Beware my power, Red Lantern's Light
I have some videos posted in the CSZ video thread if you wanna see but ive adapted my playstyle to less HTBs and going for damage into oki. I range anywhere between 35%-43% meterless in the corner (with a drone of course) into corner reversal gimmicks and oki. I have my own way of doing HTBs by using B2 close bomb cancels once I have my opponent scared to press a button on wakeup. And read their options:I just got back into playing again, and had used csz a bit pre patch, but what in gods name do I do with him now? So far, I'm trying to summon drones more, still ending combos with f2, and forgetting that f13 ice ball doesn't combo nonetheless I love the character, but with the nerfs, I'm struggling to figure out how to play him. Help please!
Air to Air with 7f Jump Kick. Opponent gets frozen by bomb for combo.
S4 Iceball anti air for combo.
Lol divekick GG
If I Jump Kick expecting jump and opponent doesnt jump, cancel Jump Kick on block into divekick for garunteed unblockable. Lol GG let the salt flow.
Bait and punish
Let bomb freeze them, let the salt flow. CSZ S Tier. Can't get out the corner, RIP
1 Iceball, (optional drone summon) NJP, JK Close Dive Kick, F131 Slide ender or F1, F131 Slide ender.Also coming from using smoke, I'm used to using s1 a lot as an anti air. What would be the optimal conversion from an aa s1? I've been doing s1, f13 ice, njp, jk, dive kick, f2. And the timing on getting the ice ball to connect seems pretty tight, so anything that would make that easier would be helpful as well
1 Iceball, (Slide underneath opponent, then run) F43 Close Dive Kick, *ender of your choice*.