Johnny2d
Xbl: Johnny2Die
I've decided to make it my mission to improve at instant air daggers so I've been practicing for an hour every night. I spend about a half hour in practice just trying to hit their head, then spend another half hour going through ladder trying to win by zoning with instant air dagger and attacks that come from advantage on hit on a grounded opponent, and juggles that come from catching an air born opponent. So far I find that I am really improving fast, however I'm 50/50 at best.
I watch the inputs on the screen to make sure they are coming out accurately and since the input is always the same, yet the dagger doesn't come out right, I wonder what they issue is. Could it be an input bug issue? If so is it even possible to get 100% execution of instant instant air daggers?
So I was thinking, since its my mission to get as close to perfect with this, that I would just share my journey, and use this as a place where we could talk about anything related to this very specific aspect of Skarlet. Other threads exist on execution, but I don't know that we have a specific instant air dagger thread.
A few questions to consider:
1. What are your thoughts on instant air daggers? 2. Is it possible to be 100% accurate with your execution? 3. How many in a row can you get? 4. What tricks do you use that may be useful to others?
My responses:
1. They allow her to fire them at the same speed as ground canceled dagger, but they give you the chance to block right away when landing. This makes them far superior to ground canceled daggers. With this as the primary rapid fire tool, they actually open up opportunities to do normal canceled daggers and simple throwing of both dagger on the ground. Not using this actually hurts Skarlet in that if the opponent sees she just throws ground dagger cancels, most characters have a way to punish her harder in a trade either by projectile trade or teleporting.
2. I'm not sure if it is possible. Somedays it feels like I'm getting there. Sometimes I feel strongly that my input hasn't changed yet i get a njp instead. Is anyone out there approaching perfect with this?
3. How many out of 10 do people get? Man, I'd love to be at 9 out of 10 in actual matches (Thats so far away for me right now though) I think I'm about 50/50.
4. I've tried a few different techniques that I could share. First off, people should know that I play a hitbox, now I have the official one, I used to have a home made one that had the larger buttons. Air daggers are much easier on a hitbox IMO, but its not an instant fix.
So these are things I've tried, and am trying:
1. Simply inputing u, df, 1. Sounds simple enough, but the timing is actually pretty strict to get the lowest to the ground dagger to come out. When missed a njp comes out, and against a lot of the cast, even though you might be full screen away, you can still get hurt. I find timing wise, that the input speed is pretty similar to the speed of doing an u3 dagger toss, so in practice, to get a rhythm sometimes I do a couple u3 daggers, then instant air daggers. If I get a couple njp in a row on accident, I slow down, do an u3 dagger, then back to instant airs. This seems to help.
2. Double tapping. I played SF4 before Mk9 came out and while I was nowhere near pro, I was starting to study some advanced stuff thats useful in SF for execution. Using my middle finger to tap the 1 button, then immediately sliding it off the button and pressing it again with the pointer finger grants you two presses of the button, and when done right there is only 1 frame between the inputs. My idea here is that if I didn't time the first press perfect, the second press is still within the window needed to hit the standing opponent. If the first input isn't just framed, say its early by a frame by accident, the second input would come out on the second frame of opportunity. If the first button press happened 2 frames early, then the second press would hit the just frame etc. When I'm in a rhythm, this has been my most consistent technique on my new hitbox, although the tiny buttons are tiny, not much space to smash in a double tap.
3. Negative edge pressing. After one instant air dagger, I can hold the 1 after the air dagger toss, then land, and input up, down to forward then release the 1 and press it again quickly. This should essentially work the same as the double tap. The negative edge causes the same effect as a button press for the special (although it doesn't appear in the inputs in practice) so you get two presses one frame apart, if timed perfectly. This can be repeated each time you throw one, hold the button, then land and repeat.
4. Using a ground dagger, canceled with back, then up back, then immediately inputting down forward, 1. When I throw the ground dagger, I hold 1, then do the jump back cancel and then down to forward, then quickly release 1 and press it again granting a double tap, the first tap is caused by negative edge, the second is the press of the button. With this method you actually get two daggers tossed, the ground dagger, and the instant air dagger, and you get the ability to block right away once you land. Best of both worlds. However, its very hard. I was about 3 out of 10 with landing these on my old hitbox with the large buttons, however, I have yet to do it ONCE on my new hitbox!!! I know it can be done, and it can be consistent, its frustrating moving back a step and not being able to do it on my new controller, but it will come back!
I watch the inputs on the screen to make sure they are coming out accurately and since the input is always the same, yet the dagger doesn't come out right, I wonder what they issue is. Could it be an input bug issue? If so is it even possible to get 100% execution of instant instant air daggers?
So I was thinking, since its my mission to get as close to perfect with this, that I would just share my journey, and use this as a place where we could talk about anything related to this very specific aspect of Skarlet. Other threads exist on execution, but I don't know that we have a specific instant air dagger thread.
A few questions to consider:
1. What are your thoughts on instant air daggers? 2. Is it possible to be 100% accurate with your execution? 3. How many in a row can you get? 4. What tricks do you use that may be useful to others?
My responses:
1. They allow her to fire them at the same speed as ground canceled dagger, but they give you the chance to block right away when landing. This makes them far superior to ground canceled daggers. With this as the primary rapid fire tool, they actually open up opportunities to do normal canceled daggers and simple throwing of both dagger on the ground. Not using this actually hurts Skarlet in that if the opponent sees she just throws ground dagger cancels, most characters have a way to punish her harder in a trade either by projectile trade or teleporting.
2. I'm not sure if it is possible. Somedays it feels like I'm getting there. Sometimes I feel strongly that my input hasn't changed yet i get a njp instead. Is anyone out there approaching perfect with this?
3. How many out of 10 do people get? Man, I'd love to be at 9 out of 10 in actual matches (Thats so far away for me right now though) I think I'm about 50/50.
4. I've tried a few different techniques that I could share. First off, people should know that I play a hitbox, now I have the official one, I used to have a home made one that had the larger buttons. Air daggers are much easier on a hitbox IMO, but its not an instant fix.
So these are things I've tried, and am trying:
1. Simply inputing u, df, 1. Sounds simple enough, but the timing is actually pretty strict to get the lowest to the ground dagger to come out. When missed a njp comes out, and against a lot of the cast, even though you might be full screen away, you can still get hurt. I find timing wise, that the input speed is pretty similar to the speed of doing an u3 dagger toss, so in practice, to get a rhythm sometimes I do a couple u3 daggers, then instant air daggers. If I get a couple njp in a row on accident, I slow down, do an u3 dagger, then back to instant airs. This seems to help.
2. Double tapping. I played SF4 before Mk9 came out and while I was nowhere near pro, I was starting to study some advanced stuff thats useful in SF for execution. Using my middle finger to tap the 1 button, then immediately sliding it off the button and pressing it again with the pointer finger grants you two presses of the button, and when done right there is only 1 frame between the inputs. My idea here is that if I didn't time the first press perfect, the second press is still within the window needed to hit the standing opponent. If the first input isn't just framed, say its early by a frame by accident, the second input would come out on the second frame of opportunity. If the first button press happened 2 frames early, then the second press would hit the just frame etc. When I'm in a rhythm, this has been my most consistent technique on my new hitbox, although the tiny buttons are tiny, not much space to smash in a double tap.
3. Negative edge pressing. After one instant air dagger, I can hold the 1 after the air dagger toss, then land, and input up, down to forward then release the 1 and press it again quickly. This should essentially work the same as the double tap. The negative edge causes the same effect as a button press for the special (although it doesn't appear in the inputs in practice) so you get two presses one frame apart, if timed perfectly. This can be repeated each time you throw one, hold the button, then land and repeat.
4. Using a ground dagger, canceled with back, then up back, then immediately inputting down forward, 1. When I throw the ground dagger, I hold 1, then do the jump back cancel and then down to forward, then quickly release 1 and press it again granting a double tap, the first tap is caused by negative edge, the second is the press of the button. With this method you actually get two daggers tossed, the ground dagger, and the instant air dagger, and you get the ability to block right away once you land. Best of both worlds. However, its very hard. I was about 3 out of 10 with landing these on my old hitbox with the large buttons, however, I have yet to do it ONCE on my new hitbox!!! I know it can be done, and it can be consistent, its frustrating moving back a step and not being able to do it on my new controller, but it will come back!