geogeolivero
Sindel where are you
Hey guys any tips fighting a good Cyborg that knows how to zone effectively. I tried with (Air) predator pounce it helps a to reach closer, leaping is stuffed like 80% of the time. Hmmmm any ideas? Thanks
Yea pounce gets shut down hard. You have to learn how to walk again. I've had some luck with short pounces, but it's always a risk. Shorter stages help. Once you get him knocked down it gets easier. This and Darkseid are my least favorites to play with Cheetah.Hey guys any tips fighting a good Cyborg that knows how to zone effectively. I tried with (Air) predator pounce it helps a to reach closer, leaping is stuffed like 80% of the time. Hmmmm any ideas? Thanks
That EMU hurts fingers from being patience and hurts more when they start t-bagging and you loose hahaha. Im gonna keep practising, see what I can find.Yea pounce gets shut down hard. You have to learn how to walk again. I've had some luck with short pounces, but it's always a risk. Shorter stages help. Once you get him knocked down it gets easier. This and Darkseid are my least favorites to play with Cheetah.
Hey guys wondering if anyone has ever been successful with staggering some of cheetahs strings? If so which ones? She's not plus off of any besides 11 (a high starter), but is anyone finding any strings that get respected to be able to enforce a mix on hit/block?
Sidenote: after a dbf1 ender, dash up b12 has worked wonders on oki especially on delayed wu. Condition b12 then do b1xdbf1 to full combo them for a bar. After they get used to that, b2 1+3 dd will gurantee damage on block/hit if they just keep blocking any oki you do.
B2 (throw) is rarely seen and the dd version allows a safe dashup.
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Hey guys wondering if anyone has ever been successful with staggering some of cheetahs strings? If so which ones? She's not plus off of any besides 11 (a high starter), but is anyone finding any strings that get respected to be able to enforce a mix on hit/block?
Sidenote: after a dbf1 ender, dash up b12 has worked wonders on oki especially on delayed wu. Condition b12 then do b1xdbf1 to full combo them for a bar. After they get used to that, b2 1+3 dd will gurantee damage on block/hit if they just keep blocking any oki you do.
B2 (throw) is rarely seen and the dd version allows a safe dashup.
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I'm going to have to rain on your parade and point out that b12 is a complete and utter gimmick. On top of being able to block the overhead on reaction with a bit of practice, your opponent can easily interrupt with a fast normal between the first and second hits. Pretty much everyone can get d1~special, and many can get a d2 combo. The fun part is that you can't even mix in b11 to catch them out, because your opponent can buffer a d1 or d2 while still crouch blocking...So far B12(THROW) Has been my go to in the neutral. It's by far her most forward advancing string. The overhead will catch people ducking in the neutral, if so, you can hit confirm to BC B3 or db2. If blocked practice buffering into pounce and back up or leap across. The downside of using this string is recovery on whiffing,but when you think about it that is normal on all characters, she has about 23recovery frames on whiff of the full string. If you only do b12 its 30 frames of recovery. Almost better to do the full thing on whiff or dont do it and get closer.
I get what your saying but I'm mainly talking about when your really just shimmying back and forth and where someone like the flash/manta is in complete control you can atleast compete(weakly i may add lol) with b12. When it comes to it its all on timing and the opponents reactions to it. I believe most would be looking for a jumpin/f3/d3.I'm going to have to rain on your parade and point out that b12 is a complete and utter gimmick. On top of being able to block the overhead on reaction with a bit of practice, your opponent can easily interrupt with a fast normal between the first and second hits. Pretty much everyone can get d1~special, and many can get a d2 combo. The fun part is that you can't even mix in b11 to catch them out, because your opponent can buffer a d1 or d2 while still crouch blocking...
121+3 is less of a gimmick. They can backdash to avoid the throw, or if they're feeling gutsy they can jump out of it, but there are ways to counter both of those. Unlike b1 there's a genuine guessing game involved.
Being honest when it comes to neutral I live and die by d3, f3, d1 and 112.
b121+3 MB is actually one of her gear abilities, and it is pretty cool because there's enough of a bounce to follow up with b3 or f3 afterwards. b121+3 MB f3 112 dbf1 is a basic combo which does great damage.I get what your saying but I'm mainly talking about when your really just shimmying back and forth and where someone like the flash/manta is in complete control you can atleast compete(weakly i may add lol) with b12. When it comes to it its all on timing and the opponents reactions to it. I believe most would be looking for a jumpin/f3/d3.
You should try it. I've actually had decent success. What would be deadly is if they gave her the meterburned version of b121+3
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Well well well. I guess I was jailed into almost all his cancels since they are all plus or neutral on block smdhIn you guys opinion, how could a neutral pounce cancel help/hurt Cheetah? What would balance giving her that type of buff?
I feel she is badly designed on her ground game, she has to rely too much on being in the air and dashing back and forth. IMO when she gets in just relying on scoring a hit and running is cringy. I played a really good Grodd and his stampede cancels were so on point and unpredictable that i felt jailed into unrelentless pressure (though my knowledge on the frames of his cancels is lacking) when I did try to poke I was beat for a full combo. Cheetah would be alot more fun with a mechanic similar
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That's not what dead meansWell i think I2 is dead now I don't think they are going to be any patches.
ij2 been dead for 3 years now @Marinjuana get over itThat's not what dead means
Master her jump 2.Are Cheetah's air to air attacks bad or am I doing something wrong? I feel like all my jump attacks get beat out easy.
Its all about mastering J2 and when doing air to air hit 2 as early as possible. Also if your doing it from pounce I believe only j1 comes out at the fastest frame but has less priority. Then depending on the opponent and if they have instant jump normals you can get fkd easily. Like superman, fate, black adam, and firestorm.Canary's J1 just beat my J2 straight out...im clearly doing something wrong.