Tuesday 21 December 2010

Julia~


C&P from Zaibatsu. Credits to the Julia forums.
You don't have to mixup d,df,1,4,4,1+2 with d,df,1,4,2. You can just wait out the spin, i usually input some directional move but i don't know if it gets you out of it faster, and then just hopkick or ff+3 instead of that 2. Or you can just spin and then do mad axes or just do another d,df+1 if he keeps blocking. You can buffer mad axes in the spin and just throw it out when you're done with the spin. It's really neat. But it also starts to make them want to duck while you spin again, so then you just start to hopkick out of the spin and juggle them.

Other setup (and CH launcher) to WC df 4,3 is a straight up b+3. On CH you can launch by doing ff+1 at the right time.

It's also nice to get ur ff+1 going and if they get careless you delay the 4 (gives a wallsplat, in the open you can mostly get a ff+2.



I like to use 1,1,4 and then throw with whatever, MA i suppose is the obvious one...
Then as soon as they start to duck you can break out the hop kick launcher to lay on a juggle smackdown! (or do a low grab if you feel fancy).

Perhaps it's not great, I haven't checked frame rates or whatever... but it always works for me!

He's right. you can MA from everything.

d/f+4,2 MA
4~2 MA
d,d/f+1 MA
u/f+4 MA
ff+1 MA
1 MA
4 MA
d/f+3 MA
d+2,3 MA
WS2_d,d/f+1_1,2~3_4 MA
b+1 MA
ff+2 MA
u/f~n MA
d+3 MA
WR1 MA
W! 1+2,4 (opp tech) MA
BDC MA

Pretty much anything you want to do that doesn't have crazy pushback you can use it to disguise MA. Also, you have all the time in the world to hit QCB n then f+2 forever and a half later.
A lot of Julia players will buffer the command during a shotgun punch~spin. D, D/F+1, 4 (or 3) > Mad Axes. Trick is, is to press QCB during the entire animation of her shotgun punch~spin and then press F+2 after she spins.

Sometimes it works for tech rollers against the wall.

Also can someone confirm is you can buffer Mad Axes while in FC? If so then that just makes even more useful.
whenever df+3+4 is the second hit (like after ch db1 _ b1+2 _ 1,2,1,1)
you can always do this d,df+1~4, ff+1, d,df+1~4,1+2 b!
db22 is good on bt opponents!
Crazy combos
uf+4,3,ddf+1~3,1,ddf+1~4,1,d,df+1~4,1+2 B!

WS2,1 WR1
CH [ff+1]4 WR1
d/f+2,1 WR1
f+1+4 WR1
they work after f+1+2 on counter, and qcf+2. also the unblockable.
qcf+2, f+3~1, 1, f+3~1, ff+1, ddf+1~4~1+2 B!
qcf+2, f+3~1, 4, ddf1~4(~1_ff+1), ddf1~4~1+2 B!
qcf+2, f+3~1, 4, *
*1) d,df+1~4, ff+1, d,df+1~4,1+2 b!...
*2) d,df+1~4,1+2 b!


Tech Trap
there is the 4~2,1 _ df+1 tech trap

you can do any juggle
and after b! you do

d,df+1~4
now you have 3 options

they all start with a dash..

4~2,1 - tech trap
df+1 - tech trap
df+3+4 - reset

once you can make them lay on ground use the reset..but you have to master 4~2,1 for this..

4~2,1
FC d/f+4,3
If the opponent techrolls you can back dash one time to be at the perfect space.

CH 1~1,1
If the opponent techrolls you can back dash once to be at the perfect distance

WR1 on block
If the opponent continues to block slight SSR 4~2,1

d,d/f+1,4
If the opponent continues to block back dash and SSR 4~2,1

Saturday 11 December 2010

Vs Ling

Careful about sticking highs out due to AOP or random ss3 for the high crush.

AOP best moves are 1 and 3+4.
df1/d4 works against most options. What she does is really range dependent.

BT stance... watch out for the throw. Duck it on reaction. SWL
Don't hit buttons recklessly due to 4. Block and f2 it on reaction.
When her transits to BT are blocked df1/4/1+4 will work.

BT f+3+4,3+4
@ initial input is her BT roll towards you. Creates mental mind games. Can simply d+4 as soon as you see her roll.
*quick note* her roo kick out of the roll occurs in the initial animation of the roll. if you see her complete a roll that means she didn’t input the roo kick. So expect a mixup or take an initiative and throw out a quick mid to interrupt her.
@ on block the roo kick is 11 frame punishable. Or you can flash her as she is bt. And recovering, for a flash flea 3+4 combo 41 dmg + oki afterwards
 


Neutral. Look out for d3 which is a quite long chip low.
block ss3 on reaction
ss+3,d+1+2
@ on blocking the first hit juggle for free. (-23)

ss+3[~b]
@ bt cancel of the ss+3. Creates mixups. Just stand guard after seeing the low be cancelled. If ling ducks again, block low.

SWR overall..
ff3->SWL onreaction if possible

1 df2-> BT~twirl do not pursue.

Thursday 9 December 2010

Vs King

Very strong character overall. Has high damage 2 hit strings at range 1 with good crush frames to make his offense respectable.

In this set I played.. I should have f2 the King for every ff4 he threw out while spacing but it's pretty linear anyway. However, Asuka definitely can f2 this move due to the range.

Most of his long range tools are damaging but they're linear bar fc df1. King can opt for a close in throw/mixup game to cover up these holes.

We shall look at his stuff.

b1- Excellent in frame traps. This move is the reason why one shouldn't press buttons against King for no reason.

df2,1 is an excellent mid high string with good tracking. 2nd hit is duckable but it doesn't matter if it can be used to intercept sidesteps.

b1+2 grab-> Can't seem to break it so well. However, the followup that knocks down allows him to followup with 2 more throws.. guess between 1 or 2.

1+2 1/3-> By the wall this is a reason to respect King. NC and wallsplats for huge damage. Linear but it's especially good when used for post oki mixup. Fuzzy after the first hit. The mid is -13 but can be safe due to pushback.

Hopkick has an amazing hitbox.

GS/iSW- Same arms different break = Free mixup right there. Also has hopkick protection which applies to b3 and cancans. Gets especially tricky at range 1-2. Otherwise it is possible to tell which one he is aiming for.

ws2- Long range deadly CH fishing launcher. Linear but beware of using high moves when he's fishing out for that. Safe on block.

fc df2- The launcher version of ws2. Linear but quite unsafe on block. Good as a poke to beat out committed closing in. Very long range especially deadly when used in combination with his 'command sidestep.'

fcdf1- Best used in oki. Possibly the longest low in the game. Very safe on block  + pushback which can setup b1. See that coming, hopkick him. Asuka can b3/cancan that on reaction too. Leads to a combo so look out for this move esp when he's far.

d1 n2- Excellent panic move. Jab punishable but doesn't matter if used for it's intended purpose.

df1,2- Might be jab punishable but again it's NC too.

df3,4,3- NCc does not jail so duck the 2nd hit and ws4.

db4- Pretty seeable on reaction but deadly as an oki tool. Hits otg.

db3- Sneaky long low that can be used to close in. On block, punish him as hard as possible as King has little stuff that can be launched punished.

ff1 - Homing mid that knocksdown. Pretty good move, safe on block. Quite easy to see coming. Prone to low hitbox attacks.

f4- Homing sobat that low crushes. On block he cannot do much to continue pressure.

 ffn2- Resembles ws2/fc df2 but it's a low and King will use this to close in. On hit, even at -3 it sets him up for alot more things.

If King is using his command sidestep. Sidestep into his direction and f2 his face.

db2 actually has a role here due to his greater use of mid/high mixup.