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Buffering run safely, based on Aris` find

GTDoffen

Meet your fate...
The other day I was looking at some of Mileena`s better buttons in the neutral. I really took a liking to her D4 because it low profiles a lot of moves, decent start-up at 11 frames, only being -4 on block with decent pushback and not being bad on wiff with 20 recovery frames. It grants you with plus 21 frames, but the characters get into a hit animation which sends them back quite a bit. To get use of these plus frames, I thought the best option was to run up for offense. I started training hit confirming the D4 into run and her 21U4 string (safe high,low,overhead string into hardknockdown and oki). If you get the timing right, the high in 21U4 would jail, and their only option is to block.

What I found out, was that you can buffer a run safely by:
- Inputting block during start-up of the move, see if the move connects, and just press forward forward.

With a move like Mileena`s D4 the recovery is long enough for you to hitconfirm, and see if the move hits or not. If it hits, just press foward forward and go into your 21U4 which jails. If her D4 is blocked, you already hold block, and are safe.

Her is a short video example of me buffering her run, and hitconfirming. Opponent is set to neutral duck so the follow-up timing is correct because Reptile cannot block. I made a little thread of it because I think it should be known.