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roadapple

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  1. I really gotta drill this into my head. what do you guys do if your mp mk is blocked and your at max'ish range? what are your thoughts on actions after mp / mk on block? josh is cool, and a good player =D
  2. haha, I do. /sadface Ive gotten some stick practice in here and there too, so I feel good on both =D. We need more Victor people discussing in here, cause if you ask me, with a solid grasp of all the system mechanics and solid fundamentals, Victor can be pretty intimidating! All that electric and stuff, i mean, fish must be terrified! It makes sense why they always spew poision like guile throwing gas'y sonic booms! a lesson ive learned lately is that to it is very necessary to master - dash > 360 to open up peoples defense! any + frames gives you an opportunity to go for it. personal favorite - dash lp kinda deep blocked > neutral jump j.lp (wiff) late j.rh > dash - 360 o yeah, and mp normal throw > dash 360, henceforth known as "the roadapple" lol XD (yes i know i didnt invent it)
  3. something ive been using lately is close mk / mp on opponets wakeup, example have someone cornered and in a knockdown, i expect the roll out of the corner, and i time the mk / mp, so that when they roll past, they are waking up into the active frames of either close mk / mp. back dashing out and timming your close mp / mk meatie is a nice thing to do to, and you keep control of your opponet if they block. some chracters with fast wakeup speed (bee...) make it very hard to get in position and get the electric close mp / mk out in time, so its not very usefull in that situation. on hit = standing lp / crouching lk > electric chain to reset > shenanigans (this is my second favorite victor combo =P ) on block = keep pressure on and do your victor thing. of course tech block or gc can stop you. Im pretty sure vic gets command thrown if the opponet goes for it, but not positive. you just neutral jump > whatever then =D.
  4. Get on board the hype train =D.
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