Some things to note: *Level 2 lp smash over gives really good okizeme, although it probably isn't worth it considering you can charge. Notably, you get a meaty impact on backrise. *Cancelling into message then immediately cancelling the speech takes the exact same amount of time as cancelling into a charge. *VT2's G Explosion can reliably be set up into super in the corner at level 2 off of a mp/hp smash over -> vskill xx explosion -> super. The juggle is tight. It's possible to do this in level 3 but only if you juggle smash over from an impact. *St hk moves you slightly forward, so that st hk -> rage tick throw you showed is probably his best one, as it works at the most ranges. *G charge actually leaves you + on wakeup after cancels from many things, so G is heavily rewarded for cornering his opponent (as it gives him charge AND wakeup pressure) *Ending level 3 combos in microwalk b hp xx v skill gets you notably better oki than spinkicks. You're +3/+8 after dash x2, but spinkicks leave the opponent far away on backrise, while the v skill ender leaves you point blank in either case. Plus, a meaty command grab on 4f chars is nice. Considering the absurd corner carry of his standard level 3 bnb though, this only matters if you're starting the combo from near the corner.
I really like G. They got really creative with his kit. His neutral game seems a little lacking until he hits level 3 though (I find the level 3 fireball to be fairly good at zoning). Maybe I'm just not comfortable enough with him yet. Great lab work dude! I had no idea those corner combos were possible.
There's a VT1 air juggle possible by hitting mp-mk mid air. This can be activated while airborne from his double kick special move and can be followed up his super for a longer juggle (was one of his higher trial combos)
BlueBellBerry that video is great, but I think you meant to say MP > b.hp xx LP DP > MK DP. Thank you though, because that is also his strongest combo into CA outside of V trigger! Definitely a great punish.
little late, but hp xx qcf lk xx mpmk, dp k xx qcf k/super is a thing in vt1, does slightly more than hp xx dp p xx mpmk, dp k xx qcf k however it only works if you get the first hit of the flip kick.
Damn. G seems open to creativity compared to other characters
Some things to note:
*Level 2 lp smash over gives really good okizeme, although it probably isn't worth it considering you can charge. Notably, you get a meaty impact on backrise.
*Cancelling into message then immediately cancelling the speech takes the exact same amount of time as cancelling into a charge.
*VT2's G Explosion can reliably be set up into super in the corner at level 2 off of a mp/hp smash over -> vskill xx explosion -> super. The juggle is tight. It's possible to do this in level 3 but only if you juggle smash over from an impact.
*St hk moves you slightly forward, so that st hk -> rage tick throw you showed is probably his best one, as it works at the most ranges.
*G charge actually leaves you + on wakeup after cancels from many things, so G is heavily rewarded for cornering his opponent (as it gives him charge AND wakeup pressure)
*Ending level 3 combos in microwalk b hp xx v skill gets you notably better oki than spinkicks. You're +3/+8 after dash x2, but spinkicks leave the opponent far away on backrise, while the v skill ender leaves you point blank in either case. Plus, a meaty command grab on 4f chars is nice. Considering the absurd corner carry of his standard level 3 bnb though, this only matters if you're starting the combo from near the corner.
Jeremy Winter thanks bro I really needed some good oki advice. This just should be pinned
Please shut up bro lol
G seems like the type to have "what in the tarnation!" in his vocabulary
KKona
7:32 oh that’s sick
I really like G. They got really creative with his kit. His neutral game seems a little lacking until he hits level 3 though (I find the level 3 fireball to be fairly good at zoning). Maybe I'm just not comfortable enough with him yet.
Great lab work dude! I had no idea those corner combos were possible.
G can do mp>mp>c.mp if you so a 1 frame microwalk between the 2 mp,s when you are next to the opponent.
Holy hell I didn't realize Level 2 Presidentiality lead to all of those kickflip combos. Time to practice and optimize, I suppose.
There's a VT1 air juggle possible by hitting mp-mk mid air. This can be activated while airborne from his double kick special move and can be followed up his super for a longer juggle (was one of his higher trial combos)
There's actually a counterhit confirm that is a little better in lvl 2. Mp>>b.hp xx mp dp(delay the cancel) >> lk dp. Have a video up for it.
BlueBellBerry that video is great, but I think you meant to say MP > b.hp xx LP DP > MK DP. Thank you though, because that is also his strongest combo into CA outside of V trigger! Definitely a great punish.
This is great dude, thank you so much!
Please can you do a "How to Play" R.Mika?
little late, but hp xx qcf lk xx mpmk, dp k xx qcf k/super is a thing in vt1, does slightly more than hp xx dp p xx mpmk, dp k xx qcf k however it only works if you get the first hit of the flip kick.
For your crush counter punishes, does it do more damage to just get a counter-hit st.mp into cr.hp into bnb?
Luiz Yes
I like G but I find doing smashes from crouching attacks often results in whiff super, he is quite hard to control reliably.
Use dp shortcut. Down towards, down, down towards, pinch. Numpad 323P or 323K
you can buffer moves, 3MP into 236MP for crouches is the DP, or you can do 6MP into 236MP is dp also
Thanks for this!
I didn't see it anywhere, so I gotta ask if you can land super off command grab?
: v Yes, although the best combo route into it highly depends on your Presidentiality level and V Trigger
Japan is weird. They made a character based off Abe Lincoln.
Astrodude55 Americans made an abe lincin that fights vampires
Do set ups and tricks plzz
He needs a good wake up