Vagrant
Champion
Take my advice or don't I honestly could care less. I just felt like I needed to chime in on the boards with all the terrible online deathstrokes I see. If you want to play better as DS here are my suggestions.
-Zone with IAGS and LGS/ EXLGS. Don't use machine gun, the startup and the chip are inferior to your other options.
-Stop random sword flipping. Yeah the hard knockdown is good, but if you just throw it out like a dumbass (and I STILL do this sometimes... like a dumbass....just out of day 1 habbit) any decent oponnent will punish you for it. Use it as wakeup only if you see them in the air and you know it will connect.
- He has one of the strongest f3's in the game. Use it. Especially while they're inching in at you dodging bullets and shit... Even a blocked f3 leads to frame advantage (+10) and you can start your mixup game from there.
- End combos with sword flip for the hard knockdown. Afterwards you can rush in and mix them up or backdash fullscreen and take your free chip damage with low gunshot as they're getting up. If your going for mixups remember that an untechable knockdown does not mean you don't have to respect wakeups and backdashes.
-Spin..... ahhh spin... I don't know what it is on hit to be perfectly honest. Obviously the frame data is wrong. Sometimes it feels neutral other times in the corner I swear i'm at disadvantage. When I use it as a combo ender in the corner and try to follow up with d1 (7frames) I get beat out by normals all the time. I think it's dependent on where they are in the air/ground when you hit. Be careful using this as an ender in the corner
-Know where you are after every blocked normal/ string. I spent hours and hours in practice at GGA writing down what moves my opponent was in range for after every single blocked normal/ string. Do yourself a favor and do the same. It will help your up close offense a ton. I'm not just gonna give you the answers thats too easy. Learn your damn character.
-jump 3 has good range and wins ALOT of trades. You can usually hit confirm it into 323, f23--spin. It's a good crossover tool as well. This should be your go to jump tool.
-Your advantage moves are f23 (+9) f3/b3 (+10) and 3 (+4)
-D2 sucks as an anti air. Don't bother.
-d1 hits low and is seven frames.... Its especially useful in the corner as a mixup.. Use it. but dont just mindlessly throw it out up close like an idiot midscreen.
-Trait..... ahhhh trait.... I haven't found a single time where I wouldn't get blown up for activating this by a high level player. The only reason it's so tempting is not because of the gunshots but because it makes 132 an unblockable combo starter. Its really not worth it... I'd advise against going for trait.
Overall my thoughts on this character? I haven't run into a single matchup with him that can't be won with enough research, knowledge, and good decision making. He goes even with most of the other "scary" chars. (Yes I'm deliberately avoiding the word "top") No character completely shuts him down from my experiences training at GGA and running sets online (lol). He gets pidgeonholed as a zoner but he's strong upclose as well in my opinion.
Alrighty thats all for now. Feel free to hit me up if you have any questions. Feel free to completely ignore this write up completely. I just felt bad for knowing all this crap and not sharing it so. I've done my TYM duty for now. Up to you guys to apply it to your game.
-Zone with IAGS and LGS/ EXLGS. Don't use machine gun, the startup and the chip are inferior to your other options.
-Stop random sword flipping. Yeah the hard knockdown is good, but if you just throw it out like a dumbass (and I STILL do this sometimes... like a dumbass....just out of day 1 habbit) any decent oponnent will punish you for it. Use it as wakeup only if you see them in the air and you know it will connect.
- He has one of the strongest f3's in the game. Use it. Especially while they're inching in at you dodging bullets and shit... Even a blocked f3 leads to frame advantage (+10) and you can start your mixup game from there.
- End combos with sword flip for the hard knockdown. Afterwards you can rush in and mix them up or backdash fullscreen and take your free chip damage with low gunshot as they're getting up. If your going for mixups remember that an untechable knockdown does not mean you don't have to respect wakeups and backdashes.
-Spin..... ahhh spin... I don't know what it is on hit to be perfectly honest. Obviously the frame data is wrong. Sometimes it feels neutral other times in the corner I swear i'm at disadvantage. When I use it as a combo ender in the corner and try to follow up with d1 (7frames) I get beat out by normals all the time. I think it's dependent on where they are in the air/ground when you hit. Be careful using this as an ender in the corner
-Know where you are after every blocked normal/ string. I spent hours and hours in practice at GGA writing down what moves my opponent was in range for after every single blocked normal/ string. Do yourself a favor and do the same. It will help your up close offense a ton. I'm not just gonna give you the answers thats too easy. Learn your damn character.
-jump 3 has good range and wins ALOT of trades. You can usually hit confirm it into 323, f23--spin. It's a good crossover tool as well. This should be your go to jump tool.
-Your advantage moves are f23 (+9) f3/b3 (+10) and 3 (+4)
-D2 sucks as an anti air. Don't bother.
-d1 hits low and is seven frames.... Its especially useful in the corner as a mixup.. Use it. but dont just mindlessly throw it out up close like an idiot midscreen.
-Trait..... ahhhh trait.... I haven't found a single time where I wouldn't get blown up for activating this by a high level player. The only reason it's so tempting is not because of the gunshots but because it makes 132 an unblockable combo starter. Its really not worth it... I'd advise against going for trait.
Overall my thoughts on this character? I haven't run into a single matchup with him that can't be won with enough research, knowledge, and good decision making. He goes even with most of the other "scary" chars. (Yes I'm deliberately avoiding the word "top") No character completely shuts him down from my experiences training at GGA and running sets online (lol). He gets pidgeonholed as a zoner but he's strong upclose as well in my opinion.
Alrighty thats all for now. Feel free to hit me up if you have any questions. Feel free to completely ignore this write up completely. I just felt bad for knowing all this crap and not sharing it so. I've done my TYM duty for now. Up to you guys to apply it to your game.