The times you break down exactly how to set the dummy to practice this stuff has changed my experience so much. I have always known I needed to lab more but there's things I didn't think of at all, on top of which wasn't sure how to do. Gotta make sure to thank you because I feel like I hit a big level up this week. Got my first kula ocv too lol
Very good knowledge my friend, thanks for making this! It's helped so much. Any chance you could make a video on practicing drills for neutral sometime soon?
this was really helpful! been playing Mary and it was easy to work in to what I'm already doing. Too often I did just hit blowback and then do nothing haha
Impressive use of training. So far I've only managed some basic combos & execution stuff. Getting consistent hops on pad seems possible sometimes by flicking analog stick. Maybe I can pull off the drill you showed. Thanks.
Great video! Gonna show this to my friends learning KOF do the first time. Keep it up! Side note: this video made me realize the conditions for a counter hit in XIV/XV is different compared to older KOFs/other fighting games.
I was kind of wondering if you knew what someone like Antonov would do for a drill like this, they don't have a jCD they can hit crouchers with so you don't have the same feedback of "they're knocked back and your run chases them" vs "they blocked it and it's a big screen difference compared to the knockback" I find that the fundamental concepts behind things like this are a little harder to translate for those characters just because they're a little more unique and I find people who put out info for them usually focus less on the concrete layers of their gameplay
Antonov's jCD weakness is extremely rare, definitely. The nice thing about jCD pressure is that there are only two results you are looking for: a knockdown, or a guard. In both cases you can run without worry. That said, you can do a similar mixup from a jumping heavy, but there's just a tiny bit less blockstun to work with, and now running after landing is less recommended (but could still work for a late frame trap, or a running throw mixup). The drill can still apply however, in the sense that you can get your opponent to respect your jumpins and earn jump CDs being guarded standing. If the opponent is willing to crouch your jumps, then it is feasible for you to be landing hop D > 2C or hop D > 2B combos. Over time an opponent should catch on that crouching is not a good idea, and you can resume using hop CDs because they would (in theory) be unwilling to eat the combos, as you've shown them hundreds of times that a crouch would turn into a huge chunk of life lost. Naturally this is very much "to taste" and will depend on your style and consistency.
Do the plus frames differ per character? With chris i feel like i dont have much time to enforce anything after hitting jcd on block except for a frame trap
it depends how low to the ground you do jcd, the lower, the more time you have... Generally enforcing a frametrap is already good to start your offence
thank you very much, no bullshit just straight explanation and a drill to help in practicing, love you man
The times you break down exactly how to set the dummy to practice this stuff has changed my experience so much. I have always known I needed to lab more but there's things I didn't think of at all, on top of which wasn't sure how to do.
Gotta make sure to thank you because I feel like I hit a big level up this week. Got my first kula ocv too lol
The practice drill you suggest here is really cool. It’s teaching me like 6 different skills that I didn’t even know I should practice
Your no bullshit, raw teaching is fantastic and very much needed in the community. Thanks a lot!
Amazing! As someone with very little KoF experience, I rarely ever used j.CD and often even forgot they existed, so this was a real eye-opener.
The homie juice bestowing knowledge as always, much appreciated fam
Juicy Bits name hitting me in the podcast feels
I really missed listening to you talk about kof so here I am again.
Very good knowledge my friend, thanks for making this! It's helped so much. Any chance you could make a video on practicing drills for neutral sometime soon?
Excellent vid! Looking forward to more!
this was really helpful! been playing Mary and it was easy to work in to what I'm already doing. Too often I did just hit blowback and then do nothing haha
Impressive use of training. So far I've only managed some basic combos & execution stuff.
Getting consistent hops on pad seems possible sometimes by flicking analog stick.
Maybe I can pull off the drill you showed. Thanks.
Hey thank you so much for the knowledge. Is it possible that you could do a follow up video for re-hops too
Thank you! This video made me better.
Very juicy content, keep it up.
Looping hop cd is so hard! I get jump really frequently. On stick or on hitbox it's tough
Keep practicing!
Great video! Gonna show this to my friends learning KOF do the first time. Keep it up!
Side note: this video made me realize the conditions for a counter hit in XIV/XV is different compared to older KOFs/other fighting games.
Is the 2nd hop cd meaty after the first hop cd hits the opponent?
Is there a way to pull hops more constantly?
I was kind of wondering if you knew what someone like Antonov would do for a drill like this, they don't have a jCD they can hit crouchers with so you don't have the same feedback of "they're knocked back and your run chases them" vs "they blocked it and it's a big screen difference compared to the knockback"
I find that the fundamental concepts behind things like this are a little harder to translate for those characters just because they're a little more unique and I find people who put out info for them usually focus less on the concrete layers of their gameplay
Antonov's jCD weakness is extremely rare, definitely. The nice thing about jCD pressure is that there are only two results you are looking for: a knockdown, or a guard. In both cases you can run without worry.
That said, you can do a similar mixup from a jumping heavy, but there's just a tiny bit less blockstun to work with, and now running after landing is less recommended (but could still work for a late frame trap, or a running throw mixup).
The drill can still apply however, in the sense that you can get your opponent to respect your jumpins and earn jump CDs being guarded standing. If the opponent is willing to crouch your jumps, then it is feasible for you to be landing hop D > 2C or hop D > 2B combos. Over time an opponent should catch on that crouching is not a good idea, and you can resume using hop CDs because they would (in theory) be unwilling to eat the combos, as you've shown them hundreds of times that a crouch would turn into a huge chunk of life lost. Naturally this is very much "to taste" and will depend on your style and consistency.
Do the plus frames differ per character? With chris i feel like i dont have much time to enforce anything after hitting jcd on block except for a frame trap
it depends how low to the ground you do jcd, the lower, the more time you have...
Generally enforcing a frametrap is already good to start your offence