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SabataSP

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Everything posted by SabataSP

  1. This is Sho's worst match up in my opinion. Combos involving 2ab while he is in an aerial state will not work. So you will need to adjust your combos. Sho's anti airs will trade or clash with the teleport so rolling and dodging is the best option to avoid it. Theres really nothing that can be done in this match up other than simply outplaying the opponent but with Minazuki's superior damage there is very little room for error. One touch for Minazuki could mean you losing the round. I guess his D normals can be SB teleported passed and punished if there being reckless with them but that is the only advantage in neutral I can think of.
  2. Sho has an odd hurt box in the air so no combos involving using 2ab while the opponent is in an aerial state will work on him. Which greatly reduces your damage potential but the same obviously goes for the opponent as well. I believe this problem was fixed in 2.0. I saw something about his hurt box being increased in size.
  3. An easy win in my opinion. You pretty much have every tool in your arsenal to use against her. j.c is easily anti aired by 4a,j.a j.b, j.c or 2b.
  4. This match up is pretty even. There's really nothing that gives Sho any real problems. Narukami's fire balls are easily punished by air dashing over them though I guess.
  5. There really isn't much you should be doing against Akihiko but 4a is hard for him to deal with and theres no way he can beat your j.b. Just play smart. This match up is in Sho's favor.
  6. Its best to stay on the ground in this match up. You can't beat him in the air unless the Yosuke player is being reckless. Anti Air with 4A and block mix ups the best you can until you get a chance at offense.
  7. The parry gives the opponent GRD meter. I don't think its a good idea to just use it against multiple hit moves like Merkava's EX "I, pierce". Its best used sparingly. Just take the one parry unless you want to show off. If you want to punish Merkava's reversal beat it with a upper cut from mid range if your positive they will use it or shield the last hit and punish with 2a if your closer.The shield option is unreliable but possible.
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