Cr. LK (blocked) options [+1]
- Cl. HK - High parry only
- beats Jump
- (will lose to 3f normals or faster)
- Cr. MK - Low parry only
- (will lose to 4f normals or faster and throw if mashed there)
- Opponent can jump out
- Delayed Cr. LK's - Low parry only
- beats jump
- beats mashing
- Kara Throw
- beats blocking
- Shimmy into (?)
- beats opponent looking to tech
- St. LP (High/Low parry-able)
- Safe on whiff (-1)
- Un-Jump-able
- Parry
- Catches crouch-tech, button presses, etc.
Cr. LP (blocked) options [+3] - the same as Cr. LK but a few are a bit more potent
- Cl. HK/HP - High parry only
- beats jump
- 2f gap between buttons
- Cr. MK - Low parry only
- Opponent can jump out
- (loses to 3f normals or faster and throw if mashed there)
- Cr. HP - High/Low parry
- beats jump
- (loses to 3f normals or faster)
St. LP (blocked) options [+5] - the same as above but some even more potent now
- Cl.MP - High parry only
- Perfect string (can even walk up and hit-confirm target combo)
- No gaps
- Beats jump
- Works on Ibuki, Makoto, Alex, Oro, Chun, 12, Urien, Q, Twins, Elena, Hugo
- Cl. HK/HP - High parry only
- 1f gap between buttons
- beats jump
- Cr. MK - Low parry only
- 3f gap between buttons
- beats jump
- loses to mashing throw (up close)
- Cr. HP - High/Low parry only
- 3f gap between buttons
- beats jump
Cr. MP (blocked) options [+3]
- Far MP - High parry only
- beats jump (but will whiff if they don't; use as a call-out)
- 2f gap between buttons
- Cr. MK - Low parry only
- loses to jump
- (loses to 3f normals or faster)
- Shimmy into (?)
- Walk up Cl. HK
- 7f walk + 5f normal (hits on 6th)
- +3 adv obscures the walk so it becomes 4f walk + 5f normal (hits on 6th)
- Walk up Kara throw
- 9f walk+ 3F Throw
- Since its +3 on block, walk forward immediately for 3fs makes it a 6f walk + 3F throw when committing
- Parry
Cl. MP (blocked) options [neutral adv.]
- St. LP - High/low parry-able
- beats jump
- whiffs on most characters (not by some characters)
- (loses to 2f normals)
- Cr. LP - High/low parry-able
- beats jump
- (loses to 3f normals or faster)
- Cl. HK- High parry only
- loses to jump
- (loses to 4f normals or faster)
- Cr. MK - Low parry only
- loses to jump
- (loses to normals 6fs or faster and throw if mashing)
- Cr. HP - High/low parry-able
- loses to jump (but its cancellable)
- (loses to normals 6fs or faster)
- Shimmy into (?)
- Walk up Kara throw
- 2f walk up + 3F Throw
- Parry
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