Saturday 27 November 2010

The rules of the Asuka mirror

When you put 2 counter type characters in 1 space it turns to a long battle of attrition

1) Keep a strong mind and do not press buttons after blocking moves unless they're unsafe.

Moves to use b4,2 on:
1,2
1,2,3
1+2
3+4
Cancans

2) Punish with no hesitation!
Therefore here's her stuff that are punishable by something:
 f2= f2/df2 on block
 b3= simply f2, ff3
 2,3= f2
  3~4= ws1,4.. ccf2 
 d1+2= ws1,4/ws3
  whiplash d4= ws4
 db1,2= LP 2nd hit
 ss2= b1+4/df4
 1,2,4= 4
b2, 1+2, 4/ff3= 2,1/3
uf4/3,1/db2/b2 1+2 = 1

df3= safe due to pushback
3) Any time leg cutter hits always always block low.

4) when closing in watch her movement. Sidewalking means f2/1+2 will come. Backing off will mean b3 will come. So 2,1 against bdc asuka while stop to block as they ss.

Saturday 20 November 2010

Fuck Jack Fuck Jack Fuck Jack Fuck Jack

Fuck Jack Fuck Jack Fuck Jack Fuck Jack

Anyway gameplan is to rush him down.. Wait out abit for a response.

Hitting him between his strings are very risk.

db1 is extremely good so that's another threat to take into account.

It's either stay out of the range of his db1/ff1 so he's more inclined to use bigger attacks like debugger.

One way or another frame data is utmost essential.
1,1= -12 on block ws4 for everyone.
df2= Long ass df2, -14 Asuka:2,1/2,3 Jin f1+2 Nina f3
b1,1= -14 Refer to above.
db1+2,1+2= -14
Cannon arms f1+2 = -19 
ff2= -16/-17 Non charge use df2 for most characters. Charge = long range punisher.
db1112= last hit is -14 and mid
db2 aka low cyber arm= -23/-29 = big punish
u1+2= launch punishable but I doubt some Jack will use that randomly.

Every string that ends with low cyber arm = big punish

If ff1 gets blocked pursue him with 2,1 for Asuka. 

You just need to play outside d/b+1 range and make sure you do not make any rash decisions as d/f+2 has a lot of range and that move can be punished with f+3 anyway. Any moves that he does which give you good frames to start something you should try and pick away with d/b+3, then you can move in with fast mids, the occasional d+4, etc...
 versus d/b+1 anyway you have u/f+1
Schwerlmetallritter says:
 uf1?
 you mean uf3?
LV20 says:
 which means you could be seeing more jabs out of Jack, which is what you want
 no, u/f+1
 Nina u/f+1
Schwerlmetallritter says:
 oh lol
 im talking about asuka here but i see your point
 but the general gameplan should be the same
 since both are poking characters with a quite tight CH game
LV20 says:
 u/f+1 should make Jack do more jabs to hit you out of the air, which is better than getting a full launch
 and you will be able to use ss+2 more as a result
Schwerlmetallritter says:
 the uf1 got some juggle protection right there lol
 Any moves that he does which give you good frames to start something you should try and pick away with d/b+3<-
 ff1 on block?
LV20 says:
 If I am close I start with some crap fast low or a mid, nothing too flashy
Schwerlmetallritter says:
 what would you use for a fast low with asuka
 db3?
 it seems to be better for closing in with a low
LV20 says:
 d/b+3 or d+4
 same thing really

 so when youre upclose against jack
 will you pull back
 if your pressure is not really going anywhere
 since ff1 feels lke it clips backdashes from upclose

 Jack does not really have any good means to get out of pressure, so you should try stay on him and use a move that puts him away
 rather than you backing off


Armor King
Massive gimmicks don't let him close in too easily for a mid/throw mixup.

Very linear but he can mixup with closing in to realign and hopkicking.

Saturday 6 November 2010

Roger

SWL?

Specializes in frame traps at range 0-1. Try and parry the 2nd hit of the front kick stomp on reaction. b1, 4 works against options nicely.

LEarn to block tail sweep on reaction.

Max range homing tail whiff punishable by ws2.

Setup more whiff punishes. b1,

Mash 1 during throw attempts esp when 2 arms are out.

Kuma: Patience. df2 crushes nearly everything. HS is seeable w/customs on.

Crawl- Cancan his face.

b df2- React to the low in this string.

Tuesday 2 November 2010

Vs Steve

OK, basically play linear.

FLK has no mixups, no lows, only one throw which is always 1+2. so just block if he goes to FLK with advantage. most of his moves which manually go to FLK leave him with disadvantage on block anyway (b+1, 121, 11d+1) apart from 2,1, so even then you can attack. generally something which crushes highs works well against FLK, such as generic d+4.

PAB is the mixup stance. the low tracks both sides, and most other stuff can be walked left, so mixup walk left with low parry. it is also hard for him to beat duck jab in PAB. common ways to go into it are PAB d+1 (the low), ss shoulder, and 2,1. dragon punch is -15, PAD df+2 elbow launcher is -10, and if he does the PAB df+1121 (mid mid mid mid) string you can parry the 3rd hit, or the second if he delays it.

in general he tracks really well so play linear unless he goes into PAB. if you backdash cancel instead of freezing up when he gets near you it will be very hard for him to footstomp you.

re: your other post, yes spacing is very hard but also very important. whiffing stuff to make people run in is very worth doing, you just have to make sure you don't do it at a range where it's pointless (too far away) or gets you killed (too close).