CrazyFingers
The Power of Lame Compels You
Interesting idea, I'll have to try that out!@CrazyFingers
After MB Throw you'd be surprised how often EXCommand Grab works. It's a gimmick that adds 20% to whatever combo you'll have finished.
Interesting idea, I'll have to try that out!@CrazyFingers
After MB Throw you'd be surprised how often EXCommand Grab works. It's a gimmick that adds 20% to whatever combo you'll have finished.
@SHAOLIN is working on that and he's honestly a much better person to ask. I'm still learning him.Wheres my sticky? :,(
But this helped me out a lot, great job! Now do Pretty Laddy
Pretty Lady doesn't really have corner setups like other characters that you might have played. After the low saw toss ender, I mostly back off & see how they react & plan accordingly. Once I've gotten them in check than (1,2) (F1,2) (2,2), (2,2,U2) & (2,2,D2) start to come into play. Hopefully there's someone out there that can prove me wrong.What corner set ups does she have?
Here you go:Also most consistent meter combo in corner against female hitboxes
Nice! And ohh i thought ex upsaw just didnt work in general against females, guess i was wrong! Also how much wouldPretty Lady doesn't really have corner setups like other characters that you might have played. After the low saw toss ender, I mostly back off & see how they react & plan accordingly. Once I've gotten them in check than (1,2) (F1,2) (2,2), (2,2,U2) & (2,2,D2) start to come into play. Hopefully there's someone out there that can prove me wrong.
Here you go:And a tidbit for you guys, the only reason F1,2 > Ex Upsaw toss doesn't work hit for females because the 2 part of F1,2 pushes them too far for Ex Upsaw to connect , but in the corner its different story. . .
He actually builds meter at a reasonable pace because we're constantly canceling into DF2 on block. The meterburn throw is better in matchups where they can get out of your pressure a lot easier (aka characters with really good armor on wakeup, this makes that not an option and since our damage is meterless, we have meter often) and as for the combos I'll add those to the OP for sure and B2 DOES guarantee a JiP which makes the vortex possible but I rarely use the vortex, just doesn't seem nearly as worth as it once was but it IS an option for sure.Optimized: Starter~Sparks, b2, 122, b1u2, f12~db3.
HKD that leaves the opponent close enough to hit them on oki with f2 or f3 without moving forward.
Starter~EXMallet, NJP, f21d2~Sparks, b2, f21d2~db3.
NJP, f21d2~Sparks, b2, f21d2~db3.
AAf1, 12~Sparks, b2, f21d2~db3.
A2A, f1, 12~Sparks, b2, f21d2~db3.
All these combos work in the corner as well. Also, doesn't b2 on hit guarantee a jip? Could be useful for his vortex. I'm not sold on MB throw since I believe we need meter more for EXLow Saw.
@CrazyFingers
On hit, not much, if you block the poke, you can poke out between the Butcher's poke and the mallet. You'll have to lab to see what you can do in that gap, some characters can full combo punish.Wtf do I do about pokes into mallet when im out of meter and trapped in the corner??
the timing is awkward but i am 99% sure you can poke out.Well I was shinnok and my 6f d1 kept getting beat so like... bruh.
I actually optimized the meterless stuff a bit more!Optimized: Starter~Sparks, b2, 122, b1u2, f12~db3.
HKD that leaves the opponent close enough to hit them on oki with f2 or f3 without moving forward.
Starter~EXMallet, NJP, f21d2~Sparks, b2, f21d2~db3.
NJP, f21d2~Sparks, b2, f21d2~db3.
AAf1, 12~Sparks, b2, f21d2~db3.
A2A, f1, 12~Sparks, b2, f21d2~db3.
All these combos work in the corner as well. Also, doesn't b2 on hit guarantee a jip? Could be useful for his vortex. I'm not sold on MB throw since I believe we need meter more for EXLow Saw.
@CrazyFingers
Is the vortex you talk about what you mentioned in the guide under "Second B2 vs F1 After Restand"? Or is it something more along the lines of Smoke's vortex where you jip after the trident, wait a split second, then go OH or low?He actually builds meter at a reasonable pace because we're constantly canceling into DF2 on block. The meterburn throw is better in matchups where they can get out of your pressure a lot easier (aka characters with really good armor on wakeup, this makes that not an option and since our damage is meterless, we have meter often) and as for the combos I'll add those to the OP for sure and B2 DOES guarantee a JiP which makes the vortex possible but I rarely use the vortex, just doesn't seem nearly as worth as it once was but it IS an option for sure.
More like Smoke's. I don't usually talk about Butcher's vortex simply because it's not that strong. It does a meh amount of damage while also being awkward to execute. I'd prefer to just go for being fairly plus into mixup since I'd honestly be fine with someone burning meter to get out of the 50/50, less bar for them to use on productive things.Is the vortex you talk about what you mentioned in the guide under "Second B2 vs F1 After Restand"? Or is it something more along the lines of Smoke's vortex where you jip after the trident, wait a split second, then go OH or low?
That would definitely help him.One thing I always thought would've been cool is if Butcher could use the hammer as a projectile for zoning.
I wish he had legit tick throws.One thing I always thought would've been cool is if Butcher could use the hammer as a projectile for zoning.
F1 doesn't make it gapless while JiP leaves no gaps. I personally, as I mentioned, go for a second B2 as it gives the most damage and still leaves you insanely plus.@CrazyFingers I don't think Butcher's vortex is akward to execute. B2 guarantees Jip, but you could aswel use F1 after B2 for vortex. It's +17 on hit if Im correct. I saw GunShow using F1 for vortex every time.
Is there any real difference between crossup JIP and F1 vortex after B2?
So 2nd B2 also guarantees vortex without gaps as does crossup JIP? It seems that after 2nd B2 opponent gets stunned away from butcher (or that distance still gives you free 50/50?).F1 doesn't make it gapless while JiP leaves no gaps. I personally, as I mentioned, go for a second B2 as it gives the most damage and still leaves you insanely plus.
We had a big discussion about this a while ago and the conclusion was that ji2 (not ji1, it's got less hitstun) is the only button with enough advantage to force them to block both the oh and low 50/50. I'm not sure if it has to be a late ji2 or if you can do the ji2 after b2 and still get the vortex. With f1 and b2,b2 they can backdash or armor out of both or at least 1 option. Backdash is easiest, because you can buffer it. You can't buffer specials out of hitstun, so it's incredibly difficult to armor on frame 1 although possible with practice.So 2nd B2 also guarantees vortex without gaps as does crossup JIP? It seems that after 2nd B2 opponent gets stunned away from butcher (or that distance still gives you free 50/50?).
Also @CrazyFingers ty for your effort on LF on general. Feel free to tag me on Butcher updates as Im entering the butcher family.
I see, but tbh - F1 after B2 has done same good results for me as JIP1 (I was using crossup jip1 instead of jp2 before). Not once I got an opponent to backdash or armor after F1 hitstun. Either their lack in execution as they have very little window to react after F1, or they just don't know the MU.With f1 and b2,b2 they can backdash or armor out of both or at least 1 option. Backdash is easiest, because you can buffer it. You can't buffer specials out of hitstun, so it's incredibly difficult to armor on frame 1 although possible with practice.