Learn to use the slow down effect of heavy counter hits to your advantage. Apologies for the poor voice over, I should have lowered the game audio even more.
Great video Topic! I just wish I knew how to apply frametraps with C.H more often though. Everytime I try to leave some sort of gap, they immidiately try to counter or DP out, So I usually have no time to structure offense this way.
If you get more into video editing you can try playing with only sound effects during recording and edit the music in later. Makes editing way more flexible
would recommend looking up how to separate the audio tracks in your recording software, that way you can adjust desktop volume and mic volume in editing separately.
@@Holidoll I'm using OBS to record and I do have game and mic audio separated. Like I said I really needed to do a sound test at the start. I'll probably redo the video and make a new upload.
@@affinity601 I wouldn't option select 214L because it can be interrupted on reaction. 236L is -3 on block so it's still safe. You can do 22H as your follow up and combo into 5H or far 5M depending on how close you are. Technically you can interrupt 5H>22H but it is very difficult to react to so up to you to decide if it's worth the effort.
This is *super* cool, dude (especially the grounded version), but i have a doubt: using Narm as an example, after a CH.[g]c.H you normally would keep the AA combo going midscreen for corner carry and only *then* you'd use [g]214X to cancel into her M/H Kyokasuigetsu, while a blocked c.H needs M/H Setsuna as soon as it can so you can stay plus. Given that i'll run tests as soon as i can, can you buffer a simple H too? It is also possible that ihave missed a part of the video where you said that.
[g]c.H is a bit special because it hits multiple times. You dont particularly need to hitstop OS for potential counterhits because you already have extra time to react and buffer the correct option.