SEV
Noob
So first off congratulations to @AK Harold on his strong showing at KIT and finally putting a top 8 under Barry's belt.
It was sad to see that not many matches of the Flash were streamed, with the exception of Harold later into the tournament, considering there were at least 3: Harold, MasterD and Jim, but I noticed a missing element to all three of their gameplay; none were using D1D2 raw, and would always cancel into LK.
To state the obvious D1D2 is +2 on block with slight push back. The push back prevents it from being a traditional frame trap because we have no guaranteed follow up pressure, but once broken down, it has incredible footsie potential, and I already consider it integral to his ability to sustain pressure.
+2 isn't much, but it is enough to keep the ball rolling on failed pressure/poke. The push back though provides perfect spacing for a plethora of options with you at advantage:
1. Into more B2 pressure: Executed best after a slight step back, this is a way to continue your block string and give yourself another frame trap. This will also max punish any follow up, non-advancing string pressure(i.e. D1s, D2s, etc).
2. Punish advancing pressure: Depending on the character you can beat out advancing pressure with 112 or D2, or go for MB F/B3 or a Flying Uppercut.
3. Read escapes: With the push back, the is no guaranteed follow up pressure, so they can jump out, or back dash out; but, you're still at advantage, you just need to make the right read. You can forward dash to check and punish a back dash and you can Ji1 to punish jump outs, or even LC to punish either.
I find this to be very useful in opening up opponents but is best used in unison with LK as well, to keep them guessing, and then mixing in delayed LKs can get them scared to move at all until you go negative for sure.
Don't have any videos up for this yet, even though its pretty self expanatory, but I'll try to upload some stuff later.
@BrobaChett
@BoricuaHeat
@SaJa
@Zyphox
@xFriction_Burnx
@everyone else I'm forgetting
It was sad to see that not many matches of the Flash were streamed, with the exception of Harold later into the tournament, considering there were at least 3: Harold, MasterD and Jim, but I noticed a missing element to all three of their gameplay; none were using D1D2 raw, and would always cancel into LK.
To state the obvious D1D2 is +2 on block with slight push back. The push back prevents it from being a traditional frame trap because we have no guaranteed follow up pressure, but once broken down, it has incredible footsie potential, and I already consider it integral to his ability to sustain pressure.
+2 isn't much, but it is enough to keep the ball rolling on failed pressure/poke. The push back though provides perfect spacing for a plethora of options with you at advantage:
1. Into more B2 pressure: Executed best after a slight step back, this is a way to continue your block string and give yourself another frame trap. This will also max punish any follow up, non-advancing string pressure(i.e. D1s, D2s, etc).
2. Punish advancing pressure: Depending on the character you can beat out advancing pressure with 112 or D2, or go for MB F/B3 or a Flying Uppercut.
3. Read escapes: With the push back, the is no guaranteed follow up pressure, so they can jump out, or back dash out; but, you're still at advantage, you just need to make the right read. You can forward dash to check and punish a back dash and you can Ji1 to punish jump outs, or even LC to punish either.
I find this to be very useful in opening up opponents but is best used in unison with LK as well, to keep them guessing, and then mixing in delayed LKs can get them scared to move at all until you go negative for sure.
Don't have any videos up for this yet, even though its pretty self expanatory, but I'll try to upload some stuff later.
@BrobaChett
@BoricuaHeat
@SaJa
@Zyphox
@xFriction_Burnx
@everyone else I'm forgetting
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