Rifle is primarily used for unblockable setups in tandem with Berry Pine as okizeme, but also has some utility in anti-zoning, harassing low mobility characters from a distance, or contesting long-range setups (such as I-No's note or May's beach balls). It is not advisable to try and...
Slow fireball style zoning, where you just control space because the threat exists. It can be a nuclear deterrent in neutral. It stops aerial momentum on summon, allowing Dizzy yet another way to alter her mobility in the air, and bait anti-airs or blitz. It can extend pressure by introd...
Excellent Neutral: Johnny has numerous excellent pokes, Mist Finer to punch through zoning, and high reward when he lands most hits. His large health pool also allows him to make more mistakes than average in neutral. Frightening Okizeme: With his coins and lengthy pokes, Johnny can set up...
Spicy Zoning: Faust's scalpel normals (like f.S, 5H and especially j.H) control space on the ground with ease. Against airborne opponents, Faust has 5K and 6P to swat opponents out of the sky. Approaching him at all can be difficult. Items: Item Toss throws out a randomized item fr...
Kum has a pretty difficult time dealing with Dizzy zoning, movement and okizeme. Don't count Kum out though she can lay on some heavy damage and her projectile okizeme is strong but Dizzy is blessed as one of the few characters that can poke holes in their oki. ...
In Xrd, throws are frame1, meaning they have no startup at all and you will be thrown immediately if you're in throw range. You'll need to space your meaties (or meaty with an air button) so that you're outside of throw range when your opponent gets up. ...
Spicy Zoning: Faust's scalpel normals (like f.S, 5H and especially j.H) control space on the ground with ease. Against airborne opponents, Faust has 5K and 6P to swat opponents out of the sky. Approaching him at all can be difficult. Items: Item Toss throws out a randomized item fr...
Chipp retains all movement options he had before a wall cling, meaning that you can still airdash, double- or triple jump if you let go of the wall or use one of the wall-dashes (9 or 6/3)The Kunais (K) are a very good keepaway tool while wall clinging, and will force your ...
Zoned Out: Sol has issues with long-range zoning. He must either take considerate approaches with dashblocking or wild risks with Ground Viper and Riot Stamp Tensionless Mixups: Without ample Tension, Sol's mixup is basic. While it has high reward, his Strike/Throw game is predictable and...