Zoidberg747
My blades will find your heart
What are his best uses for meter?
1. Combo breakersWhat are his best uses for meter?
Yeah that is just a general game mechanic.do certain or all specials have invincibility frames on wakeup after getting knocked down. is this just a general game mechanic? i've noticed in particular ex spikes, nms, and teleport.
I believe every wake up attack has 8 frames of invulernable frames, so the faster your attack the better. For example, Kung Lao's spin has a 6F start up, so the move is entirely invulnerable on wake up. Freddy's spike has a 16F start up, so only half of the move is invulernable on wake up. You can therefore be hit, which does happen sometimes.do certain or all specials have invincibility frames on wakeup after getting knocked down. is this just a general game mechanic? i've noticed in particular ex spikes, nms, and teleport.
Unfortunately no. I think GT is +1 on hit at best. As is FF. The only projectile that gives a lot of advantage is EX FF which is similar to Kung Lao's old low hat.Does anyone know the amount of +frames on GT?
I am thinking about using b+3 and b+2 into GT. Does this provide enough +frames to set up another 50/50 situation?
I think neither b+2 nor b+3 has off-the-ground capabilities.thank you very much for your answers, m2dave!
i´d like to ask another one: if the opponent is knocked down, both b+2 and b+3 will stand them up, if he plays dead, right?
has anyone been thinking about using NMS, 2 (long knockdown) followed by a teleport to mess up his wake-up. afterwards you could try the 50/50?
... there must be a way!
edit: just tried it and rolling away makes this set-up just totally useless
Are you talking about wake up buzzsaws? If so, use sweet dreams. Sweet dreams has the right speed to connect shortly after Kabal's wake up invincibility wears off. Once the sweet dreams connect, you have enough time to neutral jump the buzzsaw and still juggle Kabal with far ground spikes. This strategy works against every wake up fireball.I got another question myself: how can I zone Kabal properly? Usually I want to have my opponent knocked down full screen away. However against Kabal and his invincible ground saw I can´t follow up. My frame traps seem not to be any effective...
Sweet dreams trades in your favor against hellfire because there is generally enough time to combo with spikes. Just be mindful of teleports if you start doing lots of sweet dreams.against scorpion i prefer constant pressure, since hellfire is kinda annoying.
d+2 is very good as an AA. You can usually combo with mid spike when d+2 connects vs cross ups. You can sometimes even combo when d+2 connects vs non-cross ups, but your opponent must be positioned very high in the air. However, the best thing to do off-line is AA 1, f+4,2,1 xx far spike, far spike.Can you use his uppercut for an AA solution or it doesnt have good hitbox ? Also can you combo after it with hell spike if it connects after a cross-up ?
Freddy has some excellent block strings. f.2,1,4 there is also u3 which is plus on block and you can continue the block string. 1,1 is also a decent block string but I dont often find myself using it, even though I probably should. DO NOT end block strings with close claw. you will get punished for it, assuming the player is half way smart. Ill let dave explain the zoning deal to you. Im more of a rushdown freddy player myself but I have a decent zoning game.What are Freddy's best strings to pressure with (other than f421). Alot of them dont look that safe or advantagous. Is 11 any good?
Also, are all 3 hits of f421 safe?
One more thing. Freddy's zoning looks hella effective but also very tricky to get the hang of. m2dave i saw some of your matches recently and your zoning wowed me like no other player has, which is why i've decided to pick Freddy up. Can you give me some zoning tips? I've never been too good at it really. I play a rushdown Kano and occasionally throw out a couple of knives. There's probably a "general rules to zoning" or whatever, but i just never figured them out lol
Thanks alotFreddy has some excellent block strings. f.2,1,4 there is also u3 which is plus on block and you can continue the block string. 1,1 is also a decent block string but I dont often find myself using it, even though I probably should. DO NOT end block strings with close claw. you will get punished for it, assuming the player is half way smart. Ill let dave explain the zoning deal to you. Im more of a rushdown freddy player myself but I have a decent zoning game.
This one can be tough to field. From my experience, Freddy's uppercut has a fantastic hitbox and it's 10 frames, so it's as fast as his jabs. Looking at the move by itself, it's a great AA due to its speed and excellent range; however, you do sacrifice some hefty damage by choosing not to use the AA 1 combo. Does this mean there is never a time to use the uppercut? Not necessarily.Can you use his uppercut for an AA solution or it doesnt have good hitbox ? Also can you combo after it with hell spike if it connects after a cross-up ?
I'm not m2dave, but I can definitely help you out with Freddy zoning.FCan you give me some zoning tips? I've never been too good at it really. I play a rushdown Kano and occasionally throw out a couple of knives. There's probably a "general rules to zoning" or whatever, but i just never figured them out lol
Phase 3 describes Freddy's full screen zoning very well.One more thing. Freddy's zoning looks hella effective but also very tricky to get the hang of. m2dave i saw some of your matches recently and your zoning wowed me like no other player has, which is why i've decided to pick Freddy up. Can you give me some zoning tips? I've never been too good at it really. I play a rushdown Kano and occasionally throw out a couple of knives. There's probably a "general rules to zoning" or whatever, but i just never figured them out lol
You have to dash in properly before doing u+3 or f+4,2,1 never connects. I will try to make a video soon because I cannot describe the timing very well. However, you can use the following combo at the moment which only does 1% less damage than the u+3 version. I used it throughout MLG to avoid execution errors and input bugs.when doing u+3 after the b1,2,1 i can't connect the f+4,2,1 is there a trick to this im missing?