#wyd in this situation

71 messages · Page 1 of 1 (latest)

crystal mulch
#

(as mollo)

#

more realistically when she's a little closer actually

#

like in babydash jab range

visual wasp
#

Specifically on armada?

crystal mulch
#

also doesn't exclusively apply to the actual ledge, just when in the general space of "the corner" on any stage

crystal mulch
#

clairen hits you with sour jab or tipper dtilt or whatever and you DI out

#

and no tech probably

#

or even tech out

visual wasp
#

Oh so you’re recovering

crystal mulch
#

and then she just dash dances right outside of dtilt range

visual wasp
#

Oh okay his is what you mean

crystal mulch
#

feels like she can just mash shit to cover grounded options cause jab/dtilt are hard to punish and cover aerial approaches p easily since mollo airspeed is dookey

visual wasp
#

I mean if she’s just outside you have to either overshoot or get creative no?

crystal mulch
#

her advantage is obv really good so I don't really want to tech out, tech in or in place gets me punished

visual wasp
#

Cry

zinc hawk
crystal mulch
#

main thing is just jab/dtilt being kind of impossible to whiff punish it feels

#

unless you call them out with a read

zinc hawk
crystal mulch
# crystal mulch unless you call them out with a read

which I mean I guess that sounds like normal disadvantage on paper but being in this kind of post-dtilt techchase scrap situation thing is one of the most miserable forms of actionable disadvantage for mollo I feel

#

aside from...recovering against clairen

visual wasp
#

I’m the corner vs clairen i feel like you have to play risky to get out of this scramble

#

It’s heavily clairen favored already so your options are pretty limited

#

You can try to maybe run forward triangle dash

#

Though it’s not a catch all

copper ermine
crystal mulch
#

just like, a slightly less risky parry

#

cause all she really has to do is jab and then cancel it into a dtilt to catch that

#

or even like utilt since it's super active, if the triangle dash is long

zinc hawk
#

I might have a stupid idea

#

Do you think you’d have enough time to jump off stage and then attack to get back on

#

With fair or sum

crystal mulch
#

sorry dawg but I am NOT voluntarily jumping offstage against clairen

#

you can do that if you're in the absolute corner but that's just a huge risk

visual wasp
#

You can

#

Throw a bomb to intentionally get hit then land

#

Terrible idea

crystal mulch
#

actually I could get free invincibility by killing myself

#

and that means I get to stop fighting clairen faster

cold gulch
#

dash slightly -> roll thru -> downtilt? might work exactly once

crystal mulch
#

her moves don't got that kinda endlag lol

#

I'll just get wakeup parried

#

or if the player is good, turnaround jabbed

#

I've tried it

gentle sedge
#

Forward strongis

fickle quest
#

asking the same thing but in reverse

visual wasp
crystal mulch
#

jab covers most things out of disadv for clairen tbh

fickle void
crystal mulch
#

the offstage part doesn't really matter

#

also it was literally 1 frame off from hitting

#

I know the wakeup attack got punished but that doesn't mean it was an objectively incorrect choice

#

and besides, that doesn't really tell me what I should have done instead

fickle void
#

ig you just got unlucky then

#

i mean usually when im in the corner against clairen i either just jump over them or dash dance and try to whiff punish but im not sure how well that could apply to mollo

stable scroll
#

Just use the plat form to reposition and almost use it to reverse bait

#

Sylver does this thing to me and is v good at it where he baits plat approaches and punishes them

#

Specifically like Clairen nair

copper ermine
#

my gameplan in the clairen mu is usually to try and avoid grounded midrange in neutral altogether, as trying to contest wavedash/babydash > jab/dtilt is so hard for mollo. i usually opt to play midrange by offsetting myself vertically from clairen, usually with a platform, as her tools to challenge you at a different height are a little bit weaker than horizontally (still pretty hard though, this mu just sucks lol). if you can close the distance from there, your options open up considerably

#

if you do end up in grounded midrange, you just kind of have to get a correct callout, so moving in ways to try and collect data is also particularly important against clairen

stable scroll
#

I think that’s why tempest is really good bc she can’t just contest you on plat w nair for free

#

She has to hard core commit and if she whiffs it’s a free ticket in on her

narrow wren
#

but actually if the clairen is also grounded threatening to go to the plat can be like fine in my experience

#

clairen kind of has to make a decent commitment to call out your movement if she has to move forward for it

#

clairen anti airs are also a bit of a commitment i feel like clairen tends to be good at poking your whiffs and landings more than anything

pseudo marlin