![]() Unfortunately, it can't be used after many attacks as a tick throw because it's so fast the opponent is in hit or block stun and the throw will miss. If the opponent is not already in the air (or attacking), the Shadow Call of the Earth is guaranteed. Shadow Call of the Earth is very fast and cannot be escaped once the screen freezes. The Shadow Triplax is not only +2 when blocked, it also has one hit of armor. Your primary offense is going to come from canceling Normals into the Call of the Earth when the opponent has meter, which is very limiting. In addition, the light Ankle Slicer has minimal range, and the 15 frame startup makes it interruptible in many instances. Unfortunately, the Triplax is always three hits, which means it is easily Shadow Countered if the opponent has meter. Only the light Ankle Slicer and light and medium Triplax are safe. The frame data for Thunder's special moves is not very promising. It's a little bit of a risk, but as long as the opponent is afraid of Call of the Earth, you can take these risks. After the second light punch, you're pushed back enough to avoid most fast attacks from the opponent, so you can use crouching heavy punch, then cancel into the heavy Call of the Earth. You can use back to back light punches that are uninterruptible, or use one and then the heavy Call of the Earth. For example, light punch leaves Thunder at +2 and can be canceled into the heavy Call of the Earth throw when it hits or gets blocked. You can use most of these twice in a row, mixing in Call of the Earth to keep an opponent on their toes. ![]() Thunder has a few Normals that give him frame advantage.
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