WonderedFuture
Evan
hey tym, wondered here! comin down to i beleive my last few discoveries with my girl, this is NOT new tech, but i have found some alternate uses for it, that some may not have known of, or ever thought of the options they could use off of it to enter in there game. so enjoy, and bare with the quality, my hdpvr is acting up. this thread will only have vid 2. i have to redo vid 1 cuz the file was too large, and when its done, itll be up in the skarlet vs kabal forums. so hope this helps fellow skar players.
1. Snipe Tech:
Snipe Tech is what it sounds like, " sniper technology" ( a style of precision and execution to keep your opponent on 50/50 mixups, leaving them at your mercy) Like asniper whos got the best lock ( aka dagger cancel) on his enemy.
2. Inputs
Snipe Tech input is any option off of down forward dagger ( cancel, then hold for 2 seconds after hit) quick release into options such as down 4, down 1, red dash, down back 2 and down forward 2, xray, uppercut, bloodball,teleport, and grab.
3. Mind Games/Combos/Traps
ST is all about the best and strict timing, because if you dont count those two seconds before, or after hit, you will not execute, and you may get blown up. There are combo options such as a basic 212, dagger cancel, into snipe tech uppercut, that way you dont wiff or drop anything. On a person who decides to low block to avoid being hit by down 4 into red dash for meter build, you can snipe tech them into grab, or down back 2 for a juggle.
All that you have read is posted and seen in video two here, and i even show that it works with some other fighter too, just not as well. Hope you all enjoy.
1. Snipe Tech:
Snipe Tech is what it sounds like, " sniper technology" ( a style of precision and execution to keep your opponent on 50/50 mixups, leaving them at your mercy) Like asniper whos got the best lock ( aka dagger cancel) on his enemy.
2. Inputs
Snipe Tech input is any option off of down forward dagger ( cancel, then hold for 2 seconds after hit) quick release into options such as down 4, down 1, red dash, down back 2 and down forward 2, xray, uppercut, bloodball,teleport, and grab.
3. Mind Games/Combos/Traps
ST is all about the best and strict timing, because if you dont count those two seconds before, or after hit, you will not execute, and you may get blown up. There are combo options such as a basic 212, dagger cancel, into snipe tech uppercut, that way you dont wiff or drop anything. On a person who decides to low block to avoid being hit by down 4 into red dash for meter build, you can snipe tech them into grab, or down back 2 for a juggle.
All that you have read is posted and seen in video two here, and i even show that it works with some other fighter too, just not as well. Hope you all enjoy.