Thanks for the feedback! Ya the one thing I knew about Cassie was the +2 string. I don't know what happened to me there. I think I did back dash out of it once. And the neutral jump comment was true! =) <3 @Vslayer@Nuez
Vs Cassie: F2 1+3 = +2 on block. So if you move after it, move backwards via dash or jump.
Vs Vslayer's Cassie: If she does amped gunshots on block dash in and then anti air. She almost always will neutral jump lol
Other Notes:
- Perhaps you were doing it on purpose, to use the hit advantage for a followup throw, but I feel like you need to work on hit confirming your F33 into the full string for the heated arms you get from it. So this may just be a player specific thing you like to do, if so, disregard.
- Work on jump kick conversions. You landed quite a few of these and could have gotten more damage. After a jump kick hits you can land either a dash into F2 1+3 or a dash into d12 gotcha. Both of which heat your arms fairly well.
- You do the following sequence A LOT: After knockdown, you grab, when that hits, you F4. Need to vary that up, especially the grab imo.
- As Tycarter said, you need to use F2 more and once you start doing that, you can mix in F2 D4 and really start mixing ppl. I don't think you used F2d4 once the entire set.
I rewatched it and couldn't believe how many jump kick conversions I missed either. And the throws after knockdown was just because I saw the option she was doing most frequently on wake-up was a roll. But you're super right, I need to mix it up more in general.
This is awesome. Everybody's been really cool and helpful! I really gotta start posting some matches up for feedback. This is why I'm really enjoying this TYM league. Shout to @Dreamcatcher & @Vslayer for doing such an awesome job running this thing.
OK! ... done ranting, thanks folks =)