You can RC into f24 2112 xx tackle (or 211 stab for outlaw), or to keep it simple just do RC into b33 tackle/stab for a little less damage. That's what I generally go with. Might be something a bit better. I think you can possible do a b2 xx db4 in marksman before the RC, and something similar in Outlaw to extend the damage a bit.What's the best damage for converting a NJP? I have just been doing 112 RC 211 tackle. It's around 20%.
I believe the option select system only works if you do either sand toss (unsafe on block but starter on hit) or d1 ender (pretty much safe on block, not much granted on hit) off the b32 string. That's all I can think of though.So I just found out that going straight to b32u1 for the low does more damage than b32xxSand Throw. So is there any reason to go for the Sand Throw off the low? The only reason I can think of is after a Stab knockdown where you need to waste time for the sword to come back and get another Stab ender, but thats really it. Thoughts?
This, it's not hard after a few years of practice.should i do df1 and then wait for him to fully pull it out and wait for half a second while he is using it?(while holding 1) then do the run cancel?
It isn't that hard , with time it gets easier all it needs is practice this is the only wall im facing with erron.This, it's not hard after a few years of practice.
lol my bad dude I dont know why I said years. I meant hours or maybe a days worth of practice. You'll get it soon enoughIt isn't that hard , with time it gets easier all it needs is practice this is the only wall im facing with erron.
You mean f13? I just use my offline BnB.So what do you online guys use as your meterless midscreen BnB off of F23? I've been using F23 xx DB2, Run, 211 xx Sand Tackle
connecting the 211 after run is a nightmare online. Any suggestions?
I try to reduce the amount of inputs to a minimum for online combos but I'll try that. Yeah online was feeling fine for me until I picked up marksman, it really shows man.You mean f13? I just use my offline BnB.
f13 xx GC, 2112 xx db2, run, 11, 211 xx dbf2
I very rarely play online because it's so shit, but it works well enough in 4 bar connections.
Not just hitconfirming, its an incredible pressure/mixup tool that can also build ridiculous meter. you can GC on block into 21122 string and start the tick throw/ ex SG game, you can GC into another mixup, or you can just cancel into ex SG for safety and the potential full combo punish of an attempt to punish your GC. If you have the stamina, you should really always be trying to do GC's or threatening to do GC's.thats the one thing i noticed when trying out his gun cancel combos (at least the ones I know about). Without the run cancel, i get like 29% and with it I get 32%. Really seems like it's as inflames says, it's only for hitconfirming from the main mixup starters.
how much extra damage do you get from 11 instead of just doing 211 or 2112? is it more of a timing thing?You mean f13? I just use my offline BnB.
f13 xx GC, 2112 xx db2, run, 11, 211 xx dbf2
I very rarely play online because it's so shit, but it works well enough in 4 bar connections.
I wouldn't call it pressure since I don't think he's advantage after any GC on block. You can initiate mindgames with it though using his other tools such as EX Sand Grenade and Rifle Swing to make them hesitant to press buttons.Not just hitconfirming, its an incredible pressure/mixup tool that can also build ridiculous meter. you can GC on block into 21122 string and start the tick throw/ ex SG game, you can GC into another mixup, or you can just cancel into ex SG for safety and the potential full combo punish of an attempt to punish your GC. If you have the stamina, you should really always be trying to do GC's or threatening to do GC's.
I believe it does the same damage as going straight into 2112 ender, but I use it because the corner carry is better. Particularly if you want to go into Caltrops ender.how much extra damage do you get from 11 instead of just doing 211 or 2112? is it more of a timing thing?
Marksman gets 40%-42% from starting position for 1 ar midscreen, if you're further from starting position you get 38-39 I think, somewhere around there.b32u1, NJP, RC, f24, ex df2 is 38.5% one meter (outlaw > marskman midscreen).
For Corner sand trap is 35+. Stab isnt always the go to ender.Here are my Outlaw BnB's off his 50/50s.
Midscreen
f13xxSand Throw, ji2 b32u1, njp, b33xxStab = 36%
b33xxSand Throw, ji2 b32u1, njp, b33xxStab = 38%
b32xSand Throw, ji2 b32u1, njp, b33xxStab = 36%
you can omit the njp and only lose 1% from each
Corner
f13xxSand Throw, ji2 b32u1, njp, ji3, b33xxStab = 37%
b33xxSand Throw, ji2 b32u1, njp, ji3, b33xStab = 39%
b32xxSand Throw, j12 b32u1, njp, ji3, b33xxStab = 37%
Now compare this to his Sand Trap combos, they usually get 30% midscreen and 33%(?) in the corner. If you aren't using Stab in your combos then you are doing less damage for more work. I really can't stress this enough, Stab is the go-to ender for Outlaw.
Thanks this looks great! I'm just learning this cowboy. What do u think is the best punish starter? Take out the njp for online? The b32u1 do I run cancel to land the b33? Also the jip do I take a step back then jump? I would love a video of your 50/50.Here are my Outlaw BnB's off his 50/50s.
Midscreen
f13xxSand Throw, ji2 b32u1, njp, b33xxStab = 36%
b33xxSand Throw, ji2 b32u1, njp, b33xxStab = 38%
b32xSand Throw, ji2 b32u1, njp, b33xxStab = 36%
you can omit the njp and only lose 1% from each
Corner
f13xxSand Throw, ji2 b32u1, njp, ji3, b33xxStab = 37%
b33xxSand Throw, ji2 b32u1, njp, ji3, b33xStab = 39%
b32xxSand Throw, j12 b32u1, njp, ji3, b33xxStab = 37%
Now compare this to his Sand Trap combos, they usually get 30% midscreen and 33%(?) in the corner. If you aren't using Stab in your combos then you are doing less damage for more work. I really can't stress this enough, Stab is the go-to ender for Outlaw.
God forbid Erron be a character where all 3 variations can be somewhat viable and bring interesting tools to the table without losing the character's core style.Considering going back to Outlaw after the Sand Tackle nerfs.
Erron can still get good oki with Stab ender whereas, if you want the oki in Marksman then you are omitting way too much damage.
I'm kind of sad. Gun Cancels are hype but what am I meant to do being at disadvantage when I'm the one that landed the combo?