Free Step Dodge

DestructionBomb
DestructionBomb
What's the recovery of the move? A move with bigger recovery is much easier to punish than a move with less recovery. Rig has a move that's -12 on block but the recovery is 18 (that's pretty quick) compared to a move that's 23 in recovery. Do that on whiff and he can block it if your timing missed.
Lulu
Lulu
Must be one of those moves where the Recovery animation looks deceptive.
Camel with 2 thumbs
Camel with 2 thumbs
17 frames if i remember correctly, but it's very distinct and has alot of start up so it's easy to recognize, it's just punishing it is a chore, every time i try i either get clipped with the 2nd kick or they've already front turned
DestructionBomb
DestructionBomb
66H+K also has huge range that can hit you. It's one of those moves where being at mid range is still risky since you can't exactly be sure where it actually hits. Being too far away from screen will also just make whiff punish not useful against that situation. Don't blame you at all here.
DestructionBomb
DestructionBomb
It recovers at 17??? no wonder why it's hard. Personally? even I wouldn't go to whiff punish that. A bit risky even if she's BT.
Lulu
Lulu
17F is pretty quick...

Have you tried Sidestepping both kicks with one Side Step ?
DestructionBomb
DestructionBomb
I mean, he's trying to whiff punish it. And it recovers at 17. That's not easy at all, even I wouldn't go for it. You have to be spot on the moment she lands. You might as well block it up close and catch a Pai player backdashing afterwards with a long range mid to land it as CH since dashing back is CH. (is 66H+K safe?)
Camel with 2 thumbs
Camel with 2 thumbs
@Lulu usually it's not being whiffed at range where sidestepping it is gonna manner, if they're being super obvious with it i'll go for the hold but most of the time it's being whiffed at roughly that 3/4 screen distance, think of it like how zack players use 9pp
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