Melty Blood/MBTL/Shiki Tohno/Strategy: Difference between revisions
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'''...>3C>jBC>66>AT>dl9>jC>(D)>:''' | '''...>3C>jBC>66>AT>dl9>jC>(D)>:''' | ||
j9 has to be input a little later then half the way down | j9 has to be input a little later then half the way down | ||
Midscreen Pseudo Safejump: [https://www.youtube.com/watch?v=9HvaALTL-AA Goofy pseudo safejump]<BR> | |||
'''...>3C>jb>jC>AD>AT>sjc>jC~D...''' | |||
Any normal that low profiles sufficiently (most crouching normals) just flat out make the jump-in whiff which causes the OS to give you a shield So mashing 2A on wakeup beats this OS<BR> | |||
It also loses to Ciel 22B, DAN 623B/C, and Miyako Arc Drive<BR> | |||
Mdscreen Metered Left/Right:<BR> | Mdscreen Metered Left/Right:<BR> |
Revision as of 13:44, 24 August 2022
Offense
Okizeme
There are not a lot of safejumps for Thono. So most OKI is done grounded
Examples:
OS vs Heat and DPs: meaty 2A>2A~D>...
IAD >jX vs lowshield
dl. Grab vs shield
...
Throw:
j8/9>wjA>land j8 in corner j9 Midscreen
Airthrow:
...>3C>AT>66> You can always just runup and meaty from an early Airthrow.
>j4AAAB>AT>IAD>wjX>land Gives consistent hight for a meaty. It works best in the corner since you land quite far away from the enemy Midscreen.
Corner Safejump(thanks to @hare082)
...>3C>jBC>66>AT>dl9>jC>(D)>:
j9 has to be input a little later then half the way down
Midscreen Pseudo Safejump: Goofy pseudo safejump
...>3C>jb>jC>AD>AT>sjc>jC~D...
Any normal that low profiles sufficiently (most crouching normals) just flat out make the jump-in whiff which causes the OS to give you a shield So mashing 2A on wakeup beats this OS
It also loses to Ciel 22B, DAN 623B/C, and Miyako Arc Drive
Mdscreen Metered Left/Right:
...>5BB>236A>236C>w2A>sj>wjA>land early wjA means sameside, late wjA means Sideswitch, The siwtch occurs slightly before you would crossup.
j236C left/right
old routing not possible after 19.08. Patch:
@ralialidell
new routing quite difficult:
@TheLonePhantom