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).

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