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==How Snakeshot Works== | ==How Snakeshot Works== | ||
Ss+1 by itself is +3 on hit and -10 on block; However, Ss+1 can be cancelled into either of her quarter circle inputs by either holding f or b. By doing this Nina gains big frame advantage, +20g on hit and +10g on block. Allowing her access to uncontested follow ups. | |||
===Possible Applications=== | |||
* | The most common way of using ss1 pressure is at the wall by executing what is called a "ss1 cancel." | ||
This cancel leaves you at a noticeable plus frame situation and is very hard for your opponent to escape from. | |||
Ss1 pressure is often not applied in the open due to ss1's somewhat lacking range. | |||
A ss1 cancel is done by first doing a ss1 and cancelling that into a back sway by holding back. | |||
The back sway itself is cancellable by sidestepping again. | |||
I.e. ss1, b, u. (You cannot step to the foreground from back sway) | |||
There are a few techniques used in order to make ss1 pressure practical. | |||
* Ss1 into sway moves | |||
* Ss1 into ws moves | |||
* Ss1 into ss | |||
* Ss1 cancel | |||
* Ss1 cancel, into a ss cancel | |||
* Perfect ss1 cancel | |||
=== Ss1 into sway moves === | |||
Ss1's easiest practical application is through sway moves. | |||
Execute a ss1, hold forwards and press a button, this will result in a sway move. | |||
I.e. (executed by ss1~f+''button'') | |||
* qcf+1 | |||
* qcf+2 | |||
* qcf+3 | |||
* qcf+1+2_3+4 | |||
Back sway may also be used this way by holding back, but it's use is very limited due to only having access to qcb+1+4 and qcb+4. | |||
=== Ss1 into ws moves === | |||
=== | A ss1 into ws moves is an easy way to keep your opponent in check and is easy to execute. | ||
You execute ss1 into ws moves the same way as you do with sway moves except you delay your buttons. | |||
I.e. ss1, f~4 - results in an uninterruptable ws4 | |||
=== Ss1 into ss === | |||
Ss1 cancel into another sidestep is an easy way to access sidestep moves. | |||
I.e. (executed by ss1, b, u~''said move'') | |||
* ss+1+2 | |||
* ss+4 | |||
* ss+1 | |||
Ss1 into ss1 is often done to extend pressure whilst not achieving much. | |||
Ss1 doesn't have a ch property and is not airtight in frames making it risky for little reward. | |||
You may chain these infinitely. | |||
=== Ss1 cancel === | |||
'''This is arguably the most practical way of utilizing ss1 pressure.''' | |||
Ss1 pressure can be quite easily chained into regular moves, utilizing the frame advantage you gain a blocked ss1. | |||
An easy way to use ss1 pressure is to do a ss1 cancel into a move with directional inputs. | |||
Due to the sidestep in the cancelling process, you are locked to sidestep moves and moves with directional inputs. | |||
This is not an issue since you can access plenty of useful moves from this, and most of the moves you'd want to use can be achieved through this technique. | |||
I.e. (input for all being ss1, b, u, ''said move'') | |||
* df+2 | |||
* df+1 | |||
* d+4 | |||
* db+3 | |||
* d+2 | |||
* b+2,2 | |||
* df+1+2 | |||
* f+1,2 (jabs) | |||
* b+4 | |||
* db (duck) | |||
* f,f (dash) | |||
Any moves under 20 frames of start up are '''uninterruptable''' if the cancel is executed well. (Unless your opponent uses any move faster than 10 frames of start up.) | |||
=== Ss1 cancel into a sidestep cancel === | |||
A ss1 cancel will lead you to a sidestep which limits your options. | |||
You can cancel this sidestep by tapping back or forwards, this will unfortunately take a few frames which will lessen the advantage | |||
gained from ss1 pressure. | |||
I.e. | |||
* ss1, b, u, f, n | |||
* ss1, b, u, b, n | |||
=== Perfect ss1 cancel === | |||
A perfect ss1 cancel (as dubbed by [https://www.youtube.com/watch?v=e8gQlaPDnhQ Rockstarr93]) is a advanced version of a ss1 cancel. | |||
The idea is to preserve more plus frames by cancelling to neutral with as few inputs as possible. But a perfect ss1 cancel actually has very little practical applications. It is also considerably more difficult compared to any other methods of cancelling ss1. | |||
You may execute a perfect ss1 cancel by ending your ss1 cancel with a clean up+back input into a neutral input. | |||
I.e. ss1, b~ub, n | |||
One good application is a perfect ss1 cancel into magic 4. | |||
While this seems like a good idea, you should consider cancelling ss1 into qcf2, df2, or df+1+2 instead. | |||
These are frame traps when executed well enough through easier methods of the ss1 cancel, making a perfect cancel somewhat obsolete. | |||
=== Notes/Counter play === | |||
While enforcing ss1 pressure, keep in mind that ss1's most common counter play is sidestepping or back dashing. | |||
Vary your timing and mix up with homing tools like df+1+2 and b+2,2. | |||
Cancel your your ss1 into a dash to realign with your opponent and catch them back dashing. | |||
Ss+1,2 is quite useless, it lacks noteworthy properties and seems like a relic from the past. |
Latest revision as of 22:44, 4 May 2022
Nina (Tekken 7) |
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How Snakeshot Works
Ss+1 by itself is +3 on hit and -10 on block; However, Ss+1 can be cancelled into either of her quarter circle inputs by either holding f or b. By doing this Nina gains big frame advantage, +20g on hit and +10g on block. Allowing her access to uncontested follow ups.
Possible Applications
The most common way of using ss1 pressure is at the wall by executing what is called a "ss1 cancel." This cancel leaves you at a noticeable plus frame situation and is very hard for your opponent to escape from. Ss1 pressure is often not applied in the open due to ss1's somewhat lacking range. A ss1 cancel is done by first doing a ss1 and cancelling that into a back sway by holding back. The back sway itself is cancellable by sidestepping again. I.e. ss1, b, u. (You cannot step to the foreground from back sway)
There are a few techniques used in order to make ss1 pressure practical.
- Ss1 into sway moves
- Ss1 into ws moves
- Ss1 into ss
- Ss1 cancel
- Ss1 cancel, into a ss cancel
- Perfect ss1 cancel
Ss1 into sway moves
Ss1's easiest practical application is through sway moves. Execute a ss1, hold forwards and press a button, this will result in a sway move.
I.e. (executed by ss1~f+button)
- qcf+1
- qcf+2
- qcf+3
- qcf+1+2_3+4
Back sway may also be used this way by holding back, but it's use is very limited due to only having access to qcb+1+4 and qcb+4.
Ss1 into ws moves
A ss1 into ws moves is an easy way to keep your opponent in check and is easy to execute. You execute ss1 into ws moves the same way as you do with sway moves except you delay your buttons. I.e. ss1, f~4 - results in an uninterruptable ws4
Ss1 into ss
Ss1 cancel into another sidestep is an easy way to access sidestep moves.
I.e. (executed by ss1, b, u~said move)
- ss+1+2
- ss+4
- ss+1
Ss1 into ss1 is often done to extend pressure whilst not achieving much. Ss1 doesn't have a ch property and is not airtight in frames making it risky for little reward. You may chain these infinitely.
Ss1 cancel
This is arguably the most practical way of utilizing ss1 pressure.
Ss1 pressure can be quite easily chained into regular moves, utilizing the frame advantage you gain a blocked ss1.
An easy way to use ss1 pressure is to do a ss1 cancel into a move with directional inputs. Due to the sidestep in the cancelling process, you are locked to sidestep moves and moves with directional inputs. This is not an issue since you can access plenty of useful moves from this, and most of the moves you'd want to use can be achieved through this technique.
I.e. (input for all being ss1, b, u, said move)
- df+2
- df+1
- d+4
- db+3
- d+2
- b+2,2
- df+1+2
- f+1,2 (jabs)
- b+4
- db (duck)
- f,f (dash)
Any moves under 20 frames of start up are uninterruptable if the cancel is executed well. (Unless your opponent uses any move faster than 10 frames of start up.)
Ss1 cancel into a sidestep cancel
A ss1 cancel will lead you to a sidestep which limits your options. You can cancel this sidestep by tapping back or forwards, this will unfortunately take a few frames which will lessen the advantage gained from ss1 pressure.
I.e.
- ss1, b, u, f, n
- ss1, b, u, b, n
Perfect ss1 cancel
A perfect ss1 cancel (as dubbed by Rockstarr93) is a advanced version of a ss1 cancel. The idea is to preserve more plus frames by cancelling to neutral with as few inputs as possible. But a perfect ss1 cancel actually has very little practical applications. It is also considerably more difficult compared to any other methods of cancelling ss1.
You may execute a perfect ss1 cancel by ending your ss1 cancel with a clean up+back input into a neutral input.
I.e. ss1, b~ub, n
One good application is a perfect ss1 cancel into magic 4. While this seems like a good idea, you should consider cancelling ss1 into qcf2, df2, or df+1+2 instead. These are frame traps when executed well enough through easier methods of the ss1 cancel, making a perfect cancel somewhat obsolete.
Notes/Counter play
While enforcing ss1 pressure, keep in mind that ss1's most common counter play is sidestepping or back dashing. Vary your timing and mix up with homing tools like df+1+2 and b+2,2. Cancel your your ss1 into a dash to realign with your opponent and catch them back dashing.
Ss+1,2 is quite useless, it lacks noteworthy properties and seems like a relic from the past.