![]() The key to good pressure in the neutral is get your opponent to start blocking as early as possible, as safely as possible, and for as long as possible.Ī character is good in the neutral if he has long reaching normals or specials that can be used often to get the opponent to block(or hit them if they're not careful) from far away to minimize risk. Knowing the gaps in pressure is essential here. You can use this gap to dash away, or counterattack. If your opponent used both assists, you will be 100% free to act when he has big enough gaps in his pressure. This is why people use assists before dashing in to attack the opponent. If you can get the opponent to start blocking in the neutral, you will be free to close the distance and start attacking him without fear of retaliation. If you hadn't, the gap between your two pressure attempts would give your opponent time to actually play the game. When you finish your blockstring, you can use an assist to keep the opponent blocking so you can dash up and continue your pressure. you make yourself harder to hit, and you will be ready to dash in for any opportunity. Since blocking gives the enemy a huge advantage, we try our best to avoid guarding things our opponent throws at us. Such as Yamcha, Vegeta, or any multi-hit beam assist. Since blocking gives us a huge advantage, assists that keep the opponent blocking for longer are better. Well, my impatient reader, we can form some very useful and practical knowledge from my word lasagna. So what do I gain from reading past your TL DR? So now we I can only hope know that blocking is the best method of limiting your opponents options. Our opponent can't see a low coming if we're both covered by Goku Black's beam assist. Some of these can even be used together too. Whereas the opponent is severely limited, we, on the offense, have lows, frame traps, vanish, overheads, assists, specials, supers, crossups, and grabs. We have the ultimate advantage in the neutral if the opponent is blocking. See, getting the opponent to block will remove almost all of their tools from them. Walking forward, Neutral Jumping, Assists, all Normal attacks, all Specials, Supers, Super dashing, Dashing forward|Swapping characters(At the cost of 1 meter), ~~Holding that~~Ĭlear enough?|Was this table even necessary? Options While Forced Into The Corner|Options While Blocking To make it clearer, we can compare the options our opponent has while blocking with those he would have had in our "hit them into the corner" example. But just like our second point, we have just gained an advantage in the neutral. They blocked our attack, so we didn't gain anything of substance from the attack. The third point is something I don't think is easily understood at first glance. Gaining an advantage in the neutral is as important as winning the neutral That sentence is so important I think I'll emphasize it. Thus we see that gaining an advantage in the neutral is as important as winning the neutral. They now cannot properly space themselves, removing one of their neutral tools. For example, backing the enemy into a corner with a Kamehameha means they can't walk backwards anymore. It is not a win because we got massive damage, but it's a win because we suddenly made it harder for our opponent to play HIS neutral. Nobody ever won a game and wondered whether they won the neutral or not. At a high level, 2 or 3 hits that convert into combos means a character is dead. The first point is probably obvious to everyone. Landing a hit that will leave us in a more advantageous offensive situationĪssists, our own beam attacks, vanish them into a corner Stray 2m, raw super dash into 2H>character swap Landing a hit that you can convert into a full combo I define winning the neutral as any one of:
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