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shoujoophelia

for kizzer

Jan 21st, 2020
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  1. - you're using stun edge way too much. there's not anything it's very good at stopping against her that other buttons can't do (aside from bridal, but block/IB covers way more options), and you're risking IAD j.S or 2H callouts to give her free damage and setup. f.S, 2S, 2D and 6P all do a very good job at stopping her buttons and/or approaches comparatively.
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  3. - not as much of a matchup thing, but i don't really care for using stun dipper RC into a few extra hits for knockdown and carry. i think it would be better to conserve meter to press your advantage, like keeping extra meter for the threat of stun edge YRC, CSE YRC in the corner, having stun dipper RC accessible if you need to make yourself safe.
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  5. - neutral jump airdash forward is a bit dangerous and shouldn't be used as much as you're using it, in pretty much any matchup.
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  7. - one thing i learned from watching rozu in general for ky is that IAD back j.H is a really good tool to cover approaches and to get a feel for what your opponent may be doing. same with forward jump air dash back j.H. using these to play non-commital and get a sense of how your opponent is trying to cover your approaches is super strong for collecting data for later on.
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  9. - if you have a grenade on you, i would just downback and only do something else to try and react to sg.D or 6P. if elphelt low tosses on you, blitz -> action is a good way to make her second guess her actions. getting hit by 2D sg.H on a cooked grenade is way too much reward and i'd rather eat command grab or overhead in most situations than try to guess one of the other options and get hit even harder.
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  11. - elphelt safe jump setups where she does stuff like air dash back j.D are blitzable. elphelt players seem to go for these setups a lot so you should show that you know to blitz there and make them have to rotate options
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  13. - another non-matchup thing, but late air dash j.SPS is pretty bad in mixup situations. i can understand using it during approaches, but if you've set up a 50/50, you're risking getting killed for being correct, and that just sucks. it's OK to take the land throw if that's what your opponent goes for, compared to a full whiff punish.
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  15. - if elphelt is using a lot of 5H to stop you from getting in, just crouch a lot. you get a whiff punish, force her to burn 25 meter and take meter penalty to keep herself safe or don't get a whiff punish but get to close the distance between you and her. that's a big win, especially since she's so meter dependent in general.
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  17. - you should be more careful with dead angle during shotgun pressure. you need to make sure she's in range for it to hit before you go for it, otherwise it's far too risky.
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