jokey77
Character Loyalist
Every midscreen lowplasma on hit results in an opponent staggering backwards. The stagger is a problem, because it causes many of Predator's best moves to miss (e.g. 3, 2, b3, and so on). Besides many strings of Predator start high and thus can be lowprofiled with pokes.
The ideal follow-up after a lowplasma is actually what I see as "the missing link" in my Predator Game.
I have been considering a few options, but I'd be happy to hear your opinions as well:
- f4:
This is an advancing mid with fast enough start-up and a hard knockdown, which is great whenever the opponent is trying to jump out. No stamina needed, so it can be used for the PCCs before. Should be slightly plus on block, thus allowing tick throws!
- b1~pcc:
This move might be a forgotten gem. However the blockadvantage of b1 seems to be too little for a guaranteed b3. Without this threat there is not too much the opponent has to worry about when poking.
- F212:
This string is advancing, midhitting and offering a mixup. However I think that Predator can get poked out of it, because of the horrible start-up. The framedata might be misleading, as Predator won't hit a ducking opponent with his first active frame.
- b22~pcc:
This one is interesting. The staggering opponent has his hitbox risen, so that the high-hitting b2 has to be blocked. A well timed b2 will always connect. The window is kinda tight (DON'T mash 2), but it is still doable.
I am also exploring some technique with buffering run during the animation of lowplasma. Theoretically this offers some more options, but during the heat of the battle I can hardly pull them off. I might edit this thread at a later point once I consider said technique viable.
Edit: Yes, 122 and f12 are guaranteed if done correctly. I mostly use these now!
The ideal follow-up after a lowplasma is actually what I see as "the missing link" in my Predator Game.
I have been considering a few options, but I'd be happy to hear your opinions as well:
- f4:
This is an advancing mid with fast enough start-up and a hard knockdown, which is great whenever the opponent is trying to jump out. No stamina needed, so it can be used for the PCCs before. Should be slightly plus on block, thus allowing tick throws!
- b1~pcc:
This move might be a forgotten gem. However the blockadvantage of b1 seems to be too little for a guaranteed b3. Without this threat there is not too much the opponent has to worry about when poking.
- F212:
This string is advancing, midhitting and offering a mixup. However I think that Predator can get poked out of it, because of the horrible start-up. The framedata might be misleading, as Predator won't hit a ducking opponent with his first active frame.
- b22~pcc:
This one is interesting. The staggering opponent has his hitbox risen, so that the high-hitting b2 has to be blocked. A well timed b2 will always connect. The window is kinda tight (DON'T mash 2), but it is still doable.
I am also exploring some technique with buffering run during the animation of lowplasma. Theoretically this offers some more options, but during the heat of the battle I can hardly pull them off. I might edit this thread at a later point once I consider said technique viable.
Edit: Yes, 122 and f12 are guaranteed if done correctly. I mostly use these now!
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