Jim
Emperor of the Moon
I'm going to jump all around on this post but I just want to put out what I've noticed as well as ask for any feedback anyone has. I've been a Sub-Zero main since the beginning but a few weeks ago decided I was going to try and switch and ended up deciding on Freddy. Been very happy, but still have so much to learn.
First I tested how he builds meter (forgot to write down Nightmare Stance, will update when I get home) This is how many times a move must be done to gain one bar of meter, first number is if the special hits or misses, second number is if it is blocked.
Glove Toss: 17 - 7
Ground Spike: 27 - 8
Freddy Fingers: 17 - 7
Teleport: 45 - N/A
Sweet Dreams: 17 - 7
Nightmare Stance: 27 - N/A
When ending combos in the corner I've been doing NMS~back teleport. I'm still testing the wake up of all the cast but so far it seems 100% safe against all wake ups (haven't tested xrays, it does work against Ermac's force push though so I'd assume you are far enough away for any of the xrays as well) The way I've been testing this is setting the computer to wake up attack and doing the string f4,2,1~Enhanced spike JIP f4,2,1~close spike f4,2,1~glove toss (I end with glove toss because it does the same damage, 45%, but builds more meter) then as they hit the ground I do NMS~back teleport. Like I said so far none of the wake up attacks have hit me.
In the same vein as above does anyone know if for the above (or almost any other) string if on block can I cancel the string into NMS then into back teleport are the block string completely safe? I assume if there is something that can punish then enhanced teleport after NMS would make any string 100% safe because they aren't close enough to throw. Correct?
Some of the inputs for Freddy are different than I'm used to/good at so I've been working on that. Starting a combo with forward+a kick is different than almost all other combos so that has been surprisingly hard to get used to. So far I've just been trying to get the inputs down slow first and then speed them up.
The ground spike only combos have been something that I really needed to practice. Thankfully there is a really good setup for this in practice mode. Set player 2 to Kung Lao, turn on wakeup attack and Auto block. Kung Lao will the use a combination of spins and teleports to move through the spots for close/medium/far spikes. So the start of the match he is in range for mid ground spike that tosses him to far, do 2 far spikes. There he can wake up with spin in place/enhanced spin will put him in mid range, regular teleport puts him close on the opposite side, enhanced puts him in close on the same side. Keep repeating this and there are always different starting positions to practice without having to move the character/restart.
For attack teleport punishes (this works for any character to practice not just Freddy) always use Quan Chi. His only wake up attack is the telestomp. Just trip, block, punish, rinse, repeat.
First I tested how he builds meter (forgot to write down Nightmare Stance, will update when I get home) This is how many times a move must be done to gain one bar of meter, first number is if the special hits or misses, second number is if it is blocked.
Glove Toss: 17 - 7
Ground Spike: 27 - 8
Freddy Fingers: 17 - 7
Teleport: 45 - N/A
Sweet Dreams: 17 - 7
Nightmare Stance: 27 - N/A
When ending combos in the corner I've been doing NMS~back teleport. I'm still testing the wake up of all the cast but so far it seems 100% safe against all wake ups (haven't tested xrays, it does work against Ermac's force push though so I'd assume you are far enough away for any of the xrays as well) The way I've been testing this is setting the computer to wake up attack and doing the string f4,2,1~Enhanced spike JIP f4,2,1~close spike f4,2,1~glove toss (I end with glove toss because it does the same damage, 45%, but builds more meter) then as they hit the ground I do NMS~back teleport. Like I said so far none of the wake up attacks have hit me.
In the same vein as above does anyone know if for the above (or almost any other) string if on block can I cancel the string into NMS then into back teleport are the block string completely safe? I assume if there is something that can punish then enhanced teleport after NMS would make any string 100% safe because they aren't close enough to throw. Correct?
Some of the inputs for Freddy are different than I'm used to/good at so I've been working on that. Starting a combo with forward+a kick is different than almost all other combos so that has been surprisingly hard to get used to. So far I've just been trying to get the inputs down slow first and then speed them up.
The ground spike only combos have been something that I really needed to practice. Thankfully there is a really good setup for this in practice mode. Set player 2 to Kung Lao, turn on wakeup attack and Auto block. Kung Lao will the use a combination of spins and teleports to move through the spots for close/medium/far spikes. So the start of the match he is in range for mid ground spike that tosses him to far, do 2 far spikes. There he can wake up with spin in place/enhanced spin will put him in mid range, regular teleport puts him close on the opposite side, enhanced puts him in close on the same side. Keep repeating this and there are always different starting positions to practice without having to move the character/restart.
For attack teleport punishes (this works for any character to practice not just Freddy) always use Quan Chi. His only wake up attack is the telestomp. Just trip, block, punish, rinse, repeat.