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This Is A Hunt I've Longed For: Cheetah General Discussion

Hey gang, long time no post. So I've been working on some Cheetah background bounce tech and I was wondering if you could all confirm something for me. b2 and 3 are both single hit 55 damage attacks, but 3 always leads to more damage when used in combos. I know that d2s always add more damage scaling to combos, but I didn't know that was true for other attacks.

Also, has anyone noticed that waiting a tick before doing her back three after dbf1 helps her get better positioning after j3? It's super tricky to get a 3, background bounce after j3 unless you wait on that b3. I've got a video that shows both things I'm talking about here: the superior damage of 3 in combos as well as the late b3 helping with combos. Let me know what you think or if you've been able to use this stuff and have more suggestions with how to utilize it in my game.

 

Ns_Brutalmileena

Wheres Mileener!BRUH
Credit to @Zionix god like setup don't waste time on background bounce tho xD

Delayed wakeup setup can still roll back dash or short delay
Another setup you can armor for delayed wake up do the ponkster method but wait till her hip is twisted almost fully before release
2 bar corner optimized combo crossup :::based on ponksterz 1 bar bnb corner video
 
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hatyr

ball roll enjoyer.
Hey gang, long time no post. So I've been working on some Cheetah background bounce tech and I was wondering if you could all confirm something for me. b2 and 3 are both single hit 55 damage attacks, but 3 always leads to more damage when used in combos. I know that d2s always add more damage scaling to combos, but I didn't know that was true for other attacks.
I think B2 scales since it it knocks them off the ground while 3 doesn't. Mid-combo they're obviously already off the ground but I wouldn't be surprised if that's what's causing the differing damage values.
 
Credit to @Zionix god like setup don't waste time on background bounce tho xD

Delayed wakeup setup can still roll back dash or short delay
Another setup you can armor for delayed wake up do the ponkster method but wait till her hip is twisted almost fully before release
2 bar corner optimized combo crossup :::based on ponksterz 1 bar bnb corner video
Yeah this setup has been nasty lately for me. Still getting the muscle memory to not get so excited from hitting a f3 to go into the full bnb combo lol. Only hing im still getting down is makimg sure the f3 not only crosses up but pops them. Im getting alot of crossups but just a single hit of the f3 that leaves them standing. I think its just making sure im spacing the 2nd f3 right and not stepping too far forward
 

Ns_Brutalmileena

Wheres Mileener!BRUH
Yeah this setup has been nasty lately for me. Still getting the muscle memory to not get so excited from hitting a f3 to go into the full bnb combo lol. Only hing im still getting down is makimg sure the f3 not only crosses up but pops them. Im getting alot of crossups but just a single hit of the f3 that leaves them standing. I think its just making sure im spacing the 2nd f3 right and not stepping too far forward
Glad to hear that =]. It does happen sadly where the 1 hit catch's them sometimes xD
 

hatyr

ball roll enjoyer.
Only hing im still getting down is makimg sure the f3 not only crosses up but pops them. Im getting alot of crossups but just a single hit of the f3 that leaves them standing. I think its just making sure im spacing the 2nd f3 right and not stepping too far forward
Same. I'd say it happens to be 1 out of every 5 or 6 times. Give an update if you find the sweet spot that stops it. Any insight into that @Zionix?
 
Normally your walking a tad to far like a micro step
Yeah it definitely is a microstep lol and i agree its like 1/5 times which is still well worth doing it. Still get trait and a decent spacing. You lose advantage but when it is your turn u may still have enough trait to make it count
 

Zionix

AKA Ponkster
Cool! I've been messing around with some other setups off of mb divekick as well. This one looks pretty ambiguous though and is mostly safe. Good stuff.
The jump is actually safe against nearly every wake-up in the game (flash being an exception) You can just empty jump and block to bait wake-ups and punish.

Its a really strong set-up.
 

hatyr

ball roll enjoyer.
The jump is actually safe against nearly every wake-up in the game (flash being an exception) You can just empty jump and block to bait wake-ups and punish.

Its a really strong set-up.
I labbed this with what little time I had today but plan to hit it hard later. I'm in love with the setup potential of Cheetah more and more; her damage is just icing on the cake. Also, was unaware of the double JI3 option after command grab B3. Tricky, like you said, but certainly adding this to the arsenal. You've given me a lot to practice with only a couple short videos, ha.
 

bishbash

Magic as easy as 1 2 standing3
This is a powerful set-up, hope you guys enjoy this one.

More for me to lab that I'll be too nervous to use in match lol. Thanks man great stuff as always.

Not sure if this is known but it's possible to hit f23-1+3 restand mid screen after a f3, you obviously lose damage but sometimes I'll go for it after a f3 bounce cancel if the reset will kill.

Unsure why I'm struggling with some of these set ups so much. Her cross up f3s midscreen just don't seem to want to work for me.
 

DTruth

Noob
Hope someone can help me understand this. I was watching several Cheetah videos and i dont get how people are plus after a blocked j1 or j3.

Can pressure be continued after a blocked j3/j1 or are people just not challenging?
 

Espio

Kokomo
Hope someone can help me understand this. I was watching several Cheetah videos and i dont get how people are plus after a blocked j1 or j3.

Can pressure be continued after a blocked j3/j1 or are people just not challenging?
People are ALWAYS challenging them. The thing is your jump 1 if done deep enough allows you to do stuff like Back 1,1, Down 3. If the opponent tries to do fast reversals or pokes they will lose, same thing with armor.

If you get jump 3 low enough, the down 1 is like a block string from it. Throws and sweep are also possible. It's all height dependent.
 

DTruth

Noob
People are ALWAYS challenging them. The thing is your jump 1 if done deep enough allows you to do stuff like Back 1,1, Down 3. If the opponent tries to do fast reversals or pokes they will lose, same thing with armor.

If you get jump 3 low enough, the down 1 is like a block string from it. Throws and sweep are also possible. It's all height dependent.
Thanks for clearing that up for me.
 

Zionix

AKA Ponkster
People are ALWAYS challenging them. The thing is your jump 1 if done deep enough allows you to do stuff like Back 1,1, Down 3. If the opponent tries to do fast reversals or pokes they will lose, same thing with armor.

If you get jump 3 low enough, the down 1 is like a block string from it. Throws and sweep are also possible. It's all height dependent.
It's to the fault of the counterpoke system in Injustice. You can pretty much option select mash d1/d2 while blocking. We can use this to our advantage by giving enough frame advantage for their normal to start-up and get counter-hit after a jump in.

If you hit your jump in quite high I'd recommend using S2 or d1 (a fast mid).

If you hit the jump in quite deep you can even go for a S3(32) you can get good counter-hits this way but takes practice and knowledge or your jump in normals.

Put your opponent in training on always block and set them to a fast reversal. You can now get a feel for you how plus on block your jump ins are!
 
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DTruth

Noob
It's to the fault of the counterpoke system in Injustice. You can pretty much option select mash d1/d2 while blocking. We can use this to our advantage by giving enough frame advantage for their normal to start-up and get counter-hit after a jump in.

If you hit your jump in quite high I'd recommend using S2 or d1 (a fast mid).

If you hit the jump in quite deep you can even go for a S3(32) you can get good counter-hits this way but takes practice and knowledge or your jump in normals.

Put your opponent in training on always block and set them to a fast reversal. You can now get a feel for you how plus on block your jump ins are!
Thanks, working to fix my muscle memory since I S1 after jump ins a lot.

My last issue is working on those f3 cross ups. I seem to only get 1 hit of the f3. I assume its a timing issue not a spacing issue.
 
I've had such mixed feelings about this character. Mainly because on one end I'm hearing she's one of the weakest characters in the game due to her severe lack of mid range and long range options. And the lack of any projectiles just puts icing on the s*** cake I suppose. On the other hand I've heard crazy things about her mixup game.

I love rush down and right now I play Cyborg because of all his plus frames. But he's lacking so much that it's almost funny to say you can beat the best of the best with him. All his key strings have very noticeable gaps, his projectiles hit hard but leave him exposed as hell, grapple is dope but who can't see it coming, and what's the point of having a million plus frame strings if you can't easily get in the correct range to pull them off? He's definitely not for someone who loves rush down play.

Is Cheetah a good pick for me? Understanding the style I like to play, if Cheetah isn't the answer then who's a character I can get good with that actually has a chance of winning a tournament?