Melty Blood/MBTL/Ushiwakamaru/Strategy: Difference between revisions
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{{MBTL Character Subnav|char=Ushiwakamaru|short=US|sub=1}} | {{MBTL Character Subnav|char=Ushiwakamaru|db=ushi|short=US|sub=1}} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
Ushiwakamaru is a heavily read-oriented character, relying on the player to accurately identify the opponent's defensive habits and bait them out with the correct counter. As a result, her pressure and neutral is generally very weak and relies on the player's ability to condition or call out opponents. Once she lands a hit and converts it, however, she has powerful oki in the form of j.236A/B, allowing for difficult to read high/low and left/right mix, and high damage on her confirms. | |||
Some general preliminary tips: | |||
* 214C is your strongest combo ender for oki (neutral jump and j.236A/B at the apex of the jump for a basic example), and you get similarly strong options off airthrow and ground throw. Oki is your greatest strength, do not let an opportunity pass you by. | |||
* 4BC is a powerful neutral option to net a counterhit, but overreliance on it will let it be baited and countered. | |||
* Ushi's 623X series are not invulnerable reversals, but are air unblockable, which makes them good on predictable jump-ins. 623A is more general-purpose reliable, but 623B has a wide range and you can swipe opponents out of the air from a deceptively long range with it. Both A and B versions are jump cancellable on hit, allowing you to follow up with j.[C] j.2C and continue a ground combo. | |||
* Generally with pressure, you can run into 236A~A and spend meter with j.236C to make it both safe on block and set up an immediate strike/throw situation. | |||
* Use 22A or a 5A rebeat to bait out your opponent's defensive options during your blockstrings to gather information about their habits. With a staggered 5A rebeat, you can potentially react to overcommital options the opponent presents. | |||
==Neutral== | ==Neutral== | ||
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====Ground Throw==== | ====Ground Throw==== | ||
Safejump: Throw > wait 1 frame > 22C > j2C | |||
Safejump: Throw > IAD > NJ > jB/j2C | |||
Safejump: Throw > wait 14 frames > j8/9 > jB | |||
5A OS: Throw > 236A > 5A > 2D~A/5D~B | |||
2A OS: Throw > 5Aw > 5C > 2A > 2D~A | |||
==== HKD 214C==== | ==== HKD 214C==== | ||
* dl 22C > double overhead with jBA | |||
* dl 22C > jB safejump | |||
* 22C > land low (if you don't do a frame perfect 2A, you'll block DPs/5 frame mash or be + on wakeup MD) | |||
* walkback forward jump l/r low (can be safe to 6 frame DPs on both sides, but HARD) | |||
* walkback forward jump airdash back jB (low shield bait/makes forward moving DPs whiff) | |||
* any jump, 236A fast fall l/r (can be 5 frame dp safe, but of course its very manually timed) | |||
* IAD rising jA double jump safejump (you need to do the rising jA to land a frame earlier to beat 5 frame DPs) | |||
=====2A Meatys:===== | |||
Not rely usefull but for the old C-Nanaya heads: 214C>w5A>sjc>sideswitch>dl2AB>2A~D> | |||
==Defense== | ==Defense== |
Latest revision as of 21:01, 20 January 2023
Gameplay Overview
Ushiwakamaru is a heavily read-oriented character, relying on the player to accurately identify the opponent's defensive habits and bait them out with the correct counter. As a result, her pressure and neutral is generally very weak and relies on the player's ability to condition or call out opponents. Once she lands a hit and converts it, however, she has powerful oki in the form of j.236A/B, allowing for difficult to read high/low and left/right mix, and high damage on her confirms.
Some general preliminary tips:
- 214C is your strongest combo ender for oki (neutral jump and j.236A/B at the apex of the jump for a basic example), and you get similarly strong options off airthrow and ground throw. Oki is your greatest strength, do not let an opportunity pass you by.
- 4BC is a powerful neutral option to net a counterhit, but overreliance on it will let it be baited and countered.
- Ushi's 623X series are not invulnerable reversals, but are air unblockable, which makes them good on predictable jump-ins. 623A is more general-purpose reliable, but 623B has a wide range and you can swipe opponents out of the air from a deceptively long range with it. Both A and B versions are jump cancellable on hit, allowing you to follow up with j.[C] j.2C and continue a ground combo.
- Generally with pressure, you can run into 236A~A and spend meter with j.236C to make it both safe on block and set up an immediate strike/throw situation.
- Use 22A or a 5A rebeat to bait out your opponent's defensive options during your blockstrings to gather information about their habits. With a staggered 5A rebeat, you can potentially react to overcommital options the opponent presents.
Neutral
WIP
Offense
Pressure
WIP
Okizeme
Air Throw
WIP
Ground Throw
Safejump: Throw > wait 1 frame > 22C > j2C
Safejump: Throw > IAD > NJ > jB/j2C
Safejump: Throw > wait 14 frames > j8/9 > jB
5A OS: Throw > 236A > 5A > 2D~A/5D~B
2A OS: Throw > 5Aw > 5C > 2A > 2D~A
HKD 214C
- dl 22C > double overhead with jBA
- dl 22C > jB safejump
- 22C > land low (if you don't do a frame perfect 2A, you'll block DPs/5 frame mash or be + on wakeup MD)
- walkback forward jump l/r low (can be safe to 6 frame DPs on both sides, but HARD)
- walkback forward jump airdash back jB (low shield bait/makes forward moving DPs whiff)
- any jump, 236A fast fall l/r (can be 5 frame dp safe, but of course its very manually timed)
- IAD rising jA double jump safejump (you need to do the rising jA to land a frame earlier to beat 5 frame DPs)
2A Meatys:
Not rely usefull but for the old C-Nanaya heads: 214C>w5A>sjc>sideswitch>dl2AB>2A~D>
Defense
WIP