I've got a few scrub questions I want to ask that I really need answered regarding a few things.
- How do you all bait out jabs/buttons through block string pressure/tick throw/oki setups? I've been seeing myself get jabbed out of tick throw setups consistently and I'm wondering if I'm doing something wrong/underestimating the qualities of the characters in these matchups. For this discussion, I'm talking about doing dash up 5K or 2K with Elphelt then grabbing vs. Sol.
First, some info on throws and throw protection.
Throws, are instant in this game. Instant, as in zero frame, no startup. You do 4/6+H, the game does a state check, is anyone was in your throw range and is throwable? If yes, then throw; If no, then HeavySlash.
Throw protection:
6frames after leaving hitstun
5frames after leaving blockstun
9frames after getting up
Jump startup can not be thrown.
Some attack have throw invincibility. (If they try to throw you during said attack, they get their HeavySlash instead).
To sum it up:
When setting up a tick throw, your opponent has a chance to attack, jump, or even throw you before you are able to throw them.
Second, some Elphelt info:
2K is -1 on block. That's very risky to use as a tick option. If you tick with 2K, while inside Sol's throw range, that -1 means Sol gets a guaranteed throw on you.
5K as a tick option is fine. It's +1 on block. It's -1 on IB, but not many people can raw IB a punch/kick attacks. But it can happen.
I'm in training mode with El atm, and I got her frame data up. It seems that El is designed to have poor tick throws. All her plus normals are poor range, making it difficult to setup a tick around your opponent's throw range. On the other hand, if you do land a throw, she has very damaging RRC options.
Anyways, 2P is probably your best tick. It's +1 and chains into itself. So if you think your opponent thinks your going to tick then throw and he wants to mash against your throw, you can tick with 2P, then latechain into 2P again to beat his mash. You can set the training dummy's "Block Settings" to "First Hit Only" to practice the timing on a 2P late chain to 2P.
Elphet looks to be more geared towards overhead/low mixups and grenade shenanigans/zoning. You may need to adjust your strategy.
- Is the best option when being pressured regularly really to just block? Also, how do you know when to use what type of blocking? I've been playing against my brother as my primary opponent and I've noticed that the large majority of the time I'm able to block a lot of strange things only to get completely ruined by the "why would you get hit with that" options. It just feels like I get myself boxed in and don't try to press out for fear of getting blown up with a counter hit _____ into big trouble then when I get a breath of fresh air, I'm caught with my pants down. Admittedly some of this is due to unfamiliarity with the number of systems available to use in a match and losing track of them, but I'd really like to hear from folks what I should be doing in order to git gud.
If you don't want to get hit, then you block. If you want to fight back, you Instant Block. If you're afraid of chip damage or guard bar jacking, you Faultless Defend. If you gotta block, then you block. But just blocking is not going to reduce your opponent's life bar to zero.
Without any specifics, I can't help you further. You are perhaps formalizing/overthinking things?
- When on the offensive, it's as if I have shades of real legitimate understanding on how to pressure regularly but I autopilot to the last practiced block string or setup I attempted in whatever I was doing beforehand. How do you all try to keep things flowing during a set? What kind of practice do you do if any?
You got the part of the brain, the silent brain, that controls your breathing, where your feet land when you're walking, where your fingers go when you pick your nose. Then you got your talking brain, the part that can read, and you use to talk to other people, and yourself. You can think of your silent brain like the driver, and the talking brain like the navigator.
A lot of people fuck themselves over by backseat gaming themselves. When you're going some where and you got a guy driving the car, and a guy with the GPS. GPS-guy tells driver-guy to make a left on 1st street, and so driver-guy makes a left of 1st street. GPS-guy doesn't give a fuck how driver-guy does it, that ain't his business. GPS-guy doesn't care how fast driver-guy drives, or how sharp he takes that turn. GPS-guy just lets driver-guy do the driving.
Or at least that's how it should work. People fuck themselves over by trying to play with their talking brain. Talking brain doesn't know how to work these hands. That's silent brain's job. Too much school tests and homework, and not enough PE. People forget how to get the two brains working together. Silent brain doesn't talk. Talking brain has to STFU and visualize more.
Your "autopiloting" might just be your silent brain trying to answer a question. Try going to training mode with yourself as your opponent's character, and the training dummy as your character. Then run your own blockstring on yourself, and try to beat it.
- Why does Sol low profile everything in existence between 2D and Grand Viper (does this also have invul on startup)? It feels like playing footsies with him at this level is useless as he eliminates a bunch of options when playing running spacing games with him. (El's 5S getting stuffed by it is visually dissonant and fucking garbage >:|)
Sol is high risk:high reward. He heavily commits to his actions, so if he hits you, it gonna hurt. But you can hurt him too. For example, Bandit Bringer (the big leaping fire punch) dodges all sorts of things and sometimes even crosses up, but it's a whole half a second of startup. If you weren't doing something (sometimes even if you were doing something) you got all that time to wreck him.
Sol is easy to play by design. He does well till about mid-level play, where people have an idea of what Sol does, and are better in control of their own characters. The point where people can out zone Sol is the point where every Sol player asks themselves, "Do I really want to play a character who
has to DP?"
For most Sol players, the answer is "Yes!"
- Elphelt's shotgun stance, how do I maintain pressure? Is it really about establishing Pine Berry traps (for crossups with running command rolls) and 5P chains canceled into her shotgun blast and reloading to continue said pressure?
Nothing is forever. You keep attacking, you're gonna get pushed back. Wanna reset pressure, then you have to take a risk. If he blocked everything you threw at him, then you either take the chance to run back in, or let him out. Maybe your mixups/baits need some work?
Grenade + ShotgunRoll sounds bad. El's Shotgun cmdThrow is pretty good. It's redic slow for a throw, but her run is fast and carries alot of momentum. So you can start the cmdThrow from far away and slide in during the startup.
Again, without specifics, it's hard to help. Overall, it sounds like you need more time and experimentation with Elphelt. El has some incredible mobility coupled with those damn grenades. Try leveraging those more.