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Mal

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About Mal

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  1. How do you personally go about shotgun pressure? After looking at the wiki, it seems that you want to use SG-P, SG-S and SG-HS to make the opponent respect you (waifu-car combo if they hit?), then try to get them with SG-D and use SG-K for oki/spacing.(I kinda wish she had an unthrowable normal after SG-K, tho. Like Leo :P) Thanks for the answer, I'll def try to use shotgun stance more outside of combos.
  2. Magaki, the walk shotgun loop is basically powered SG-H>46H hold 6 for a fraction of a second, wait a bit, SG-H>46H? lol btw, can you do all the UB loops after a throw>RC, or should I stick with SG-H loops? Thanks!
  3. As for oki, I'm usually using 2P toss > > low starting blockstring > throw > low > throw > 6P/5D > combo Anything else I should be doing? After 2D, 236P 2P toss I also do > jump, airdash jS etc or > empty jump, low, empty jump throw, etc Also, what are good blockstrings that you can 236P after and try to keep pressure? I'm mainly using 6HS > 236P and cS fS 2HS(1) 236P. Koichi uses both, but the last one is not very useful online (people will just mash, lol)
  4. Angelic, I've tested them on everyone, from the starting training position. It doesn't work on Venom (jP won't connect). The thing I'm not sure is how worse it is compared to the normal Daiji combos. Maybe anyone proficient in the normal combos can tell us what we're missing by doing the extra dash c.S. On Sol you can, for example do: cS Dauro dash cS jPjKjSj8D (delayed) IAD loop (2 reps) PPP > splash combo > Oki It would be cool to see videos with all the dash cS optimal combos but I can't really make them
  5. I think you need to do a fast dash after 6HS so you can connect cS at the appropriate timing.
  6. So, midscreen c.S > Dauro > dash c.S > j.P j.K j.S j.8D (delayed) -> IAD loops > etc is easier and much more reliable (also hits on anyone not named Venom) than the microdash j.P stuff. Is there any reason not to use that instead of the normal daiji combo routes?
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