Wait, I have questions! What's stopping every Sol player from just relying on far slash->Far slash? Also, what about characters like Nagoriyuki and Potemkin (more the former I suppose, since nobody wants to be stuck within arms reach of Potemkin)?
Far slash into far slash can be interrupted with a fast attack if you know it's coming. It will have an 8 frame gap if used consecutively on block so anything with 7 frames or less will beat it. The problem is knowing the Sol player is gonna do it though since a good player will be mixing up his options to keep you guessing. For Nagoriyuki and Potemkin, they seem like they just have to take bigger risks getting out or spend meter, which is kinda fine since they also have more hp than others. Nagoriyuki's high jump goes further forward than Potemkin's so he'll have a slightly easier time swapping sides. Potemkin's jump dust stops his momentum and goes straight down so it can catch people trying to anti air by surprise. If you're feeling spicy, both can also spend meter to BRC in mid air close to the opponent and drift in a hopefully unexpected way to move out of the anti air and punish the slow motion recovery.
Having a DP like Leo's is good, but honestly the hardest character I struggle with getting out of the corner is Zato. After my friend started learning him I'm generally having hard time getting out of the corner even from jumping what with Eddy being all over the screen.
Everything zato has is reactable except grab I think. I would say study Eddy’s attacks and at what point their block stun runs out so you know if he’s able to go for it, that’s what I’m doing anyway
If Eddie is out and zato makes the correct decisions there is no getting out, you're locked down. Learning what strings are true and which ones you can jump is crucial. For instance 236P (pierce) after 5H is a frame trap but 2S into 236P has a gap which you can jump and immediately air dash out of.
Regarding getting out of the corner Ram's 6P shifts her forwards in such a way that opponents jumping in on you can actually end up in the corner instead. Not sure if any other characters also have this, but I figure it could either be useful or detrimental depending on how you use it.
For the people that don't know: stand blocking attacks pushes the enemy further away than crouch blocking. Pair that with FD and you push the enemy even further than normal. Try to experiment with it and see what works ;) Shoutout to Rooflemonger for this detail :D
Thanks LK, as other comment say, the corner is where I get FUCKED UP and was using FD but usually my opponents catch up and do something else and I get melted I would've never thought that high jump would help like that.
I find most strategies dont work because of block knockback which knocks enemies just far enough that any move fast enough to hit them is out of range and any move with long enough range is too slow so its just guarenteed death unless the enemy misses a combo input
This tip single handedly helped me deal with Zato’s corner mix a bit. Before I just sat there and took it, but now i can get a lil breather. I was thinking it was gonna work like Blazblue’s barrier but it turns out FD is slightly different. Also i forgot it was even in the game
I will say as a small note about the very end for Ky players, avoid using stun edge to stall in the air, since if they avoid it by any means then you're fucked for sure due to its very long counterhit recovery, and neither version can hit a target directly under you. j.D, however will allow you to stall for a bit, and its hitbox is 100% disjoint which could theoretically beat out some chase attempts, though it's not guaranteed to work at that angle. Regardless, it's low commit relative to some other stall options, and you can stay in the air for a while with it, and even get it out multiple times if you need to or want to look like an asshole.
Faultless Defence is so underrated. If it's the difference to them continuing nonstop pressure or grabbing me, and them being just too far away to hit, then I'm spending that meter.
Yes! The game is beautiful, fun, and pretty approachable for beginners. Even online, you will get to a floor where you are comfortable and not completely outmatched to oblivion...
idc if this is a scrubquote or not but I can't with this game and no amount of tutorials can help or games I play. I've been on a 30 loss streak and playing games under 5f is a rare blessing since I'm at the bottom tip of South Africa and the server/region with the lowest ping to me is the EU server and the avg ping I get is 260-270ms. Also playing Millia is so hard when you can't condition you opponent and visual lag, I see my 5K hit but I get thrown so I guess I was wrong. Granted, I could just go onto discord and look for games but I'm shy and it's out if my comfort zone, I just want to play without having to actively look for people to play like everyone else Sorry for ranting, just needed to get this out of my system
Take notes, actively practice and apply the things in those tutorials. Set the bot to do the things that your opponents are winning with. Maybe just set the CPU to level hundred on a character that you have trouble with and don't play someone until you can beat them consistently
Bro the SA FGC community is really nice and a lot of people will help you, if you're in the discord already just message, there's always someone ready to jam
I was getting utterly destroyed whenever I was cornered online today. I play as Giovanna. I've been getting better but blocking and avoiding corner pressure are two of my weakest spots
I never really have trouble in the corner, mostly because all fighting games you have to already know how to deal with that. But thank for even more info!
My only suggestion is to tell people how to superjump fam. Don't just say do a super jump, especially if you're making a vid geared towards new gg players
@@Jarejare1 agreed but its not a mechanic a newbie is focused on at all. Like they run through the segment for super jump and recieve so much info at once when they do the missions that it is long forgotten by the time that they are looking at a LK video about how to get out the corner. Just cause the game teaches about different Roman cancels doesn't mean that an explanation in a video about when to use different Roman cancels isn't helpful. I'm just saying it may be helpful to add a sentence "do a super jump, just tap down before jump and this make you go higher.... blah blah"
@@briancompau1694 agreed but its not a mechanic a newbie is focused on at all. Like they run through the segment for super jump and recieve so much info at once when they do the missions that it is long forgotten by the time that they are looking at a LK video about how to get out the corner. Just cause the game teaches about different Roman cancels doesn't mean that an explanation in a video about when to use different Roman cancels isn't helpful. I'm just saying it may be helpful to add a sentence "do a super jump, just tap down before jump and this make you go higher.... blah blah"