@@ValiantEffortPM Not enough, its not a matchup I got to play very much. Any insight I might have is gonna be inferred and not coming from actual experience. Keep in mind i will mostly assume she plays close to Nu when writing this. C buttons versus her projectiles are probably close to even? iirc they are close to the same speed in startup, maybe a smidge faster. So whoever is the most pre-emptive with it is likely to hit the other opponent. But she's not a slow character? if that's the case that introduces more risk on us trying to contest that way? With pre-emptive projectiles, there's a lot of opportunity to move pre-emptively and get your turn on the correct read. If a sword whiffs, we either get a small punish or frame advantage. But, if we take risks while doing so that opens up free hits for when we guess wrong. So a lot of just jumping forward and blocking. If you use hops and double jumps, it makes it harder on us to play a good air to ground gameplan since these options don't reset until we land. Having them available after blocking a projectile, possibly even IB'ing one helps. Those matchups with decent air swats we have to often be mindful of under utilising air movement options for this dynamic. But once we start moving on reads, the other player has the option to react instead of zoning on reads. There's a dance there where we can start using pre-emptive C normals to start our stuff. As far as offense and defense, I have no clue
yipee a new bode amane vid! was wondering if you had any tips vs lambda cuz im STRUGGLING trying to navigate that matchup
@@ValiantEffortPM Not enough, its not a matchup I got to play very much. Any insight I might have is gonna be inferred and not coming from actual experience. Keep in mind i will mostly assume she plays close to Nu when writing this.
C buttons versus her projectiles are probably close to even? iirc they are close to the same speed in startup, maybe a smidge faster. So whoever is the most pre-emptive with it is likely to hit the other opponent. But she's not a slow character? if that's the case that introduces more risk on us trying to contest that way?
With pre-emptive projectiles, there's a lot of opportunity to move pre-emptively and get your turn on the correct read. If a sword whiffs, we either get a small punish or frame advantage. But, if we take risks while doing so that opens up free hits for when we guess wrong. So a lot of just jumping forward and blocking. If you use hops and double jumps, it makes it harder on us to play a good air to ground gameplan since these options don't reset until we land. Having them available after blocking a projectile, possibly even IB'ing one helps. Those matchups with decent air swats we have to often be mindful of under utilising air movement options for this dynamic.
But once we start moving on reads, the other player has the option to react instead of zoning on reads. There's a dance there where we can start using pre-emptive C normals to start our stuff.
As far as offense and defense, I have no clue
@@HeyImBode holy cow, thanks for the reply 😄