Be nice now...You mean gimmick?
Oh and turn tech roll and wake up on
l'm not sure that l actually understand meaning of 'gimmick'?You mean gimmick?
Oh and turn tech roll and wake up on
in fighting games a gimmick is basically a setup/option that works because your opponent is unaware of the setup/doesn't know the matchup/ or is asleep at the wheel. It's usually something you can hit a good player with maybe one time, sometimes not at all if they've got matchup exp.l'm not sure that l actually understand meaning of 'gimmick'?
Thanks a lot man. Now l know l can agree that all video is full of gimmicks. It's true that against players who knows matchup hard to land it, however for me it works as options, if not to open your opponents then at least to press them. After all it's mind gamein fighting games a gimmick is basically a setup/option that works because your opponent is unaware of the setup/doesn't know the matchup/ or is asleep at the wheel. It's usually something you can hit a good player with maybe one time, sometimes not at all if they've got matchup exp.
If you want a useful tech, I have a suggestion:f43 sounds as very dangerous idea on late wake up, also on block we aren't getting anything positive. l suggest 212 fan (tech roll isn't escape), combo launcher and safe push back on block, cheap damage covers your cost of sacrifice. U2 air float is another one which pretty safe to use when switching sides, mainly after hard knock downs, gives various ways to press your opponents.
It's never easy to play against exp-great player, but it doesn't mean that we shouldn't be using more stuff from kitana's arsenal then just fans and jump ins.
The assasin run leads to a hard knock down that's plus million on hit. In order to do that in Royal Storm you must end combos with B2, which means you must sacrifice some damage. In assasin the combo is optimized alreadyCan't so that in rs I'm assuming?
Alright, first of all thanks a lot for the hint, that gave me multiple ideas for further research. l didn't have much time in the past few days to test this on more characters, but so far it looks promising and that's what l have try'd yet:If you want a useful tech, I have a suggestion:
Pick Assasin, end a combo with the run (remember to set AI wake up random, choose a "common" wake up such as Johnny's ex shadow kick). Then walk forward and press F1 ex DB2. If you time correctly, F1 should whiff if Johnny doesn't wake up, F1 has good recovery so we can still continue pressure, if he wakes up our armor will eat and break his armor. That's my tech. The run is a hard knock down so no tech roll here
Not sure about, need more work in lab. Logic says it should be negative, maybe not even safeSay the opponent blocks after the knockdown. You're left at an adv after the 'set up' yes?
This is why I suggested F1, if it whiffs nothing came out and it's still your turn even after whiffing F1. B1 has terrible hit box, don't bother tryingwell for sure l can say, if to set up with f2, then on wiff it comes out as f22, wich is -6 on block, if to do it with b1, after wiff it goes as b12 which is +1 on block, them two normals could be ideal for it, but because of hit box makes this set up difficult or impossible