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Hmm... 5C>5D>Bsledge is a decent string against people that don't have DP's or can't IB. However, against people who can IB it will almost always get you punished in some way. You could end the string with 5D since it leaves you at +2 it is safe. I usually just do a bunch of Jabs into 2B. 2B is a ludicrous +5 on block and can set up all sorts of shenanigans, also Tagers new 4D is neutral on block and gives mag, so something like 5A>5A>2B>2C(hit confirm)>AC(if hit)>4D (if block). Personally, if I get in close I usually go for the Tick throw or try to land 6A. 6A is hard to land, but it's jump cancelable so you can be really tricky afterwards. Also, 4D is usually better than Gadget at the end of string, it give you less mag but it only knocks them a short distance away. At which point you can turtle up using 2C/AC to control the air and 5C to control the ground, or do a short jump into jB, the jB catch's alot of tech rolls and you can always Barrier if you expect a DP.