EMPRESS_SunFire
Regina George of discord
Hello this is a tech that i have been using a lot! This have worked wonders for me!
Well the idea of this is to continue pressuring after a MB mace charge pressing trait while the MB hit is hitting... This way you can choose from different options from her flight normals to pressure your opponent... Or if any of the options hits... You can combo... And that's safe, just a few options are unsafe
*MB Mace Charge ~ trait ~ 1
If this successfully hits you can continue with an air combo, the options are
1,2~Mace Charge = 22%
1,2,3 = 21%
1,2~Downward mace toss = 17%
1,2~Dive Kick = 19%
If your opponent blocks the 1 hit of course that the next hits wont connect on block... BUT it leaves your opponent at the perfect distance and your trait at the perfect time to not fall down to continue pressuring your opponent... If the 1 is blocked you can wait a bit and make a delayed mace charge or a straight mace toss... You can also go for a delayed 2 on flight but it can be back dashed
*MB Mace Charge ~ trait ~ 2
This is the same but is easier, but if it hits of course you will get less damage... The options are:
2~Mace Charge = 19%
2~downward mace toss = 14%
2,3 = 17%
2~Dve Kick = 16%
Also if your opponent blocks the 2 you can make a delayed Mace Charge or a straight air mace toss
*MB Mace Charge ~ Trait ~ 3
I would not recommend this option, it is the easiest, but it's unsafe... If your opponent doesn't kow abput this tech of course that this will be helpfull, since if he blocks the 3 you can make a D3 after... But barely use this one
If it hits = 11%
*MB Mace Charge ~ trait ~ fly slighty up, fly slighty forward ~ Dive kick
You may thing that this becomes unsafe since you must delay the hit while you fly to the right distance... But no... MB Mace Charge is safe on block and you have the exact time to fly to your opponent fast and you can also think that this is still unsafe since the Dive Kick is -8 on block... But the dive kick will hit low... So it becomes 100% safe
If it hits = 9%
Or instead of pressure your opponent you can MB Mace Charge ~ trait ~ fly away from your opponent and start zoning him with downward mace tosses or just fly away!
I really hope this helps! Trust me... This is a very usefull tech
Well the idea of this is to continue pressuring after a MB mace charge pressing trait while the MB hit is hitting... This way you can choose from different options from her flight normals to pressure your opponent... Or if any of the options hits... You can combo... And that's safe, just a few options are unsafe
*MB Mace Charge ~ trait ~ 1
If this successfully hits you can continue with an air combo, the options are
1,2~Mace Charge = 22%
1,2,3 = 21%
1,2~Downward mace toss = 17%
1,2~Dive Kick = 19%
If your opponent blocks the 1 hit of course that the next hits wont connect on block... BUT it leaves your opponent at the perfect distance and your trait at the perfect time to not fall down to continue pressuring your opponent... If the 1 is blocked you can wait a bit and make a delayed mace charge or a straight mace toss... You can also go for a delayed 2 on flight but it can be back dashed
*MB Mace Charge ~ trait ~ 2
This is the same but is easier, but if it hits of course you will get less damage... The options are:
2~Mace Charge = 19%
2~downward mace toss = 14%
2,3 = 17%
2~Dve Kick = 16%
Also if your opponent blocks the 2 you can make a delayed Mace Charge or a straight air mace toss
*MB Mace Charge ~ Trait ~ 3
I would not recommend this option, it is the easiest, but it's unsafe... If your opponent doesn't kow abput this tech of course that this will be helpfull, since if he blocks the 3 you can make a D3 after... But barely use this one
If it hits = 11%
*MB Mace Charge ~ trait ~ fly slighty up, fly slighty forward ~ Dive kick
You may thing that this becomes unsafe since you must delay the hit while you fly to the right distance... But no... MB Mace Charge is safe on block and you have the exact time to fly to your opponent fast and you can also think that this is still unsafe since the Dive Kick is -8 on block... But the dive kick will hit low... So it becomes 100% safe
If it hits = 9%
Or instead of pressure your opponent you can MB Mace Charge ~ trait ~ fly away from your opponent and start zoning him with downward mace tosses or just fly away!
I really hope this helps! Trust me... This is a very usefull tech