GGA Jeremiah
Sheeva
this could be added in the op if found out, but does anyone know the universal data for run dash cancel to move a small step forward? or just universal rdc data?
@GGA Dizzy
@GGA Dizzy
You have to run 2 frames before it can be cancelled.this could be added in the op if found out, but does anyone know the universal data for run dash cancel to move a small step forward? or just universal rdc data?
@GGA Dizzy
Yes, on whiff you get to run cancel anyways. On block you get meter and more advantage. I dont see why you wouldnt want to learn itHi fellow A-list users. I'm at the point where I'm comfortable using A-list as my main now, and can do all his standard skrc consistently and almost frame perfectly. I want to take this to the next level. I want to know if F3SKRC is worth learning and replacing over F3, 4RC. It's going to take some time to develop that muscle memory to gain a few + frames over F3, 4RC. But I'm also worried that if I mess up that cancel, I eat a full combo punish whereas if I mess up F3, 4RC and the 4 comes out it's more forgiving. Your thoughts? Thanks.
I dont see a point to use f3skrc over f3rc, bc f3rc is already a blockstring, and if you whiff using f3skrc you probably will be punished, f3rc even whiffing can be dash cancelable.Hi fellow A-list users. I'm at the point where I'm comfortable using A-list as my main now, and can do all his standard skrc consistently and almost frame perfectly. I want to take this to the next level. I want to know if F3SKRC is worth learning and replacing over F3, 4RC. It's going to take some time to develop that muscle memory to gain a few + frames over F3, 4RC. But I'm also worried that if I mess up that cancel, I eat a full combo punish whereas if I mess up F3, 4RC and the 4 comes out it's more forgiving. Your thoughts? Thanks.
that doesnt happen, f3skrc comes out on block and hit only, On whiff you get a regular f3 rcI dont see a point to use f3skrc over f3rc, bc f3rc is already a blockstring, and if you whiff using f3skrc you probably will be punished, f3rc even whiffing can be dash cancelable.
Yeah it make sense, i dont use it and didnt think about it but its true! your holding 4 and inputing ff+block anyways.that doesnt happen, f3skrc comes out on block and hit only, On whiff you get a regular f3 rc
yup, so eventually its going to be the most optimal way to play. More advantage and meterYeah it make sense, i dont use it and didnt think about it but its true! your holding 4 and inputing ff+block anyways.
I didn't even think of the meter gain. Makes sense. The execution is something I have to get used to.Yes, on whiff you get to run cancel anyways. On block you get meter and more advantage. I dont see why you wouldnt want to learn it
its not hard at all, pretty easy once you get used to f3 skrcI think as time goes on f3 skrc will be used in pressure sequences such as after a d4 hits and nut punch much more.
I could be wrong because it's been a while since I checked (and was much worse at SKRC at the time) but I remember f3 skrc having a harder time converting off an anti air f3. If that is actually true, I doubt I would implement it in neutral in case I were to hit someone in a juggle state low to the ground.
It is more difficult (for me anyway). It comes with practice tho.I don't know if it's just me but I have more difficulty with the cancel being a bf instead of a df or db.
I was having a lot of trouble at first, figured out my problem was I was counting the forward from bf4 as one of my forwards for the cancel. The way I do my inputs though is like b4f cause thats just the way my muscles memorized.I don't know if it's just me but I have more difficulty with the cancel being a bf instead of a df or db.
If you read a n.j p / k, one thing you can do is to just wait until they fall down a bit, then ex.NP as usual.So when I'm in the corner as A-List, lots of times people will try to mess up my nut punch wakeup by neutral jump punching or kicking, which means I have to use EX flipkick if I want out of their corner pressure. Does anyone know if EX flipkick (if it hits the opponent at the apex of their jump) can be converted into any combo ending in nut punch? I can't test it until I get my ps4 back so I was just wondering if anyone knows already.
Thats when you mash out the NP really fast. Try doing bd and then tripple tap the 3.Anyone else ever randomly get that weird fast nutpunch that can't be meterburned when canceling something into bd3? It seems to be way more punishable than the regular nutpunch and it just messes up my combos out of nowhere.
Oh so it's intentional? If we could learn to do it consistently it might actually be useful, like ending corner combos with 113 fast nut punch for more damage like in the other variations, instead of 12 slow nut punch. Does it provide the same advantage on hit as the regular slow a-list nut punch?Thats when you mash out the NP really fast. Try doing bd and then tripple tap the 3.
it does give the same advantage on hit i think and i use it in one corner combo which is runcancel from hintconfirm into 12(charge)1 6x12-fastnpOh so it's intentional? If we could learn to do it consistently it might actually be useful, like ending corner combos with 113 fast nut punch for more damage like in the other variations, instead of 12 slow nut punch. Does it provide the same advantage on hit as the regular slow a-list nut punch?