i just thought id make this thread to see what you guys think about some of barakas "unused" normals/strings as to possible uses to them and maybe even some things we might of overlooked....
b1f1- this def i think should be called under used. cuban turned me onto this string a while ago after speaking good things about it, it really is just a better version of b11 (bar maybe it being easier to get triple spins of b11) i think we all should we using this a bit more
212 - personally the only use ive found for this string is when i jump in punch 22 against a low hitbox char and they have the MU knowledge to poke before the 2nd 2, next jip ill use 21~special to maybe try open up 22 later in the MU.
12b3
3b3
b2f2
the three strings above id put in the group of "they only will ever hit the 1st time your opponent see them". not that there shit, there ok to use just to test if your opponent knows about them,a low risk low reward mixup,but damage is damage i guess.
is it worth using them more?
if so, where?
also 121 and 122,
do they have a place outside a corner combo filler and the very odd 121/2~slices from a jip?
f22 useless outside its gimmicky hitbox on 2nd hit?
the last two things i think you dont often see is the last hit of the b322 string and b31f1 strings.
with very good reason i know as both are very unsafe.
with b322 only think ive found is to make your opponent think you mis-spaced a b32~special cancel only to hit them with the massive hitbox of the final 2.unsafe and unsmart i know but its all i got with that normal
with b31f1 well we most know that really just for people who are slow on there b31 punshes and maybe after you drop a 3rd b31 midscreen to try hit there wakeup but again thats all i got with that normal
thoughts guys???
b1f1- this def i think should be called under used. cuban turned me onto this string a while ago after speaking good things about it, it really is just a better version of b11 (bar maybe it being easier to get triple spins of b11) i think we all should we using this a bit more
212 - personally the only use ive found for this string is when i jump in punch 22 against a low hitbox char and they have the MU knowledge to poke before the 2nd 2, next jip ill use 21~special to maybe try open up 22 later in the MU.
12b3
3b3
b2f2
the three strings above id put in the group of "they only will ever hit the 1st time your opponent see them". not that there shit, there ok to use just to test if your opponent knows about them,a low risk low reward mixup,but damage is damage i guess.
is it worth using them more?
if so, where?
also 121 and 122,
do they have a place outside a corner combo filler and the very odd 121/2~slices from a jip?
f22 useless outside its gimmicky hitbox on 2nd hit?
the last two things i think you dont often see is the last hit of the b322 string and b31f1 strings.
with very good reason i know as both are very unsafe.
with b322 only think ive found is to make your opponent think you mis-spaced a b32~special cancel only to hit them with the massive hitbox of the final 2.unsafe and unsmart i know but its all i got with that normal
with b31f1 well we most know that really just for people who are slow on there b31 punshes and maybe after you drop a 3rd b31 midscreen to try hit there wakeup but again thats all i got with that normal
thoughts guys???