1.How to do ewgf: PRACTICE
- PAY ATTENTION: IT'S NOT EASY, ONE MUST PRACTICE, A LOT.
-The notation to do the move is f,N,d/f+2 or f,N,d~d/f+2.
-There is 2 frames after the d/f to hit the 2
-It may be good to think of doing this move as: f,n,d~2~d/f at first. It can help.
2.How do I know if i did an ewgf: Same notation, it's a timing issue.
-The easiest way to tell if u did the move correctly is that he will yell dorray on completion of the move.
-The next way to tell is that blueish lightning will cover his arm and part of his upper torso.
- On block it will send the opponent back a few steps while they are covered in lightning for a very short period of time.
3.Differences between wgf and ewgf
-other than the visual differences ewgf is safe on block and leaves u at a +5 frame advantage, whereas the wgf leaves u at a -10 frame dissadvantage.
-The time it takes to be able to attack from an ewgf attack is less than a wgf, thus making it a better choice in a combo.
-wgf also takes longer to input than ewgf due to the fact that u have to wait for more than 2 frames after the d/f. Although the moves come out at the same speed the input is longer.
-They are both 11 frames once you hit '2'. However you one does f.N...d/f...+2, where each period represent a frame, then you have 1+3+3+11 = 18 frames total. This is a wgf because the 2 came during the fourth frame of holding d/f.
4.How to wave dash/wewgf/wdewgf
-The notation for a wavedash is f,n,qcf~f,n,qcf
-The notation for a wewgf is f,n,qcf~f,n,d~d/f+2
-The notation for wdewgf is f,n,qcf~f~f,n,d~d/f+2
-To do an ewgf during a wd you will need to do the same thing press 2 with the d/f. It will feel like you are most likely pressing it early and before the dash starts, thats because u are because the dash itself contains d/f so u have to press it at that time otherwise it will come out as a wgf.
5.How to do a dash ewgf
-The notation for dewgf is f,f,N,d,d/f+2. This is mainly used as THE mishimas whiff punisher.
-With the dewgf there can be a slight delay after the neutral before you hit d/f+2. For example this is good for combos like ewgf,1,1,1,1,1,dewgf where you would pause for a second and then do it, this adds a little extra length in which you dash.
6.How to do a while running ewgf
-f,n,f,f,n,d~d/f+2
-f,f,F,n,d~d/f+2
7.Situations where using either dewgf or wdewgf is better than ewgf
-Ok i will give examples of when a time to use certain ewgf's r good.
-Good to use dewgf. Ex. Marduk does a b+4 and u back dash it. That leaves Marduk at a major frame disadvantage, but u are too far away to throw out a normal ewgf, so it is neccesary to do a dewgf, this gives u a quick leap forward into an ewgf(this is also good to suprise ur oponents when u are at a distance).
-Good use of wewgf. Ex say your fighting steve, steve has been abusing his 1,2,1 which all hit high. Your wd is a crouching animation so therefor u do a wd and throw out a ewgf ducking under the 1,2,1 and getting a launcher on an otherwise perfectly safe move becuase it keeps you at a distance.
8.How to Light dash
-Same notation as wave dash except much faster. It will look quicker and almost like he is bobbing in place. The standard is around 6+ crouch dashes per second.
9.How to cancle a wavedash into a move
-To cancel the dash's you hit back. For example to do a twin pistons out of a wavedash u input f,n,d,d/f~b+1,2 the back cancles the dash and turns you into a surfacing character making it possible to do ws moves.
-You can also cancle into throws, for example you can do a stonehead out of wd, the input would be f,n,qcf,f+1+2. Note the f+1+2 must interupt the wd anywhere from the start of it to right before it ends for the grab to work. The initail wave dash acts as a f so only one is need to do this particular grab.
-cd ending in nuetral automatically adds a F to your input. f,n,d,d/f,n,f+1+2 should be stonehead grab.
10.See dr or 5.0 combo thread.
11.Kaz wall combos(not updated to DR standards)
-Kaz's has two wall combos that are worth your time!
1.They hit the wall and you are at a distance, dash f+4,d+4
2.You are close when they hit the wall, b+3,1,4,1
-If it is a high wall splat then u can get 1 or 2 1's off when they r high then do the wall combo of your choice.
12.Kazuya Punch Parry(not DR safe)
13.Punishability of ewgf.
-Ewgf has one downside and that is that it is a move that hits high. This meaning it can be ducked under, though people usually dont do this often it happens and that puts u at i believe somewhere around a 15 frame disadvantage. That means u are wide open for an attack or even a juggle.
14.Punishability of wgf
-Unlike ewgf, wgf can be punished even on block so i suggest never to use this unless its a fluke.
Last but not least if you cant do these things ive listed then practice. If you have any questions not pertaining to the topic then pm me and i will do my best to answer and if its important i will put it in this post. At first ewgf will be hard to do but after a week or 2 of practice for about 20 min a day u will be doing it 9 out of 10 times.
Stick vs pad - Stick allows for fast input of directs and easier inputting of buttons. Pad=still good but is slower in inputs and to do certain moves you must position ur hands different than usual. When i play with a pad i use my thumb on the directional pad and pointer and middle on the buttons. I myself prefer stick for some characters and pad for others its just up to the player although i would say stick gives you more flexiblity and is overall better.
Zooooo!
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