Pumped Up I use primarily for characters I can zone out. Delayed fireballs to catch jumps and ground pounds/IAGP to catch people waiting for the next projectile. His AA EX gotcha does 22 however the gotcha on block is -9 I believe so his pressure with gotcha becomes worse in the variation so I stick to being defensive.Picking up Jax, starting on Heavy Weapons. I've seen lots of each variation though, could someone tell me what is appealing about Pumped Up and Wrestler? I can't really find much match footage of either.
I have tried it many tinmes but never pulled it off so i huess its not possibleFor Quad Grab is it possible to do Switch Stance+ Interactable macros for the 1+2+3+4 part? Since Switch Stance is 3+4 and Interactable is 1+2
Wierdly enough, I can alternatively press Interactable button for the 2nd part and the Switch Stance for the 3rd partI have tried it many tinmes but never pulled it off so i huess its not possible
Back to lab yhenWierdly enough, I can alternatively press Interactable button for the 2nd part and the Switch Stance for the 3rd part
They are. Hw has rly good pressure coz rocketcancels and wrestler has the best corner damage and tick-throwsI have two questions. My first is, is playing HW and W worth it when I already play PU? Also, what are the GUARANTEED ground pound setups in pumped up?
thats waaay to complicated ^^ u just do b34~bf2d~11~b34~exdb1~12~dbf1 to get the second hit of the command grab u need to hit 2 right when their back hits the floorJax corner combos, I need help. I came up with a few but they are tricky to pull off. With wrestler.
B34xbf2d,d1,11,b34xexdb1,11,12xdbf1b 51% (I can't get the timing right on this one, the last part)
U can not do tick-throw after f21 am i rightWrestler has a better pressure than the other variations Who have to deal with getting poked or uppercuted out of f21, 11 pressure, Wrestler can do f21 d12 quad grab for a tick throw, d1 is 7 frames and will catch any counter poke attempt (unless ur opponent is kotal kahn , shinnok or lackey F/T ) and will make any high string of the opponent whiff. Once the opponent respects that option and tries to jump out of d12 grab u can bait that with d12 gotcha grab to catch them in the air.
HW IMO is slighlty ahead of Wrestler using pressure in a more safe way. With the cancels making unsafe strings and normals you have the ability to use these strings and bait reversals or go into gotcha pressure, using your overheads and lows as part of reads. Wrestler has the tick throws but when we have the ability to frame trap resulting in + frames or go for overheads and lows when there expecting fast pokes I prefer the ability to play it safer up close.Wrestler has a better pressure than the other variations Who have to deal with getting poked or uppercuted out of f21, 11 pressure, Wrestler can do f21 d12 quad grab for a tick throw, d1 is 7 frames and will catch any counter poke attempt (unless ur opponent is kotal kahn , shinnok or lackey F/T ) and will make any high string of the opponent whiff. Once the opponent respects that option and tries to jump out of d12 grab u can bait that with d12 gotcha grab to catch them in the air.
You're correctU can not do tick-throw after f21 am i right
i was saying d12 quad grab after f21U can not do tick-throw after f21 am i right
HW pressure relies on the opponent not pokeing or armoring through the cancels since its not + whatsoever, i agree u can make unsafe string safe(r) but so does canceling any unsafe string into gotcha grab. Wrestler not only has tons of tick throws but also a unique tick throw/Overhead/low mixup with 12d3/123 on top of 111/11 throw mixup. After any Rocket cancel u can bait a poke with armor but so can u with f2 or f21. IF the rocket cancels where plus i would 100% agree with u but sadly they aren't.HW IMO is slighlty ahead of Wrestler using pressure in a more safe way. With the cancels making unsafe strings and normals you have the ability to use these strings and bait reversals or go into gotcha pressure, using your overheads and lows as part of reads. Wrestler has the tick throws but when we have the ability to frame trap resulting in + frames or go for overheads and lows when there expecting fast pokes I prefer the ability to play it safer up close.
They can poke and I can finish in gotcha but with a well timed rocket cancel I can bait out all armored reversals in the game and this is the key difference. In wrestler as soon as 123 comes out you're not able to counter the opponent just reversing you every time. If the rocket cancels were plus HW would be broken but his cancels allow us to confirm into better midscreen conversions as there main goal. Like @Manticore said above wrestler has to many gaps for my liking and I prefer to play as little risk high reward as possible.HW pressure relies on the opponent not pokeing or armoring through the cancels since its not + whatsoever, i agree u can make unsafe string safe(r) but so does canceling any unsafe string into gotcha grab. Wrestler not only has tons of tick throws but also a unique tick throw/Overhead/low mixup with 12d3/123 on top of 111/11 throw mixup. After any Rocket cancel u can bait a poke with armor but so can u with f2 or f21. IF the rocket cancels where plus i would 100% agree with u but sadly they aren't.
i meant 124 not 123 cuz of the tick throw but well its all bout preference.They can poke and I can finish in gotcha but with a well timed rocket cancel I can bait out all armored reversals in the game and this is the key difference. In wrestler as soon as 123 comes out you're not able to counter the opponent just reversing you every time. If the rocket cancels were plus HW would be broken but his cancels allow us to confirm into better midscreen conversions as there main goal. Like @Manticore said above wrestler has to many gaps for my liking and I prefer to play as little risk high reward as possible.
I use it primarily as a way to add variety to my pressure options i.e. f21, 11, 11, b12, d1d2. I know it is -8 on block but it seems much harder to punish.Are people still using d1d2? That string literally doesn't work. The d1 can hit and they can still block the d2, leaving you at -7. It is literally a broken string, as the hits don't...um...string together.