Dealing with rekkas 101
Bears
0:00 / 0:00
Dealing with rekkas 101
3 012 просмотров · 8 лет назад
Bears
300 подписчиков
3 012 просмотров · 8 лет назад
00:00
Rokusai (236S followup from 236S) is -11 frames on IB. This is the juicy reward you get if you manage to make Chipp scared enough to do it without meter. Never fail to punish him for it. Even on max range, with IB you should be able to get at least something, even if it's only a sweep.
00:12
Resshou (236S) is also -4 on IB. Don't let him keep doing pressure for free! Outside of Rokusai (which we already established is very risky to do), he's at frame disadvantage so if you're gonna swing on him, this is the point.
See how even 5H (10F startup) is enough to stuff Chipp's 2S (7F startup) from an IB. Even on normal block Chipp is -1, which is why another Chipp can easily beat him from a block using the same normal he wants to use.
00:23
2D to Resshou is not airtight on block! With a 2 frame gap on regular block and a 5 frame gap on IB, there are plenty of ways you can disrespect this string, since 2D is only special cancelable and his only real other options are the various teleports, which I'll cover how to deal with in another video.
00:42
Perk for Faust players. IB the preceding normal and crawl under Resshou.
00:46
How to deal with Resshou once you've established that you won't let him just swing on you after you IB. A sort of fuzzy OS where you advance forward immediately after IBing the Resshou. If Chipp is aware that you're looking for the IB and wish to contest, he'll often backdash, but sometimes he'll stagger Rokusai as well. Don't be afraid of Rokusai if he has no meter. It's negative on hit; his turn is over.
By waiting to dash forward a little before pressing a button, you make it so that you can't be counter hit by Rokusai, which is the only realistic option to be scared of here. But by doing so preemptively you can chase Chipp's backdash, which normally leaves him too far away to really do anything about.
There is some element of RPS here; see that if Chipp chooses to hit a button immediately you'll run into it. But as established earlier, you should have already conditioned him to be wary of doing this.
01:08
Remember, when hit by Rokusai , don't panic. He's severely negative. Punish him for being greedy. Think of it like this: the situation after Rokusai is just like if you pressed a button that's +6 on block and Chipp blocked it. Don't let him get away with swinging there! You stand to gain a lot more from the low risk (remember, you're extremely plus) play than he does from the high risk one.
01:14
If you don't feel like contesting Rokusai, escape! Chipp is so negative on hit that there's nothing he can do about you holding upback from a Rokusai hit without meter, except a preemptive air to air chase, or Senshuu (236K followup from 236S). And if you IB that, Chipp is in counter hit state crouching recovery. It's not something he'll go for often if at all.
01:43
This is all assuming Chipp has less than 50 tension. Once he gains that tension, Rokusai becomes an extremely dangerous frame trap tool that grants full corner carry and oki on hit.
However, if you've conditioned Chipp properly, he'll also want to stop you from disrespecting his pressure so much and try to punish you with the Rokusai RC, which in turn makes him predictable.
Try to shift your priorities around to be more respectful and try to block more once he's got the tension to RC. Like a stun dipper, Rokusai is a bit of a hard read in this sort of situation; when you use it you're definitely expecting to RC it afterwards. If you just block it, Chipp becomes toothless once again and you can continue to apply the principles in this video.