It's a tiny one. But after B23,2+4, Run, you can fit a D3 in before F2. It's consistent except when B2 connects from longer range, and I think it adds like 1% or 2%. The trick is to input it early. I'm sure you're aware of how high D3's hitbox actually is.If anyone wants to watch these and give me some tips, I'd greatly appreciate it.
A lot of these criticisms may not be valid since you're playing online and I don't know what sort of latency you have. The following is assuming zero lag, so just ignore whatever execution doesn't permit:So here's a set I just played with an online scrub, he took a fair amount of games, but mostly with scorp spamming ji teleports and throws. Not trying to toot my own horn or anything, but this was the first time post guide that made a few days ago where I took what I was teaching and used it in a match, I got some real good punishes and anti wakeups in this video so enjoy, give me feedback, do what you like with it
Thanks!! yea its online. The reason I was going for 2, f4 was the set up with a hard knockdown (if you watched my guide you would know ), it gives me time to get another PnG out (which imo you NEED to be doing in this variation, once you get one up, successfully pressure and it's pretty easy to keep it going I've found so far), and they're close enough they think that they can stuff it on wakeup. not realizing the armour, I read this guy like a book is why I kept doing it, but in a real better match I'd go for the command grab more often, only problem with that is I'm fullscreen, I can get another PnG sure, but I can do the same when they're close and they're more inclined to use armour, and I don't have to go chase them down after, which just makes me a little antsy.A lot of these criticisms may not be valid since you're playing online and I don't know what sort of latency you have. The following is assuming zero lag, so just ignore whatever execution doesn't permit:
I notice your combos only do about 22% because you end combos with 2, f4. You would do much more damage with something like b121xx dbf1 or f3, 4xx dbf1. I think Command Grab is almost always the ender you want, and I think you generally should not use EX Command Grab during a combo unless it's going to kill. The damage bonus is just not worth a bar. The EX version is good on wakeup though.
I'm personally not a big fan of how you use EX bf3 from neutral. I think it makes more sense during wakeup or when expecting projectiles.
I would also try using b121xx Ferra Toss Close more. It's a fantastic blockstring for safe pressure. In the corner it's a frame trap, and you could mix it up with xx Bowl Girl too.
I also saw a few standing 3s in that video, and I can't think of any reason to do that unless it was just an input error. Neutral 3 is almost strictly worse than other normals like 4. The only use I've found for it is in a particular corner combo for Lackey because the hitbox is slightly higher.
Other than that, looks like you have a pretty good foundation to me; I think fine tuning is all you need at this point.
The Command Grab is also a hard knockdown. But I think you make a fair argument on the basis of baiting the opponent.The reason I was going for 2, f4 was the set up with a hard knockdown
Yeah I almost always go for max damage with ruthless and (especially) vicious. I've heard some people criticise using boss toss in vicious combos and general play, which I don't agree with at all. Obviously there is a limit but I've never been too inconvenienced by it, and besides, its too good a tool to not be using whenever there is an opening for it, and if you're not boss tossing after a 11/b121/etc punish then you are getting poop all damage.As long as Ferra stabs you before they can hit you its a pain n gain set up to me because of the armored recovery. If they have a 1 hit wake up you will be able to absorb it and punish with 11xx PnGC xx F2 for a two stack full combo for roughly 45% at the cost of some health. To me the full combo damage is worth it for this character every time unless in Lackey since he has more legit oki options that dont give up as much damage as 2F4 such as ending in charge for a HKD or roll for a quick stand. being able to end in command grab in Ruthless is so good because its a HKD that leaves us with Ferra on our back afterwards so it leaves us with all of our good ranged options still and now they do more damage. Ruthless definitely needs to end in grab every time in the corner, the options after are just too good and with pain n gains active its lots of unbreakable damage
I highly suggest it, (I'm pretty sure you mean 2 f4 tho?) sending them fullscreen I think is expected of us, as ferra can prove to be a pretty big obstacle if used well, i know i do that sonetimes. so by dropping them close, the bait is them thinking they can beat the start up on any ferra zoning, or they have wakeup options that can stuff the b121. I think it would be best to go for a few grab enders, let them think "oh, he kept me nearby this time, bad choice" but i highly suggest trying out ending it with 2 f4.The Command Grab is also a hard knockdown. But I think you make a fair argument on the basis of baiting the opponent.
We can get to the bottom of this with math. If we compare:
B23, 2+4, Run, D3, F2, B121xx DBF1 = 29%
B23, 2+4, Run, D3, F2, F24 PnG = 24%
PnG hits you for 5%, and if the opponent bites, they are probably hitting you on wakeup for e.g. 5% (even though you armor through it), meaning you are actually taking about 10% damage yourself and doing 5% less damage, so you need to do 15% more damage after using F24, PnG to justify it.
The potential for reward is pretty big because if you get a full punish such as PnGxx Run, F2, NJP, 11, B121xx DBF1 = 37%, and your 15% investment paid off. Since the latter combo does a net value of 15% less damage, you would need to trick the opponent into using a punishable wakeup > 40.5% of the time. You could just as well PnG after the 1st combo above (Command Grab ender), but this is assuming your opponent never does a fullscreen wakeup on you after being thrown across the screen.
So then the question is: is the chance of them biting over ~40%? I have no clue. But we could assume the chance is highest when you haven't punished them yet. After a punish or two they should wise up. The chances should also be lower when they have no meter, just on the general principle that wakeup attacks without armor are risky to begin with.
Anyway, after analyzing this way too much, I'll concede that F24 as an ender is not wrong, it's just situational. Might even try it myself.
if you're doing it right you already have a stack up going into that, so you'll be up three if you can pull it off againIf they have a 1 hit wake up you will be able to absorb it and punish with 11xx PnGC xx F2 for a two stack full combo for roughly 45% at the cost of some health.
Because we have too fast throw and too long blockstuns on strings. You can do it with slow throw (the one of Vicious) and normals with short stuns (d1, 1, b1, f3... none of strings beyond 1st hit as far as I know).If anyone has a good explanation for this please enlighten me, but it's beyond me why we can't tick off of strings while other characters can
Did you read my post? I said "slow throw". Only Vicious has slow throw. I even mentioned Vicious right in the post. Other variations don't have ticks to speak of (because doing so off d1/d3... ugh; and chances are, it's uncomfortably negative on hit).Did you watch the video?? Neither lackey or Ruthless can tick off 1, or f3, I didn't try b1 but i don't know why (or how, cuz i suck at inputting command grabs) you would want to do that.
99% sure it's only d1 and d3, I don't even really count vicious as a tick throw as you can freely get out of it, probably could poke it, I'll have to test tomorrow.
Some feedback for you
Some Ruthless ranked games I played last night.
The HQT Predator match was abyssmal, so many input errors lol.