Asodimazze
https://twitter.com/AlfioZacco
Hello guys, while in practice I noticed that S4xxSK Dash Cancel is more plus than I thought....It seems to be at least +8 as you can see from these 2 videos:
Thanks to its big block advantage it could surely be useful sometimes, maybe mixed with run cancels to save some stamina...or maybe when we have almost 0 stamina but want to put some decent pressure anyway.
It can also be used inside very long pressure sequences where Cage is always plus while building around 1 bar of meter and doing good chip damage. Here is an example:
Of course there are gaps and the whole sequence can be countered in many ways, but I don't believe Cage is all about blockstrings and being +8 or +4 is surely good.
Well, that's all. What do you think? I'll surely try to implement the dash cancel pressure in my gameplan.
Thanks to its big block advantage it could surely be useful sometimes, maybe mixed with run cancels to save some stamina...or maybe when we have almost 0 stamina but want to put some decent pressure anyway.
It can also be used inside very long pressure sequences where Cage is always plus while building around 1 bar of meter and doing good chip damage. Here is an example:
Of course there are gaps and the whole sequence can be countered in many ways, but I don't believe Cage is all about blockstrings and being +8 or +4 is surely good.
Well, that's all. What do you think? I'll surely try to implement the dash cancel pressure in my gameplan.