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Examples of left-right mixups after SA2 👇 0:00 - For example, after a corner shimmy, you can use > st.HP > OD214P > SA2 for damage, then transition into a left-right mixup Dash > > Light or Medium Demon Flip (land) for a left-right setup 0:08 - SA2 >...

13,557 görüntüleme • 3 ay önce •via X (Twitter)

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にこ太郎 profil fotoğrafı
にこ太郎3 ay önce

これは凶悪ですね…

白(ワラキア) profil fotoğrafı
白(ワラキア)3 ay önce

どうもです 検証するため、後半2つのネタをダミーに覚えさせて表裏を見極めようとしたのですが、自分では判断つかなかったです なので恐らく十分使えるんじゃないかなぁ?と思います

Modern Fighting Game profil fotoğrafı
Modern Fighting Game3 ay önce

Need a lot of time to master Akuma

SHINAKUMALVL2 profil fotoğrafı
SHINAKUMALVL23 ay önce

What I find works 95% of the time is after the Wall splat from SA2 I do SHp x mdf delayed palm. If the opponent blocks your +7

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My current thoughts on dealing with Ingrid’s setups, teleports, and beams 👇 Still feels pretty underdeveloped, but here’s what I’ve got so far. 0:00- As a counter to OD parry, meaty OD Hadoken or charged fireball. Even if the parry succeeds, you’re still around +6, so you can punish with 0:12- Safe jumps after MK Tatsu or LP DP. Anti-air invincible reversals can still be blocked, and OD parry can also be covered. 0:28- Counterplay against setup into teleport. If you block from farther away, it tends to become a true blockstring. If you move in and crouch block, it becomes easier to DP or Perfect Parry the teleport. 0:42- If dealing with it from farther out, Perfect Parry first, then if you see the teleport, anti-air with cr.HP or similar. 0:44- Against setup > stock charge or teleport, buffer Perfect Parry Drive Rush beforehand. Go under the teleport with whiff cr.LP > turn-around cr.LP. If you see the charge instead, check with or similar. 0:56- If you recognize either the horizontal or overhead teleport, anti-air with cr.HP or st.LP > st.LP. 1:15- Use Hyakki preemptively against the setup, then go into the HK follow-up if you see teleport or charge. 1:28- Walk forward and parry as a read against mid setup. If you get a close-range Perfect Parry against the mid setup, sweep can punish. 1:33- If they start mixing in heavy setup, use Parry Drive Rush into cr.LP. 1:40- If they use setup at close range, it’s at least possible to react and aim for a sweep trade. 1:46- Against non-enhanced beam, Perfect Parry > 6HP will reach unless it hits at max range. You can also whiff punish missed beams with Drive Rush and similar options.

白(ワラキア)

31,960 görüntüleme • 4 ay önce

Pressure sequences that build a Drive Gauge lead 👇 0:00 Once you’ve conditioned the opponent to stop mashing, and they mostly rely on throw techs or fuzzy mash attempts, you can start using “scam” pressure sequences. 👉 > > st.HP xx fireball 👉 > > target combo xx fireball 👉 Drive Rush > walk > > st.HP xx fireball, etc. 0:15 Catching fireball retaliation attempts 👉 st.HP > delayed to catch fireball counter-pokes 👉 If they stop challenging, go for greedy pressure like st.HP > 6MK 0:39 Tip-range 214LP pressure After heavy tatsu, punish counter throw, heavy DP, etc. 👉 tip-range st.HP xx 214LP ※ Only works on Mai, AKI, Sagat, Zangief, and Dhalsim 1:09 214MP is only safe on block against Lily even when it hits deep 1:18 Heavy tatsu > cr.LP, st.LP frame kill > meaty cr.HP > OD fireball leaves you at +2 in throw range 1:34 Using OD fireball after shimmy confirms like cr.LP / 👉 catches retaliation attempts while continuing pressure 1:59 Chip setups from safe jumps after SA2, etc. 👉 A full sequence can create around a 5-bar Drive Gauge lead 👉 If they try anti-air perfect parry to avoid chip, you can punish with empty jump throw 2:16 Chip pressure after medium tatsu or light DP anti-air 👉 Kara jump lets you block reversals like DP 2:27 Charged fireball pressure after st.HP, etc. If the opponent starts parrying after seeing st.HP cancels or fireballs, 👉 walk > target combo xx fireball to continue pressure This alone can create around a 3.5-bar Drive Gauge lead 👉 st.HP charged fireball > walk throw 👉 tip-range st.HP charged fireball > dash throw 👉 Drive Rush overhead are also strong options

白(ワラキア)

17,248 görüntüleme • 5 ay önce

I received a question about this, so I used actual match footage to take a closer look at Leshar's neutral game and how he cycles through his reads Basic Neutral Game He walks back and forth while using medium P/K to deal with projectiles, keeping his fingers on light P/K to react to Drive Rushes and forward movement, while also using whiffed light attacks to provoke the opponent into moving He also uses slight backwalk into crouch block to bait whiffs, then whiff punishes with when he sees an opening This seems to be his basic stance in neutral 0:11 He walks while keeping his fingers on then reacts to Ken's Drive Rush with to stop him 0:13 After blocking Ken's he briefly waits, anticipating a sequence such as a slight walk forward into cr.LP/cr.MP, then briefly crouch blocks before backwalking into st.HP 0:17 He baits a whiff with slight backwalk into crouch block, then whiff punishes with 0:18 After walking back and forth, he sees Ken whiff and presses How He Cycles Through Reads ① 0:21 Ken walks back and forth and waits → Leshar throws a Hadoken to see how Ken reacts ② 0:23 Ken steps forward → Leshar backwalks, looking to make Ken whiff or similar buttons → Once Ken gets into range, he waits with crouch block ③ 0:24 Both players crouch block at the tip range of → Leshar walks forward slightly and presses st.LP → Ken reacts to the whiff with → Leshar deals with it by crouch blocking At this point, it looks like he is checking how Ken reacts to slight walk-forward buttons ④ Against the shimmy after Ken's Drive Rush → Leshar uses fuzzy cr.LP → It trades with Ken's delayed ⑤ 0:27 Both players walk forward slightly and block each other's → Leshar uses a slight walk-forward 6HP from farther away → He blocks Ken's retaliatory Similar to ③, it looks like he is checking how Ken reacts to close-range walk-forward buttons, such as whether Ken presses a button when he sees the walk forward, while also checking whether Ken will continue to block when the same approach comes from farther away ⑥ 0:32 Ken Perfect Parries the Hadoken → Leshar Drive Rushes with st.LP → Ken blocks ⑦ 0:34 Ken Drive Rush st.LP → Shimmy → Leshar's fuzzy cr.LP counter hits Since the fuzzy cr.LP worked in ④, it looks like he is using the same option again to see how Ken reacts ⑧ 0:37 Ken blocks → Hadoken → Ken uses a delayed walk-forward → Leshar walks forward and blocks → Punishes with Since the backwalk-to-whiff-punish situation from ② and ③ wasn't happening very often, it looks like he is now adding walk-forward blocking as another option ⑨ 0:41 Two-charge Hadoken → Ken sees the charge and jumps forward → Shoryuken After Ken Perfect Parried the Hadoken in ⑥, Leshar appears to use a two-charge Hadoken to encourage another Parry while still keeping the risk of a jump relatively low ⑩ 0:43 Ken whiffs → at tip range → Leshar slight walk-forward crouch blocks This looks like another option based on the fact that walk-forward blocking had worked in ⑧ ⑪ 0:45 Blocks Jinrai's Light follow-up → Slight walk-forward ⑫ 4:18 Leshar's 6HP gets blocked at close range → Backwalk → Ken's retaliatory throw whiffs → Leshar punishes with a backwalk st.HP Based on situations such as ⑤ and ⑧, it looks like Leshar had determined that Ken wasn't frequently retaliating with an immediate low button, allowing him to add backwalking as another option ⑬ 4:39 After a Punish Counter back throw, Leshar waits → Slight walk-forward st.HP at tip range After confirming in situations such as ⑤ and ⑪ that Ken wasn't backwalking in response to his walk-forward buttons, he chooses slight walk-forward st.HP Conclusion It seems like Leshar cycles through his reads roughly like this 1⃣ Start with a low-risk option ↓ 2⃣ See how the opponent reacts ↓ 3⃣ Try a different option based on that reaction ↓ 4⃣ See how the opponent reacts to that option ↓ 5⃣ Confirm the information again in a later situation ↓ 6⃣ Once he has a clearer idea of the opponent's reactions, add new options based on that information Rather than trying to "make a big read and land a hit," I personally think his approach is closer to "carefully checking the opponent's reactions one by one, then making decisions based on the information he gathers"

白(ワラキア)

50,862 görüntüleme • 1 ay önce

Counterplay to Ingrid 👇 Covering counterplay to her corner > TC > OD Beam pressure, as well as weaknesses in her normal attacks 0:00- Corner > TC > OD Beam pressure After blocking OD Beam, Ingrid is +4 and within throw range, making this a very strong pressure sequence However, it can be interrupted with invincible reversals or parry If you land two perfect parries, you gain enough advantage to punish with options such as a back throw 0:24- Enhanced OD Beam is different, however Even after three perfect parries, you're still at a disadvantage You can interrupt with a DP or other invincible reversal, but be careful not to get baited by a back teleport 0:35- About Ingrid's normal attacks Overall, her normals tend to have relatively short range and are not especially strong in terms of hitbox priority generally matches up poorly against many characters' st.LP and often loses outright It is also vulnerable to preemptive buttons and can be beaten even when used as a whiff punish attempt 0:50- st.LP tends to lose to many characters' in hitbox interactions 0:56- cr.HP, and st.HP are all vulnerable to preemptive attacks, even from short-range buttons such as st.LP In addition, the whiff recovery of and cr.HP is large enough that even short-range buttons like st.LP can often whiff punish them The tip range of performs relatively well against preemptive st.LP, but if it whiffs, it can still be whiff punished by short-range buttons such as st.LP as well

白(ワラキア)

11,151 görüntüleme • 4 ay önce

Besides an engine failure in a single engine helicopter, a stuck pedal is one of the more terrifying things that could happen in even in a twin engine machine. You have to think torque, big fan (main rotor) over your head producing lift. The fuselage/body suspended underneath (aka you) wants to spin in the opposite direction. So you have a tail rotor to counteract this force. In most helicopters, the main rotor spins counter-clockwise. So should you lose a tail rotor or have a stuck pedal, you slow down and see which way the fuselage wants to spin. If it wants to spin left, you have a left stuck pedal and if it wants to spin right, you have a right stuck pedal. Left stuck pedal is the more favorable of emergencies to happen. You can keep forward airspeed and land the helicopter kinda like an airplane because you’re applying torque with your collective to stay airborne. Right stuck pedal, the more torque you apply, the more it wants to spin in the opposite direction. Your only real option is to kill the torque, ie your engine and autorotate. You do have a couple advanced techniques to try but I’m not going to mention them here. I have trained my brain for such a scenario, land left and autorotate right. So if you slow down and the nose starts coming Left, you run it on to a runway. If the nose goes right, you autoRotate. This pilot had a load underneath him, a long line carrying something like a water bucket which he punched off. This was not an easy day for the pilot but they pulled off one of the worst case emergencies and will live to tell another tale. 🙏 Audio via ATC

Thenewarea51

13,629 görüntüleme • 9 gün önce