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How To Punish Homelander - Unsafe Moves, Duckable Highs & Armorable Gaps

Shenles

Noob
Video:

b142 high (but jails on block)
f12 high (but jails on block)
d1 -8
212 high (but jails on block)
b22 1+3 high throw

d3 -10
b4 -9
f4 -12
d4 -11

bf1 -25 high projectile
ex is -6 still high

db1 parry works on "punches" they mean this literally, doesn't matter jump in, overhead or low, doesn't matter if it's 1, 2, 3 or 4
have to test every move case by case as some moves are ambiguous on if they are parryable (sub slide is parryable, omniman bf4 is not)

bf2
1 -30
2 NA (high throw)
3 -19
4 +4 (-6 on fblock, also a high)

all buttons off bf2 air are punishable on block (except 4 which appears to be plus) and can't be special cancelled either

by comparison buttons out of flight (up+l2) all have significantly better frame data, spamming 4 in flight while enemy is cornered is a gapless block infinite

db2 -28
bf3 -28 (ex is -24)
db3 (anti air laser)
bdf4 +3 (-7 on fblock)

air db4 -28
can be held, can move

fatal -35 (can be done in the air as well)

NO GAPS IN STRINGS EXCEPT b22 * 1+3