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AeternumSomnium

What's your anti-corner game?

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So, I've always wondered what people's techniques for escaping the corner were--without a burst of course.

Certain characters have relatively strong defenses or techniques that allow them to escape the deadly maw of the corner, versus others who just don't. As an Elizabeth player, I could complain for ages about how difficult it is to escape a kanji or Akihiko looming over me. It's a bloody living hell.

Some people (magically I swear) dash out while others hold a strong defense and wait for a hole to appear. It seems like the majority do the latter, but that doesn't always work/isn't always as easy for some characters. To cut to the chase, what is your most successful/favorite method for escaping the terror that is, "The Corner?" :psyduck:

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Counter Assault if you have meter, DP if they are playing too much rushdown.

The other one is to wait protecting from your oponnent's pressure and do an Evasive Action.

None of this is really safe, but if you wanna get out of the corner you have to take some risk, and pretty much study the opponent's game, that's the key.

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If my opponent is coming from the air, I use 2B. Anything else, I wait for an opening and IAD/Evasive Action, or try to punish something. I play Liz, by the way.

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I like dead angle as well. I run Yukiko and I find it kinda hard to justify using Dia sometimes.

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Counter Assault if you have meter, DP if they are playing too much rushdown.

The other one is to wait protecting from your oponnent's pressure and do an Evasive Action.

None of this is really safe, but if you wanna get out of the corner you have to take some risk, and pretty much study the opponent's game, that's the key.

See, counter assaults do usually work great. Unfortunately, I tend to forget about them or remember them at the worst possible time.

It's actually funny, I recall someone saying a long while back that one of Liz's key requirements is being able to read your opponent (although that could be argued for anyone I'm sure) I suppose if you need to be sharp on that for anyone else to get out of the corner, you need that skill double time to get out with Liz.

If my opponent is coming from the air, I use 2B. Anything else, I wait for an opening and IAD/Evasive Action, or try to punish something. I play Liz, by the way.

I figured from the avatar and sig heh.

Anyway, yeah I try to use the 2b as much as I can with aerials but--my timing just is unfortunate (bad)

Personally, one of the only successful methods I've done is to feign a jump-out; I simply jump in place and when they hop back and jump up to stop me head on I punish them with her awesome j5c. Of course the flaw being sometimes they just jump straight up and deck me.

Poor Liz. . .

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See, counter assaults do usually work great. Unfortunately, I tend to forget about them or remember them at the worst possible time.

It's actually funny, I recall someone saying a long while back that one of Liz's key requirements is being able to read your opponent (although that could be argued for anyone I'm sure) I suppose if you need to be sharp on that for anyone else to get out of the corner, you need that skill double time to get out with Liz.

I figured from the avatar and sig heh.

Anyway, yeah I try to use the 2b as much as I can with aerials but--my timing just is unfortunate (bad)

Personally, one of the only successful methods I've done is to feign a jump-out; I simply jump in place and when they hop back and jump up to stop me head on I punish them with her awesome j5c. Of course the flaw being sometimes they just jump straight up and deck me.

Poor Liz. . .

The more I play Liz, the more I realize that hitting 2B at any possible time is the best possible strategy. If there's a hole at all that you can fit it in, do it. It will beat throws and jumps, and if they block it, it's jump cancellable, so you can jump and do whatever you want.

Really. 2B more. It's amazing.

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See, counter assaults do usually work great. Unfortunately, I tend to forget about them or remember them at the worst possible time.

It's actually funny, I recall someone saying a long while back that one of Liz's key requirements is being able to read your opponent (although that could be argued for anyone I'm sure) I suppose if you need to be sharp on that for anyone else to get out of the corner, you need that skill double time to get out with Liz.

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