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Gimping requires little jumps if the attacks can be persistant to connect. A hit can launch an opponent enough distance away to get access to the wall to regain while the other struggles which.
Perfectly timed dodges seems to be an option that feels like its your last pull before falling off the edge of a cliff. Even in a perfect timed dodge, this move just generally shouldn't have any kind of animation in my view. You should be able to pop in a dodge on the moments notice and cancel out of it for an attack. What we have is gravity cancel, but that is a still standing place move. You can't do this with directional dodge and its a animation your stuck in. More than likely your dodge movement is a mis-timing causing you a new punish to follow up on you just because you wanted to get out of a scenario.
This is where I call Brawlhalla offensive. I don't mean the passive play, I speak more on the lack of defensive options.
Though Passive could be argued as defensive, but this is more a cautious offense. I'm speaking more direct when your taking the blows, the options to void being anihilated.
that's the whole point ...you don't have to dodge through them but rather go away from them;
usually i dodge on the side or diagonally or i just wait so they hit the air (for some reason they always think that i will jump in their attacks ...)
the animations of guantlets Dlight and GC neutral are very long so you have plenty of time to punish them even if you don't dodge through them (anyway if you are running out of jumps cause they threw you far away from the platform you can't really punish them ...but that's cause they already played well when they threw you far away)
with some weapons you can also attack them and outrange them
you can also throw your weapon to stun them
I can't argue or counter with this logic. Perhaps off stage play practice is where I'm going to have to vitally learn.
I recommend practicing with defense stance asuri. Her katars can be lethal offstage.
Gauntlet is making this extremely difficult to get around.
Neutral > Slight > GC > Neutral > Dlight > Neutral Jump/Wall Throw Catch Dlight
Doesn't take much to get a win or lost with this dumb weapon gimp.