KutlessMyth
mental and fundamental
I have been trying to use s1 or s2, but s2 is too slow and s1 has too short of range.
I have this exact same problem.I have been trying to use s1 or s2, but s2 is too slow and s1 has too short of range.
thank you for the informative video, fam
actually after watching eddy's video and labbing a bit, S1's range isn't short at all (actually kindof long range), it just only has 2 active frames (AKA: 1 30th of a second that it can hit people). So it will be heavily timing based, but S1 is gonna be my go to except for specific situations. The most optimal converts I have off of anti air s1 are: S1~FF~212 4~DB4F (210.27) . Only works on close range jumpins, but that's mainly what I was looking for. Eddy goes over some better situational stuff in his video though.I have this exact same problem.
s2 converions are also hella wonky. I try doing just 21 tongue but that doesn't always link, s2 44 doesn't always link and is very tight, s2 124 only works on close jump ins. It's just pretty inconsistent overall. f2 blood ball is inconsistent and doesn't really punish hard enough to really condition anyone.
If they are kicking above your jab level it means they are using the kick as early as possible, the best counter to these jumps its s4 or neutral duck into a trip guard punishing.actually after watching eddy's video and labbing a bit, S1's range isn't short at all (actually kindof long range), it just only has 2 active frames (AKA: 1 30th of a second that it can hit people). So it will be heavily timing based, but S1 is gonna be my go to except for specific situations. The most optimal converts I have off of anti air s1 are: S1~FF~212 4~DB4F (210.27) . Only works on close range jumpins, but that's mainly what I was looking for. Eddy goes over some better situational stuff in his video though.
I'll have to watch Eddys video when i get home it's blocked at work,I feel like she has anti air problems in general. I usually go for the s2 trip guard, but even when people are directly above you d2 and u2 will whiff. Idk what to about cross up jumps on wale up.
What do you do for cross up jump attacks on wake up?I will say it again, if you get stuffed regularly off your antiairs either
s1, works on distance
- They are doing too early of a kick which in this particular case, you should duck and whiff punish and not interrupt
- If their kick hits you while you are crouching them meaning you need to anti-air
s2, works on read
s4, defeats most of the jump attacks that s2 can't beat
d1, avoids peak jumps kicks
if its not meaty, standing 1 jab, if it is, try to wakeup flawless block or roll on the oposite on the direction they are coming.What do you do for cross up jump attacks on wake up?