User:DarthPhallus: Difference between revisions

3,474 editsJoined 5 November 2021
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| Recipe    = {{clr|5|2D}} > {{clr|4|214H}}, [3], delay {{clr|2|]K[}}(1), delay {{clr|3|214S}}, delay {{clr|1|]P[}}, dash {{clr|2|2K}}, [6]{{clr|3|c.[S]}} > Mix Option
| Recipe    = {{clr|5|2D}} > {{clr|4|214H}}, [3], delay {{clr|2|]K[}}(1), delay {{clr|3|214S}}, delay {{clr|1|]P[}}, dash {{clr|2|2K}}, [6]{{clr|3|c.[S]}} > Mix Option
| content    =  
| content    =  
This string, if done perfectly, can true string all the way into the {{clr|3|c.S}}, however it is fairly difficult to do so as there are several non-bufferable links due to negative edge.  
This string, if done perfectly, can true string all the way into the {{clr|3|c.S}}, however it is fairly difficult to do so as there are several non-bufferable links due to negative edge. However, it's fairly easy to only leave frametrapped gaps wiht some practice.  


The delays and timings for this sequence are fairly tight and will require some practice to not leave large enough gaps to be mashed out of. Here are some common issues new players have with the sequence:
Here are some common issues players experience with this sequence:
- Make sure that you delay long enough after {{clr|2|]K[}}(1) to allow the single drill to come out, if you cancel with {{clr|3|214S}} too early you may not get the hit of the drill and fail to meaty.
* Make sure that you delay long enough after {{clr|2|]K[}}(1) to allow the single drill to come out, if you cancel with {{clr|3|214S}} too early you may not get the hit of the drill and fail to meaty.
- Delay the {{clr|1|]P[}} for a decent period of time, you can true string it after the drill but leaving a gap by delaying too much is not a big deal as it's difficult for the opponent to hit Zato or Eddie in that scenario.  
* Delay the {{clr|1|]P[}} for a decent period of time, you can true string it after the drill but leaving a gap by delaying too much is not a big deal as it's difficult for the opponent to hit Zato or Eddie in that scenario.  
- If you don't delay the released "Pierce" long enough you will not be plus enough to true string the dash {{clr|2|2K}}.  
** If you don't delay the released "Pierce" long enough you will not be plus enough to true string the dash {{clr|2|2K}}.  
- The {{clr|3|c.S}} after {{clr|2|2K}} is a link, so be sure to practice making it as tight as possible.
* The {{clr|3|c.S}} after {{clr|2|2K}} is a link, so be sure to practice making it as tight as possible.


After the {{clr|3|c.S}} the mix begins. In addition to the options with examples listed in the other tabs, you can also attempt to throw or command throw with a slightly delay instead of {{clr|3|c.S}}.
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Revision as of 04:01, 29 June 2022

Sandbox: User:DarthPhallus/Sandbox


2D Sandwich Oki

2D Sandwich Oki"FIGHT BACK"
Hard

2D > 214H, [3], delay ]K[(1), delay 214S, delay ]P[, dash 2K, [6]c.[S] > Mix Option
This string, if done perfectly, can true string all the way into the c.S, however it is fairly difficult to do so as there are several non-bufferable links due to negative edge. However, it's fairly easy to only leave frametrapped gaps wiht some practice.

Here are some common issues players experience with this sequence:

  • Make sure that you delay long enough after ]K[(1) to allow the single drill to come out, if you cancel with 214S too early you may not get the hit of the drill and fail to meaty.
  • Delay the ]P[ for a decent period of time, you can true string it after the drill but leaving a gap by delaying too much is not a big deal as it's difficult for the opponent to hit Zato or Eddie in that scenario.
    • If you don't delay the released "Pierce" long enough you will not be plus enough to true string the dash 2K.
  • The c.S after 2K is a link, so be sure to practice making it as tight as possible.

After the c.S the mix begins. In addition to the options with examples listed in the other tabs, you can also attempt to throw or command throw with a slightly delay instead of c.S.