countrypistol
Kombatant
The f4-rc-b13. How do you test to ensure that your run cancel is frame perfect and that a Lao player can't spam EX spin after the hit and punish you for it?what timing are you testing?
The f4-rc-b13. How do you test to ensure that your run cancel is frame perfect and that a Lao player can't spam EX spin after the hit and punish you for it?what timing are you testing?
I can't tbh, but I tried it a few times and the EX won't even come out. Even so, most jails don't include armor.The f4-rc-b13. How do you test to ensure that your run cancel is frame perfect and that a Lao player can't spam EX spin after the hit and punish you for it?
Ok, I just tested it against Cassie, recording Kano doing f4-rc-b13, then forced her to take the hit and spammed an armoured flip. It doesn't come out. Her only option is to block.I can't tbh, but I tried it a few times and the EX won't even come out. Even so, most jails don't include armor.
The best thing to do to test that in my opinion (this was the method I used to test Ancestral Kung Jin's arrow load cancel frame data anyway) is to have the ai perform the move and you hold up so you jump the first moment you're out of hitstun. Now that you know when the hitstun finishes try as accurately as you can to perform the move on the first frame you're out of hitstun (that you recognised by jumping before). Spamming doesn't really help because it takes you more than one frame to input a move so you could be inputting it on the last frame of hitstun or the second frame out of hitstun.The f4-rc-b13. How do you test to ensure that your run cancel is frame perfect and that a Lao player can't spam EX spin after the hit and punish you for it?
Thanks YouphieThe best thing to do to test that in my opinion (this was the method I used to test Ancestral Kung Jin's arrow load cancel frame data anyway) is to have the ai perform the move and you hold up so you jump the first moment you're out of hitstun. Now that you know when the hitstun finishes try as accurately as you can to perform the move on the first frame you're out of hitstun (that you recognised by jumping before). Spamming doesn't really help because it takes you more than one frame to input a move so you could be inputting it on the last frame of hitstun or the second frame out of hitstun.
Go cyber tbh. It's frustrating as hell for commando.Anyone have tips for the Grandmaster mu? Played @UsedForGlue and that MU seems butt cheeks for commando.
I've been told by Sub players to throw more knives to shatter their clones and halt their keep away game, but I think they may be overestimating the strength of Commando's projectiles, perhaps putting them on par with cyber (who apparently does ok in this match up).Anyone have tips for the Grandmaster mu? Played @UsedForGlue and that MU seems butt cheeks for commando.
Its cheeks for a lot of the cast. Some characters can't do anything about it, no matter the skill level of the Grandmaster player.Anyone have tips for the Grandmaster mu? Played @UsedForGlue and that MU seems butt cheeks for commando.
Lets run Cyber vs GM soon.Its cheeks for a lot of the cast. Some characters can't do anything about it, no matter the skill level of the Grandmaster player.
If you can't armour through the klone cancels, or if you can't do anything to stop it without meter, its a bad match. If you have both of those issues, you then you are fucked. For example, Kotal Blood God and Sun God.
Backdash, armor, take the hit, and I think jump(not too sure but it should work).How good is d4 command grab on block? If someone blocks d4 how can they escape the command grab?
It's his best option and it can be backdashed and jumped out of? That makes me not want to play Commando...Backdash, armor, take the hit, and I think jump(not too sure but it should work).
And D4 command grab is definitely the best tick throw option he has.
it pretty damn is. best is to stay just out of slide range, Zone with knifes and punish whiffed slides with 32. you can block before you trade with ice most of the time. you can also go for reads on low parry just in slide range. make sure you never get cornered. if you are cornered, dont block but parry. guessing wrong is bad anyway and you will get more from a parry.Anyone have tips for the Grandmaster mu? Played @UsedForGlue and that MU seems butt cheeks for commando.
It won't be backdashed on reaction, unless you use a traditional tick instead of a cancel. It can be option selected also, making it a very powerful tactic. Mixing your pokes up with a choke cancel will dissuade jumpers, etc.It's his best option and it can be backdashed and jumped out of? That makes me not want to play Commando...
Jump works, even though you can end a juggle with a command grab. Don't quite understand how that works on a technical level. If anybody does, I'm interested to know.Backdash, armor, take the hit, and I think jump(not too sure but it should work).
And D4 command grab is definitely the best tick throw option he has.
also d1 choke cathes jumpsIt won't be backdashed on reaction, unless you use a traditional tick instead of a cancel. It can be option selected also, making it a very powerful tactic. Mixing your pokes up with a choke cancel will dissuade jumpers, etc.
D1 is also a very good tick. You sacrifice range and start up time, but you gain more hit advantage and a grab regardless of whether they block high or low. It also has a slight edge over D4 in that there is no range that the option select will whiff, whereas D4 absolute max range can cause a problem, and it also ticks into both grabs, not just rib breaker.