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6/20/2025, 9:48:24 PM
>>528173760
Sorry for the late reply, anon, I'm still around.
Uno's f.H is the cornerstone of his neutral but its 21f startup and decent recovery makes it punishable when read. If you're around Uno f.H's max range you can try to backdash it, spotdodge it (this gets you a punish if you're early enough) or neutral jump and punish on landing. All of these have to be done preemptively but there's not a TON Uno can do to punish you for those; spotdodge is the riskiest because you're counterhit in its recovery state, meaning Uno gets a combo off 236H, but he'd get a non-conversion punish against backdash and can't really anti-air you from this range (236X and [2]8M are air-unblockable but have super tight timing and long enough startup that if he can't do it on reaction). Usually if you go for those the worst that'll happen is Uno waits a bit and then goes in after.
Closer than f.H's max range and you can try to stuff it or go for the aforementioned neutral jump. One of Uno's biggest weaknesses is the dead zone in his normals; his fastest medium is 10f and it's only clash level 2, so if you play around a range where he has to use it to contest you can go for counterhits, crushes and whiff punishes, and can even force him to either hold your offense or go for parry. [2]8L is -6 and [2]8M/H are -10, giving Djeeta a counterhit c.M/C.H punish respectively, so pressuring Uno and baiting the parry gets you high damage. I don't know Djeeta's pressure but if she has any 1f/2f frametraps that beats Uno's parries besides [2]8H/U.
>Maybe letting him waste his cooldown on block might not be a bad idea
The thing about that is Uno's specials are great at building meter and applying chip, and once Uno has meter he can use 214U's plus frames to more effectively cycle his cooldowns. His pressure is genuinely busted. If you want to get Uno off you and make him waste a cooldown, 623H (the super active spin rekka) is counterhit for ages so you can BC it on reaction for a HKD.
Sorry for the late reply, anon, I'm still around.
Uno's f.H is the cornerstone of his neutral but its 21f startup and decent recovery makes it punishable when read. If you're around Uno f.H's max range you can try to backdash it, spotdodge it (this gets you a punish if you're early enough) or neutral jump and punish on landing. All of these have to be done preemptively but there's not a TON Uno can do to punish you for those; spotdodge is the riskiest because you're counterhit in its recovery state, meaning Uno gets a combo off 236H, but he'd get a non-conversion punish against backdash and can't really anti-air you from this range (236X and [2]8M are air-unblockable but have super tight timing and long enough startup that if he can't do it on reaction). Usually if you go for those the worst that'll happen is Uno waits a bit and then goes in after.
Closer than f.H's max range and you can try to stuff it or go for the aforementioned neutral jump. One of Uno's biggest weaknesses is the dead zone in his normals; his fastest medium is 10f and it's only clash level 2, so if you play around a range where he has to use it to contest you can go for counterhits, crushes and whiff punishes, and can even force him to either hold your offense or go for parry. [2]8L is -6 and [2]8M/H are -10, giving Djeeta a counterhit c.M/C.H punish respectively, so pressuring Uno and baiting the parry gets you high damage. I don't know Djeeta's pressure but if she has any 1f/2f frametraps that beats Uno's parries besides [2]8H/U.
>Maybe letting him waste his cooldown on block might not be a bad idea
The thing about that is Uno's specials are great at building meter and applying chip, and once Uno has meter he can use 214U's plus frames to more effectively cycle his cooldowns. His pressure is genuinely busted. If you want to get Uno off you and make him waste a cooldown, 623H (the super active spin rekka) is counterhit for ages so you can BC it on reaction for a HKD.
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