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I never claimed that he has no counterplay, just that punishing on block might be the better option. Is this just to the OP or to both of us?
If the character has 0 recovery that means they never recover which means they're always negative. Skill issue.
Yeah, playing him more gave me the impression that he telegraphs kinda hard to your opponent, which can flat out screw you over if your opponent already downloaded you.
Then predict,
use Roman cancel to avoid
or easier, you can pick ramlethal then loop him
he's super slow to confirm
Doesnt matter when he can do over half my bar in 3 hits lmao
Neutral his Mappa Punch is plus if spaced correctly, so you want to challenge it, but it's so fast. If you're just spamming 6P to try and beat it he can 2H and CH you, then he does like 75%.
A lot of his P dandy strings can be mashed, but he can call out a mash with pilebunker so you gotta be careful. it's your turn if you block the overhead/low, they're too fast to react to, you can jump if scared. His H follow up you can grab right as he's landing on reaction, also if you jump, like when you're scared of the high/low, you can CH it and blow him up.
He doesn't have a DP and his backdash has a lot of invuln 1-6f, but it takes forever to recover, so he can't backdash punish things like a lot of characters. His backdash>6S keeps you humble on offense. Like vs ABA when I'm +2 after keygrab he can just do that if I'm pressing, not sure how to catch it just yet. His combo off CH is only like 5k 2d 236k so it's not that big of reward for him without meter. It's -7 and pretty spaced so it's hard to get a big punish.
He has some kara's which help him a lot. His dash can be jumped cancelled.
So he can dash cancel c.S/5k and kara bite you from quite far. Input is 63214 > dash > 8H.
He can dash cancel with dandy step. 214 > Dash > 8P. Sends him really far, useful for getting good oki like off pilebunker (you can also just 236K and meaty for pilebunker)
You can dash then jump and your jump will go much farther.
He has some insane damage with OTG loops. CH c.S 5[D] c.S 214PP c.S 2S 2H 214PP this one is pretty autotimed so you can give it a try to see what he's capable off. He has other ones off virtually any big counter hit or with RC
I think he's good, he has such insane damage. A lot of his stuff is mashable, but then you're risking a counter hit and you'll die