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Jan 18th, 2020
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  1. On your Nero gameplay
  2. -generally you want to iron out your jB's approaches, you either do them too late or too early to hitconfirm them into jA or jC, and most of the times youre not cancelling them into jA/ jC. Also, if youre throwing jB to catch them out of the air then try always buffering a jC just in case it hits
  3. -on that note: youre not doing jA and rising jA at all, theyre good tools to play neutral/abare and not commit to an early jB
  4. iad jA/jB/jC is a mixup in itself (yes, just from getting in) specially when staggering, this aoko never challenged your summons, only jumped out, but if you see them respecting then go for it
  5. optimize random confirms on corner, remember to use 624C on random confirms on corner too if you got the spare meter
  6. usually, neutral jump jC is not very good, it gets stuffed by a lot of 5As or low profile normals, and the reward for hitting it is nothing pretty much. Dont do it.
  7. I know you like hitting 5[C], but stop doing 5A5[C] aa all the time, go for 5A2C and youll get more pickups. (I once lost a tournament for going for 5A5[C] aa confirm lol)
  8. this one is dodgy, but try making a habit of reacting with air throw if you your opponent is just hugging you in the air and no one is comminting to a button
  9. ex deer setup from a bnb in the corner leaving them high in the air is very good, but youre not really exploiting the setup: youre supposed to wait in the corner and punish them if they decide to tech in place or in the ground, and if they decide to air tech and try to get out of the corner air dashing you totally can react to that and chase them
  10. if you manage to get a blocked jC air to air and youre pretty close you actually get a mix: you can cut the jC at any time with air dash and go for a gold air throw, it gets beated by mashing, but you can beat the mash by double jump cancelling into jA/jB>jC, and this point youre either too close to the ground and can guard break them or again go for air dash gold air throw. This situation doesnt happen a much at all levels but its good to have it in mind.
  11. -lab this: if youre going for a air throw ender, the double jump before it almost always is a air high forward jump, the at shouldnt miss unless its a weird height
  12. -pointing this out since it happened a lot: succesful heat hit > ex deer is great since you still recover health, but you got meter happy with ex deer and wasted heat time lol
  13. -air throw ender > ex deer into snake > B deer is cute but its not real, they can jump out. Though most ex crow setups arent real, the real deal is using all of them and varying them ... unless you wanna go for A snake fuzzy setup all the time wich is fine by me : ^ )
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  15. On this matchup and others
  16. this aoko likes to jump very high and get in, its a thing other players do to avoid neros bullshit, try sniping them down with 2C. You can also wait for aoko to use all her air options and hit them in their obvious trayectory, jC them if they backdash or if theyre going in anti air with 2C or 2A (2A is a great AA against early buttons that usually beat 2C)
  17. -on that note, if you want to catch them really high then double jump jC (high jump is slow in order to react) (you actually started interrumping him very well on the second half)
  18. - also in this matchup, and generally in matchup where the opponent has annoying projectiles, just like you said, force them to come and catch them with buttons, and once they start to hang in the air to bait your stuff (jC, 5[C]) then you will have the chance to summon snakes or deer.
  19. - but aoko has to charge her laser so your crow A always win, you straight jumped in a lot of times without a summon
  20. -whenever you get a free summon when full screen you go with a high forward jump, and while it might seem like a free entry you can still get clipped as you leave the summon behind. Hard bread didnt beat you on this many times, but its already a bad habit and high level player will bust you for this. You should Iad to control more your movement (full iad or iad jA/jB to cut the air dash) and be safer from rising jA, OR if its B deer already out then summon A snake or pester them with crows, B deer its actually not that great if the opponent knows how to deal with it in neutral (baiting the first attack). This is even more important against matchups that have tools that beat summons for free (fnanaya's dp, fhime), you want to bait them but still threatening them at close distance, wich btw …
  21. You should neutral jump drift jB at max distance while falling a lot more, its not easy to hitconfirm but you create a wall with jB. I find this the best way to keep pressure on the corner without risking getting hit out of a summon and dying and when you get pushed away by pushblock. Its not that important against caoko, but please remember this, its really dumb and hard to beat.
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