Trickster
New Member
Heyy, so I don't post much at all. I mostly just lurk, but I came across a little gem while in the lab today and felt like I had to share it. Especially since I was having a little trouble myself finding solid ground-game strats for Tengu.
Anyway, I found a way where if you end a wall combo with 6PPP, you can generally remain on the offense whether or not your opponent decides to tech roll.
As soon as you finish a wall combo with , quickly do a neutral throw. This is so you don't have to worry about the timing of the next part.
As soon as the neutral throw's recovery ends, go for . Make sure you delay the second ever so slightly by at least 5 frames. Anything less than 5 frames will cause, the second will miss in every scenario.
Scenario 1: If your opponent decides to tech roll after hitting the wall, the first won't hit. However, they must then deal with the second . If it catches them by surprise, they'll get hit into a 16 frame stun, setting up more offense, like into another wall hit for example.
Scenario 2: If your opponent tech rolls after being hit by the first , this causes the second to whiff. However, that doesn't really too much matter because you will be about +10, or less, depending on how you delayed it. +10 with wall advantage is pretty good.
Scenario 3: If your opponent decides not to get up at all, they'll eat both s, which will force them up, leaving you at +21 with their back against the wall. They're at your mercy, lol.
Remember, for this setup to work, you have to delay the second ever so slightly.
Finally, I do believe this set-up also works with . If done this way, it eliminates the need to delay anything. I've not really done any extensive testing with this yet tho. Maybe tomorrow, I cuz I'm feeling kinda burned out right now, lol.
Anyway, I found a way where if you end a wall combo with 6PPP, you can generally remain on the offense whether or not your opponent decides to tech roll.
As soon as you finish a wall combo with , quickly do a neutral throw. This is so you don't have to worry about the timing of the next part.
As soon as the neutral throw's recovery ends, go for . Make sure you delay the second ever so slightly by at least 5 frames. Anything less than 5 frames will cause, the second will miss in every scenario.
Scenario 1: If your opponent decides to tech roll after hitting the wall, the first won't hit. However, they must then deal with the second . If it catches them by surprise, they'll get hit into a 16 frame stun, setting up more offense, like into another wall hit for example.
Scenario 2: If your opponent tech rolls after being hit by the first , this causes the second to whiff. However, that doesn't really too much matter because you will be about +10, or less, depending on how you delayed it. +10 with wall advantage is pretty good.
Scenario 3: If your opponent decides not to get up at all, they'll eat both s, which will force them up, leaving you at +21 with their back against the wall. They're at your mercy, lol.
Remember, for this setup to work, you have to delay the second ever so slightly.
Finally, I do believe this set-up also works with . If done this way, it eliminates the need to delay anything. I've not really done any extensive testing with this yet tho. Maybe tomorrow, I cuz I'm feeling kinda burned out right now, lol.
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