TheHitmarkersPro Posted October 18, 2014 Posted October 18, 2014 I've found if your opponent is conditioned to blocking in the corner, j.236CD > grab/crossup 2A seems to be a great way to get some damage because it goes behind them even if they're cornered, although it loses to jumping and fast 5A/2As. You can do it midscreen off a throw with 7> 236CD on wakeup. Also, i find j.2C on wakeup after a knockdown a decent way to restart my pressure, as most people 1) get hit by j.2C 2) block it assuming it has advantage like Minazuki 236C/D Just some stuff i use, feel free to correct me where i'm wrong or w/e
Justice7541 Posted October 21, 2014 Posted October 21, 2014 So I've been derping around with Sho as a sub for when Ken is too OP and I realized I have no idea how Sho baits DP. What are his DP-safe pressure strings? I assume any SB rekka or teleport?
AigisPlayer Posted October 21, 2014 Posted October 21, 2014 So I've been derping around with Sho as a sub for when Ken is too OP and I realized I have no idea how Sho baits DP. What are his DP-safe pressure strings? I assume any SB rekka or teleport? You have sb teleport, a rekka into 2D (dodge), sweep into safe jump, if you rekka 2 (214a/b) and then j.2D you can bait out an anti air or dp. "You pissed me off!" Sho taimu 2014
Lucalibur Posted October 29, 2014 Posted October 29, 2014 Personally, I think he's a relatively strong character with great close ranged options across the board. He has jack shit for options outside of that range however, and there are a few flaws in his design(barely no ways to end air combos, survival knife's charge input feels out of place in his moveset). That is just me, though. still think he's pretty good at what he does.
Narroo Posted October 29, 2014 Posted October 29, 2014 I've been thinking the same thing. Sho has terrible anti-air options. On the ground, the only anti-airs Sho has are his 2B and Moon Smasher. 2B has a super long animation which makes it unsafe on wiff- which happens often given how so many characters have attacks that magically stop them in mid-air. Also, it's hit box kind of sucks and it's head invincibility is a bit low given it's long animation. Moon Smasher...may or may not be air unblockable. I tested it out in training and it appeared to be air unblockable (and I updated the wiki), but then in matches it's been air blocked a few times. Other than that, it's an SP awakening skill and is very unsafe on block. Other than that, he can try to take to the skies himself, except his move-set there is more focused against grounded opponents. j.B and j.C are both aimed downwards, j.2C is for mixing up people on the ground, and j.A is alright, but difficult to convert to a combo in the air, I find. In fact, let's give a special mention to how Sho seems to actively try and end combos against air-borne opponents! If you hit someone with 5B and they jumped, you better be ready to hit confirm that on the first hit, otherwise 5B(2) is going to end your combo right there. Similar with 2B, except the second hit there can be followed up with Sweep if it hits just right. If it hits wrong, god knows what's going to happen because that move, which is our anti-air, is a bit unstable against aerial opponents. If you do start comboing aerial opponents, the attack string is rather unstable. Particularly, were proration can take away descending fang options, unless you have 25 meter. For a high proration combo, you need to furious action them. If the opponent is too high though, there's nothing you can really do.
AigisPlayer Posted October 29, 2014 Posted October 29, 2014 Moonsmasher or awakening super if you wanna call it that is air unblockable for sho ONLY until a certain distance, then it's blockable. 5B from an air hit i never have a problem with since you can jump cancel after the 2nd hit knocks em down. Air to air not gonna get anything fancy sadly.. probably can get j.C into rekka 3. Sho really is a character best grounded especially since you can just keep people blocking for a good while. His anti air gives you two chances but missing both or getting hit in between is the death of me T_T. What i think of him in the nutshell...i really enjoy this character most of the time, he can be up on tier lists because of lack of restrictions with no persona(silence, p.break) and not losing burst because of no persona, but at the same time he loses what makes minazuki so fun to fight (sarcasm). mixup game high low wise doesn't really start until you have meter, otherwise teleport is what you got..man i wish 2c was overhead...you have stuff into j.2c but as slow as that is you can either block or anti air that..he really is someone who has to keep momentum and pressure to sho off what a good character he can be. "You pissed me off!" Sho taimu 2014
AigisPlayer Posted October 31, 2014 Posted October 31, 2014 Just a little quick public sho announcement since i see a lot of people do this, ending sho's C finish AoA with air DP is suuuuuuper risky and you should just not do it. Lot of characters can hit you before you recover (aki just straight up 5B fatals you in the corner) Ending with j.236A/AB is safer. For example, i use aoa > C finish >jc > j.C > jc > j.B (1hit) > j.C(1hit) > j.236A/AB. AB version even sideswaps midscreen. "You pissed me off!" Sho taimu 2014
Shin Oni Posted November 3, 2014 Posted November 3, 2014 5A is also a decent AA at times. 5A in general is a really fantastic normal outside of it being 9 frames. (but +1 on block and furthest reaching A normal in the game.) A lot of the cast can't challenge that button at max distance so they have to sit there and take the harassment or guess DP and hope you're either in range of it hitting or recover before hitting. another thing about AAs. If you use 2B as an AA, always jump cancel or cancel into 2C if you hit them high enough for 2C to connect into the standard OTG BnB. At least you're not stuck committing to both hits of 2B and you have the chance to follow up if on hit/block. and of course there's always DP as sho has a actual DP. Also anyone have Narukami exp? I think it's pretty bad for Sho.
Narroo Posted November 3, 2014 Posted November 3, 2014 5A is also a decent AA at times. 5A in general is a really fantastic normal outside of it being 9 frames. (but +1 on block and furthest reaching A normal in the game.) A lot of the cast can't challenge that button at max distance so they have to sit there and take the harassment or guess DP and hope you're either in range of it hitting or recover before hitting. another thing about AAs. If you use 2B as an AA, always jump cancel or cancel into 2C if you hit them high enough for 2C to connect into the standard OTG BnB. At least you're not stuck committing to both hits of 2B and you have the chance to follow up if on hit/block. and of course there's always DP as sho has a actual DP. Also anyone have Narukami exp? I think it's pretty bad for Sho. My experience is that almost everything Sho can do, Narukami seems to do better. So, 2B can combo into 2C? I did not know that.
Lucalibur Posted November 3, 2014 Posted November 3, 2014 It only works on CH, so it isn't very reliable unless you know it's gonna work.
Tong Posted November 4, 2014 Posted November 4, 2014 Also anyone have Narukami exp? I think it's pretty bad for Sho. It's pretty even. Sho's 5A can beat/stuff Narukami's 5B rather easily and there are few things Narukami can do against j.B and j.2C (beats AA 2B attempts). He's also one of the characters affected by the 5C> j.B and this makes a difference when dealing damage. The bad points are when Narukami gets in and starts an offensive because Sho's DP isnt exactly the best nor he can escape easily (but again, who can? Narukami's pressure is great). 214AB has some invul during the active frames and can help to beat some of his blockstrings.
Shin Oni Posted November 5, 2014 Posted November 5, 2014 Yea mostly when I've been playing them 5A is great for tagging his 5B if you see it. Sweep also helps for going under 5B but it's risky. Outside of that when i'm in pressure i'm basically forced to guess DP during pressure or spend meter on either rolling out or counter assault.
Justice7541 Posted November 6, 2014 Posted November 6, 2014 So, Sho's j.2C is literally godlike? Like "why would anyone pick Minazuki over Sho if it means losing this move" godlike.
AigisPlayer Posted November 6, 2014 Posted November 6, 2014 Technically minazuki has it, just it's his teleport and comboing off it is easier. The move is slow enough to anti air anyway so i can't call it that, but it's still pretty good for things like baiting anti airs or crossups or if you're low enough a fake overhead "You pissed me off!" Sho taimu 2014
Justice7541 Posted November 6, 2014 Posted November 6, 2014 Technically minazuki has it, just it's his teleport and comboing off it is easier. The move is slow enough to anti air anyway so i can't call it that, but it's still pretty good for things like baiting anti airs or crossups or if you're low enough a fake overhead "You pissed me off!" Sho taimu 2014 Minazuki's version is way slower and much more obvious, and you can't control the spacing. It's not even really comparable other than sharing the same animation. j.2C has a giant hitbox that beats most AAs and can bait out a lot of DPs, not to mention it'll cross up if done properly and it's fantastic for punishing stuff after baiting it out with a jump (i.e. jumping over Yu's Cross Slash then punishing with j.2C).
AigisPlayer Posted November 6, 2014 Posted November 6, 2014 Yeah there's more startup, but he gets to choose if he hits in front, behind, or feint whenever.. though his is fatal recovery so he has more risk with his reward. Rare i use this for punishing things i baited though "You pissed me off!" Sho taimu 2014
AigisPlayer Posted November 20, 2014 Posted November 20, 2014 so i was looking through the Sho gameplay videos https://www.youtube.com/watch?v=I_xEP-HURq4 (Tahichi[margaret] vs Okusan[sho]) so the safejump setup seems to be 5C > j.B > j.C loops either once or twice leading into j.B > j.C > 5C > j.B > j.C > 5B > sweep > safejump was just something cool i never tried to experiment too much with but i feel it's something worth looking into.
Justice7541 Posted November 20, 2014 Posted November 20, 2014 so i was looking through the Sho gameplay videos https://www.youtube.com/watch?v=I_xEP-HURq4 (Tahichi[margaret] vs Okusan[sho]) so the safejump setup seems to be 5C > j.B > j.C loops either once or twice leading into j.B > j.C > 5C > j.B > j.C > 5B > sweep > safejump was just something cool i never tried to experiment too much with but i feel it's something worth looking into. It's literally just sweep > hold up during. It's just more practical off jump loop cause you lose way less damage not doing the rekkas after a jump loop than after just 3-4 normals.
Kikuichimonji Posted November 20, 2014 Posted November 20, 2014 You can't TK the j.236 A/B, right? There's a height restriction? The only way I can get it to work is with a super jump and it's super obvious.
Shin Oni Posted November 20, 2014 Posted November 20, 2014 whoops my bad. I thought you were talking teleport. the only time I find myself doing TK j.236 is after the basic BnB and i'm usually using the B/SB versions as opposed to the A version. It's nice if people aren't DP happy or you get them to respect your pressure on wakeup (cause if they do hit something that's not a DP/invincible it's a free fatal combo.) sometimes i'll mix in the SB feint just cause.
Kikuichimonji Posted November 20, 2014 Posted November 20, 2014 whoops my bad. I thought you were talking teleport. the only time I find myself doing TK j.236 is after the basic BnB and i'm usually using the B/SB versions as opposed to the A version. It's nice if people aren't DP happy or you get them to respect your pressure on wakeup (cause if they do hit something that's not a DP/invincible it's a free fatal combo.) sometimes i'll mix in the SB feint just cause. So you can do the 214B as a TK, or you can't? How high off the ground do you have to be? Do you use a TK motion or do you just jump and do it? Like I said before, I keep getting super jumps when I do an actual tk motion.
AigisPlayer Posted November 20, 2014 Posted November 20, 2014 So you can do the 214B as a TK, or you can't? How high off the ground do you have to be? Do you use a TK motion or do you just jump and do it? Like I said before, I keep getting super jumps when I do an actual tk motion. If i do it, i use 5a > jc > j.236ab or i just do 214a~AB > 2a for the high low. I really dont like doing tk motion for it since you go up higher because super jump makes it more obvious.
Shin Oni Posted November 21, 2014 Posted November 21, 2014 So you can do the 214B as a TK, or you can't? How high off the ground do you have to be? Do you use a TK motion or do you just jump and do it? Like I said before, I keep getting super jumps when I do an actual tk motion. TKing it always gets super jump from my experience in this game. I'm sure there's height restriction on it because i've goofed with that and air teleport to see how low it can get and both just ended up being super jump from TK. Not really any use off it unless it's after a knockdown or maybe jump cancel move. I do catch people mashing after BNB>rekka knockdown with it since the loop will carry the tall characters to the corner and anyone else it's just a nice thing to throw in from time to time if you expect a 2A or trying to bait a slow move with the B version.
RurouniLoneWolf Posted November 21, 2014 Posted November 21, 2014 You can do TK j.236AB from 5A without getting the super jump. You guys are probably doing the motion too quickly/not early enough. Though, I didn't really notice any noticebale difference in height from doing the TK or just doing 9jc j.236AB really quickly. So, just learn whichever is more comfortable for you? Air Teleport doesn't have a height restriction from what I've seen in training mode just now. You can actually do it incredibly low to the ground with a TK. It's just not particularly useful because Sho is so low to the ground that unless you're right up against your opponent, you probably won't travel far enough on the way down to cross over to the other side.
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