jump kick distance and just reacts to what u do. No matter what option I pick it either results in getting AAd or losing my turn and back to where we started. I use orbital hat cuz <3 etc mcfly haha maybe if I didn’t could wake up ex z hat. Really wish lao had a tp away option like some others to just get out and create some space to work with.The things you could try more often are wakeup jump, a forward advancing string to catch the start of their whiff punish, and delayed wakeup. If they stay close and try to block your u2 or u3 you can wakeup grab, should you want to just be a huge jerk, and I think we all do.
I don't think you can cancel these two strings into teleport. Everytime I get the teleport there's no cancel advantage. If anyone has an example of this I would love to see it as it sounds sneaky.I don't know if everyone else has been doing this but by canceling into teleport off of F21 and F13 you can make yourself safer. (teleport 2 is recommended because it comes out the fastest and is the least minus imo) (12 frame or less advancing attacks will beat you out, but you can threaten with forbidden enders)
Every single string cancelled into teleport is punishable, u get hit out of it before teleport goes in ground. And even If u dont get hit out of it its still very punishable.I don't think you can cancel these two strings into teleport. Everytime I get the teleport there's no cancel advantage. If anyone has an example of this I would love to see it as it sounds sneaky.
Yeah I kinda thought this was the caseK.laos teleport is kinda useless
I miss the glory of the mk9 tele and his 24 grab ender.