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Ganryu Netural?

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Dec 12th, 2019
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  2. Df1 is your core. It's 13fs. Tracks to your left. Fastest mid from standing. Plus 6 on hit negative 5 on block. normally you can't press advantage after -5. At best you can side step block or back dash. With gan you can make this an advantage because of its full string. You can df1,4 to stop them from pressuring you while you're negative. You can delay the 2nd hit to ch confirm the last hit of df1,4,1. The last hit can make df1,4 safe because it's -13 on block. It'll be -6 instead. It can be ducked for a launch punish. You have to use this information to figure out your game plan. Do they know your frame data? Are they ducking after df1,4? Are they ducking after df1 looking for df3? Do they sidestep right to avoid a second df1 after you df1? This is more important than knowing what to do after you get plus frames. It's how you get to your plus frames that matters. Just because they didn't block df3 doesn't mean you are now in control. it's better to gather information than to hunt for insignificant damage when one good read from your opponent can reset advantage. Once you get a feel for how they react you can fish for ch df1,4. If they try to interrupt df1 into df1 you can ch them with the full string or use df1,4 as your 2nd df1 but be at -2 on hit. The fear of finishing the string can give you mental frames to continue. If they try to step a df1 df3 track puts you at plus 5 and them into crouch. The fastest move they can do is d1. You can press for more or bait the d1 but that depends on the information you scouted. You can df3 twice if they are thinking you're going to df1 after df3 to beat their d1. You can df2 if you know they duck to stop the offense if you have a good read. If they are back dashing to get out of pressure use d1+2 to move forward with them and be at plus 1. The spacing makes it not really abuseable but it moves you forward. You're goal is to get to the wall with or without a combo to restrict their options. F+2 can high crush and ch them for a knd after d1+2 blocked especially if they like to jab after to try to steal a turn. You can f2~1 instead to hit them out of trying to stop f2 from that position. and combo b1+2 micro dash 1+2. You can simply dash in block to gather data and keep spacing. D4 can be good if you think they aren't going to back dash. D4 is good after df1,4 if you don't think they will move from their spot as well. They won't expect a low from that range but will think you will dash in to continue. It can ch launch so be ready every time you use it. Always think your going to ch launch with it so you don't miss it. It's not plus on hit but the spacing it gives will reset the frames to continue pressure. Ff1+2 can be used to track for a launch due to the dash realignment if you have a read on a side walk. D1+2 is linear so keep that in mind. You have to know it's spacing so it doesn't whiff. Ff1+2 can be used to stuff them from dashing in or reacting from a dash in as well but don't bank off of it. It can be ducked and punished. Df2 can be used for similar reasons tracking to your right and launching crouchers but the range is really bad and it's -11. Df212 makes it safe and can still combo. It can be ducked so don't abuse it. 1 jab is 12f +3 on block and +8 on hit. On ch you can get a free b1+2. You want to use it to keep pressure and steal turns from indecisive opponents who are to afraid of being wrong. You want to put more obstacles for your opponent to think about so they don't figure out how to escape or punish your mix-ups. It can be stepped to the right and ducked. You want to keep that in mind. Df3 and df1 will keep them locked in when 1 is blocked. On hit you can use more moves because of the +8 so keep that in mind. You don't want to give up that opportunity. Harassment is the goal. Retaliation is inevitable. Remember the timing of when they decide to react and keep that in mind as well as what they decide to use and why. You want to use that against them.
  3. Offense can start from them doing something that's very negative but not punishable, a tech roll situation, block punish, or an indecisive opponent at idle. You just can't force it a 100% of the time. You need to pick your openings and not be predictable. When using these pressure tools make sure to back off when your opponent might try to retaliate so you can get a whiff punish. Know your ranges. After you get it or miss it don't use that same timing. Look for a change in their pattern and use the new one instead. unless they can't help but do the same thing out of habit. That's all I have for neutral that I can of. Please correct me if I'm wrong. I could use the criticism to help me improve my thought process on this. I hope this helps
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