covering the gap

<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> 5P

frame 5, 11 active + recovery

</aside>


pros: easiest / most consistent option, longest range

cons: hits mid

<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> 2K

frame 6, 14 active + recovery

</aside>


pros: hits low and leads to combos on hit

cons: if not done perfectly, follow-ups can be thrown

<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> Throw

frame 2, 40 active + recovery

</aside>


pros: great reward on hit (full combo), hard to see coming

cons: very punishing if whiffed, very hard to time, OSable


after the gap

<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> 2K

frame 6, 14 active + recovery

</aside>


pros: easier to time consistently, hits low

cons: 5D afterwards is mashable, frametraps with dl 2D are impossible

<aside> <img src="/icons/redirect_gray.svg" alt="/icons/redirect_gray.svg" width="40px" /> c. S

frame 8, 6 active, 10 recovery

</aside>


pros: more active frames make frametraps and beating fuzzies with dl 2D significantly easier, unmashable gap into 5D in most matchups

cons: vulnerable to throw if mistimed, more pushback on block


and for mix, go into…

btl mix

wild assault

sandwich drills


and if the mix is blocked, go into…

if btl mix is blocked