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Training Room / Re: Recently got a stick
« on: June 17, 2014, 08:30:54 PM »
One more thing I recently realized after reading a tweet from Juicebox:
Don't forget: hop C-low B and hop C-hop C is kind of a mixup. Many online players stay grounded after they hop in... Stop playing SF. #KOF13
KOF has almost an airdasher element to it with the hop system. Practicing timings for rehops and redashes is important... That double tap after an input can be a difficult mental wall to execute at match speed. Another thing about practicing these motions: backdash after blockstring. The backdash on KoF comes out SO FAST that it can really mess with an opponent's offense. Think about it, he's used to your blockstring and decides to hop in since you're probably within hop or hyper hop distance. j.CD blocked gives him enough time to play some mixups with you and SUDDENLY the flow is reversed. If the opponent lands after you backdash outta where you just were and commits to something unsafe you can start cookin with heat!
I know as a dull wit I forgot to put SO many concepts into application in a tense match (every one that isn't AI). As a result it's easier to turn it into a muscle memory chunk to access on command. I play my matches almost like a flowchart (despite the negative vibes that word has started to generate). Instead of thinking commands, imagine if options like: Move, low blockstring+planned followup (jump crossup, backdash, roll, rehop), hd string, punish, were all cards in your hand. You access these cards when you decide its most appropriate. Muscle memory helps remove the idea of : + , , , + , , ( ) into: Fingers please input the commands necessary for andy to perform his safe low string into a backdash and punish any jump ins if they occur.
Don't forget: hop C-low B and hop C-hop C is kind of a mixup. Many online players stay grounded after they hop in... Stop playing SF. #KOF13
KOF has almost an airdasher element to it with the hop system. Practicing timings for rehops and redashes is important... That double tap after an input can be a difficult mental wall to execute at match speed. Another thing about practicing these motions: backdash after blockstring. The backdash on KoF comes out SO FAST that it can really mess with an opponent's offense. Think about it, he's used to your blockstring and decides to hop in since you're probably within hop or hyper hop distance. j.CD blocked gives him enough time to play some mixups with you and SUDDENLY the flow is reversed. If the opponent lands after you backdash outta where you just were and commits to something unsafe you can start cookin with heat!
I know as a dull wit I forgot to put SO many concepts into application in a tense match (every one that isn't AI). As a result it's easier to turn it into a muscle memory chunk to access on command. I play my matches almost like a flowchart (despite the negative vibes that word has started to generate). Instead of thinking commands, imagine if options like: Move, low blockstring+planned followup (jump crossup, backdash, roll, rehop), hd string, punish, were all cards in your hand. You access these cards when you decide its most appropriate. Muscle memory helps remove the idea of : + , , , + , , ( ) into: Fingers please input the commands necessary for andy to perform his safe low string into a backdash and punish any jump ins if they occur.