That's the main reason to hit people with the move, so you can confirm into a high damage combo. Otherwise, you should using movement to set yourself up for whiff punishes
Alright real shit tho: J.2c is extremely slept on. I baited DPS, Grabs, and the range and hit box of that shit is so good it makes 66C look braindead tbh. Baiting Grabs, DPS, and my personal favorite *BAITING A SUPER FROM HILDA AND PUNISHING.*
Scarlet nexus music banger. My choice for a neutral would be either Orbital into Dark Lotus (236b to A or vice Versa) My other is assaulting into J. 2C: There’s a extremely safe tech into going high into low, or doing the best thing: Back dashing when someone goes to punish you. There’s a really good UNICLR video that STILL works extremely well in UNI2 The other is j.C6 or giving the other characters the neutral and blocking first before punishing. 22B/ A is Extremely slow compared to the others. You’re better off using the C version if you have the meter. Even then you have 7 other options for neutral for keeping distance. Only use 22A for combo extend compared to UNICLR. Now that is much safer then now.
I try to stay more passive on my roundstarts until I know I can chase with 66C, stay defensive with detonate or reaction 3C. j.6C if i'm feeling pretty confident
I'll only throw our 22A for a hard read or to get information on the player. It usually isn't worth throwing it because of the risks associated with a 15F roundstart that can't be converted out of without meter
I used to think it was a necessary evil in CLR, but over time I've kinda realized that I have to have higher level gameplay before I can start thinking about that stuff
Perhaps I should make something like that. Pay attention to when she cancels into 22X or 623A. If she's too close, 66C will catch her trying to continue zoning, but you have to be ready or else she'll have enough time to hit you
@@Kazumi_FGC it's not an easy matchup to get used to because you have to think about it much differently than someone like Aka or Enkidu. You got this c:
Haven't finished the rest of the video yet but in 5:31, you can get a way better combo by saving your bounce. What I like to do(I improvise based on distance and height) is 236B - 6B - CS - 3C - dl.214B - dl.4B - dl.4B - 665C - 9j.2C - J.[C] - 22B - 66C - 236X- 6A - 66C - 214B - 4B - 4B. If they're really close to the ground after the CS press 2A - rekka - combo above. I don't know the exact number of damage but it's around 3.7 - 3.9K
@@Kazumi_FGC Yeah, like I said I don't claim these combos are optimal, just ones that work for me. I'll add that combo to my doc when I can. Thanks you!
@@dylanxlusoren I'm aware of the initial disclaimer. I also thought that since it's showing Bend CS combo(a starter that's relatively common with Hyde) I'd punch in my two cents
if people die when they are killed in uni then uni will become my favourite 2d fighting game free. I like everything else about it but damage is slightly too low for my tastes.
one of my issue with Type Lumina was do the the usual low damage....I think i may welcome UNI2 high damage....well see if that still the case upon release
the timing is pretty strict. If they aren't high enough after the 623L, your c.L will whiff. I find that mashing is pretty inconsistent so I had to practice the timing a good amount