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[13] Hero
This is exactly how I practice. One the most fun things to do in training mode is finding out how to avoid mixups.
For Sophie, G236 is a universal counter to many setups and can really gimp a character's movelist. Players generally have a personal movelist which was developed without such an effective super TC in mind, and can force people to change it up. A common answer is 2K or a mid with strong CH properties, but getting hit while in Angel Step only results in a NH.
Angel Side Step (2365 8_2) also defeats some setups. Also, it can be used after the super TC, and the timing of the sidestep can be varied. As long as you know when which moves will come if they're not delayed, what part of each move has evading frames, and where the actual hitboxes are, you can come with some nasty option selects.
For my offense, I make sure my set of options does not have a universal answer and that I make use of every frame that's given to me. I look for situations where their likely attacks come one frame too late. This maximizes my options and risk/reward. It also makes people think I'm using lag tactics on them (lol Xeph...)
Combined with on-point punishing and careful stage control, I limit my opponent's options to nothing, except run away and hope I whiff.
Unfortunately with DEV close at hand I'm not sharing anything specific. Great read though, Hates nails it again
For Sophie, G236 is a universal counter to many setups and can really gimp a character's movelist. Players generally have a personal movelist which was developed without such an effective super TC in mind, and can force people to change it up. A common answer is 2K or a mid with strong CH properties, but getting hit while in Angel Step only results in a NH.
Angel Side Step (2365 8_2) also defeats some setups. Also, it can be used after the super TC, and the timing of the sidestep can be varied. As long as you know when which moves will come if they're not delayed, what part of each move has evading frames, and where the actual hitboxes are, you can come with some nasty option selects.
For my offense, I make sure my set of options does not have a universal answer and that I make use of every frame that's given to me. I look for situations where their likely attacks come one frame too late. This maximizes my options and risk/reward. It also makes people think I'm using lag tactics on them (lol Xeph...)
Combined with on-point punishing and careful stage control, I limit my opponent's options to nothing, except run away and hope I whiff.
Unfortunately with DEV close at hand I'm not sharing anything specific. Great read though, Hates nails it again