At this range he will get outzoned and all his projectiles will be completely reactable bar top decks. Long range is NOT an optimal range for hero. Up air and down tilt will be your main ways to relieve close range pressure as they are safe because of upairs raw frame data and down tilts low-profile and decent pushback. You will also want to be comfortable when being rushed down. In general, you should position yourself just outside burst range as to be able to react to options and make sure that many of your laggy moves are safe. Pivot grab is good for punishing roll get up, spotdodge, rolls in general, regular get up, and over aggressive approaches. Grab is only for punishing obviously unsafe moves, dash grab is only for punishing laggy options and calling out people holding shield. its decently disjointed and may be used to punish spotdodges as well as jab lock. Jab is a good “get off me” tool and will do good damage. Forward air is your main tool for hard committing to an anti-air, Neutral air fulfills the same role but less risky, Down air is good for calling out spotdodge, and up air is for shield pressure and calling out spotdodge. Dash attack is good for calling out retreating enemies but whiffing leaves you wide open. Up-tilt is useful for calling out jumps above you, down tilt safe poke on overeager opponents, and forward tilt is a risky way to call out dash attacks and extreme mashing. Similar to frizz, you can use it to study habits with higher risk but a correspondingly high reward. However, it is very easy to jump over so it must be used with caution. Zap can dish out decent damage and is very safe if spaced correctly. The zap spells on the other hand are useful for understanding how your opponent likes to deal with threatening and powerful moves. If they shield, it likely means that they are someone who is very comfortable in shield and may be prone to getting grabbed. If they jump, they are probably confident in their movement and ability to punish. As a result, they often jump over it as getting hit only deals 8%. It being reactable and weak means that opponents are less likely to be scared or respect it. Frizz is best for gathering safe info on jump habits. Your main tools for conditioning are gonna be frizz and zap. While this is true for most characters, this applies especially to Hero since he requires expert precision and timing. Many of your neutral wins will be reads and guesses, so you must take close attention to any habits, no matter how small. Instead, you will be conditioning jumps and over-aggression with your long range specials while occasionally mixing it up with grabs and spaced shield pressure. NEUTRAL: Neutral with Hero can be very difficult due to his lack of burst options and safe moves. I am not a professional and will not pretend to be one.
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