Monster Blood
Mortal
what about it?the day1 stuff.
what about it?the day1 stuff.
2 bars?why would i do 2 bars for %33 into setup when i can do %33 or %36 into setup for 1 bar?
What? its a bounce cancel how is it not 2 bars?2 bars?
Ill assume you was tired when you read my post
lol wow I do apologize and i am an idiot. until now i thought only MB interactable was 2bars. Cant believe i didn't know that and again i apologize.What? its a bounce cancel how is it not 2 bars?
OHHHHHH!! WELL YOU MUST HAVE BEEN ASLEEP WHEN YOU MADE THAT COMBO HUH?!!?lol wow I do apologize and i am an idiot. until now i thought only MB interactable was 2bars. Cant believe i didn't know that and again i apologize.
loooooolOHHHHHH!! WELL YOU MUST HAVE BEEN ASLEEP WHEN YOU MADE THAT COMBO HUH?!!?
INSERT STUPID GIF HERE
I've been trying as well. So far no luck.Lanterns! I've been trying to get in the lab to find some things to deal with MMH's OH teleport besides B3 MB. GL's dash doesn't do much for him, I don't believe his D2 reaches far enough, and TS (his only special that moves him) is fast enough on start up to get out of the way in time to whiff punish.
Let's see if there's anything he can do besides the B3 MB and the B1 check after blocking it.
It's been known for quite a while that the only way to make it TRULY safe is to MB the minigun. Thing is that's the point of a gimmick. Something that "shouldn't" work but does. They're in every fighting game. The mindgame of "will he do this, or will he do that" allows it to work.Also, I just recently noticed something that i havnt seen anyooone discuss in these forums yet...
The minigun pressure is the worst gimic that has ever been invented. It literally should neeeeeeeeever work. Do people not realize that gl is left at negative seven and that pretty much every single character has a move that reaches the pushback distance and beats out anything gl could possibly do.. I dont get it. Im guessing its just a complete lack of knowledge of the opponents on the mu but i feel so guilty using it and getting so much damage from alternating b1's and lm when that gimick actually should never ever ever ever work..
How do people not know this??
I was told the point of this pressure was spacing out the opponent and making them guess whether youd do a b1 or lift. In reality neither of them is an option at all against a competent playerIt's been known for quite a while that the only way to make it TRULY safe is to MB the minigun. Thing is that's the point of a gimmick. Something that "shouldn't" work but does. They're in every fighting game. The mindgame of "will he do this, or will he do that" allows it to work.
By the way -7 is not that much negative on block. Some character's D1s are 7 frames.
That's true.I was told the point of this pressure was spacing out the opponent and making them guess whether youd do a b1 or lift. In reality neither of them is an option at all against a competent player
It shouldn't, but then again CRP pressure still works lol.Also, I just recently noticed something that i havnt seen anyooone discuss in these forums yet...
The minigun pressure is the worst gimic that has ever been invented. It literally should neeeeeeeeever work. Do people not realize that gl is left at negative seven and that pretty much every single character has a move that reaches the pushback distance and beats out anything gl could possibly do.. I dont get it. Im guessing its just a complete lack of knowledge of the opponents on the mu but i feel so guilty using it and getting so much damage from alternating b1's and lm when that gimick actually should never ever ever ever work..
How do people not know this??
i wouldnt lift since if he doenst jump you will get punished.. Id instant forward jumpin 1. and Idk was kinda bummed out to finally read the frame data and see negative seven.. Also i know that b1 is pretty negative but still believe it is somewhat viable to stagger because of its quick recoveryIt shouldn't, but then again CRP pressure still works lol.
Also, GL if he's walking back can do a late jump to avoid MMH OH teleport, and he can d2 it (timing is strict, though). I don't have much experience vs MMH, but doesn't lift cover the possibility of MMH jumping back after OH teleport on block? I know that it leaves GL open for MB b3, though (which I'd assume is beaten out by b1 xx lift/oa).
It's viable to stagger because b1 has such a late cancel point, which makes b13 come out very late. That's why b1 stagger works at all, because it's too hard to tell whether b1 or b13 is coming.i wouldnt lift since if he doenst jump you will get punished.. Id instant forward jumpin 1. and Idk was kinda bummed out to finally read the frame data and see negative seven.. Also i know that b1 is pretty negative but still believe it is somewhat viable to stagger because of its quick recovery
Yea the only cool thing ive noticed about minigun pressure is that it makes gl's backdash actually usable when someone tries to pressure you afterwardNot sure where the idea comes that minigun is use as a pressure tool, if anything it's used to make b13 safe by building enough space so you don't have to take a mixup.
well that too but if b1 had shitty recovery it wouldnt work whatsoverIt's viable to stagger because b1 has such a late cancel point, which makes b13 come out very late. That's why b1 stagger works at all, because it's too hard to tell whether b1 or b13 is coming.
Actually 90% of the time I do check them with D1 and it hits.Also what do you guys do after a blocked b12? 99% of opponents dont realize its neutral and throw any string out there.. unfortunately gl's stubby d1 wont reach as well as d2.. So Ive just been doing mb b3
? I literally tested it and it wouldnt reach.. maybe itcus they were trying to throw something outActually 90% of the time I do check them with D1 and it hits.
Nah, it would work even with a slower recovery, simply because there's a followup option. The speed does help a lot, though.well that too but if b1 had shitty recovery it wouldnt work whatsover