BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
# “Quote” Edit Post
NOTE:
The bolded moves are the most used moves in mid to high level play, hence it is essential to know how to punish them.
Keep in mind however that the used moves may vary depending on many different factors (skill level and mindset of your opponent, wall locations, health bars, etc.) so I recommend training with the whole list if you want to achieve an in depth knowledge on how to punish a certain char properly.
Also, moves that are used much in low level play but don?t get used at all in mid to high level play (e.g. seeable low sweeps) have not been bolded. Newbies please realize that the reason why such moves are not considered important is the fact that they don?t get used if your opponent knows that you are able to see and block them on reaction. Obviously if you can?t your opponent will use these moves and you should focus on learning to see and block them on reaction, maybe even before learning how to punish the other moves.
Credits to Sharog and StreamerX for the idea of bolding and big thanks to tyler2k and all the others who contributed for helping me selecting the moves.

With that being said:

Alisa
1,1 - duck last hit and WS+2
1,2,2 ? WS+4 _ LP_d/f+1+2 last hit _ u/f,N+4 after 2nd hit
2,3 ? jabs
2,3,3 ? jabs
2,3,4 ? WS+2
3 ? 4,1
f+2,3,3 ? jabs
f+3,2,1 ? duck 2nd hit and interrupt with WS+4 for a floater _ interrupt with CH 1,2,1 after second hit (note: f+3 = -14 on block)
f+4,4 ? flashduck last hit and WS+2
f+1+2 ? 4,1
d/f+1,1,2 ? duck 2nd and 3rd or 3rd alone and WS+2
d/f+1,4 - qcb+2 after 1st hit (strict timing) _ block all and do mixups (they're left at -9)
d/f+3 ? 4,1
d/f+3,3 ? WS+1,3 _ WS+1+2 _ d/f+1+2 second hit
d+2,4 ? 4,1
d+3 ? WS+1,3_WS+1+2
d+3,3 ? WS+1,3_WS+1+2 _ low block 1st hit and interrupt with WS+1,3_WS+1+2
d+3,3,3 ? WS+2 _ low block any hit and interrupt with WS+1,3_WS+1+2
d+4 ? WS+2
d+4,1+2 ? duck last hit and WS+2
d+3+4_d+3+4,1+2 ? WS+2
d/b+2 ? d/f+2
d/b+2,2_d/b+2,2,1+2 ? jabs
d/b+3 ? WS+4
d/b+4 ? WS+2
b+1,1+2 ? interrupt after 2nd hit d/f+2 _ block all and f,f+2
b+2,1 ? 4,1
b+2,4 ? duck last hit and WS+2
b+3 ? 4,1
b+4,3_b+4,3,1+2 ? SSR last hit and d/f+2
b+3+4,3+4 ? interrupt after 1st hit with 2,1 for a floater _ SS last hit and launch _ SWR last hit into f,f~b+2,1,3, WS+4, d+4,1,3 combo on BT
u/b+3+4,1+2_BT 3+4,1+2 ? d/f+2
u/f+3,2 ? 4,1 _ f+4,4
u/f+3,3+4_u/f+3,f+3+4 ? interrupt after 1st hit with 3,1 for a floater
u/f+4 ? d/f+2
u/f+4,4 ? WS+1,3 _ WS+1+2
f,f+2,3 ? 4,1
f,f+3,4_f,f+3,4,1+2 ? duck last hit and WS+2
f,f+3,4,4_f,f+3,4,4,1+2 ? jabs
f,f+4 ? jabs
f,f+1+2 ? d/f+2
FC d/f+1+2_FC d/f+1+2,1+2 ? WS+4
SS+4 ? WS+1,3 _ WS+1+2
SS+4,1+2 ? jabs
WS+1 ? 4,1
WS+1,2 - duck last hit and WS+2
WS+1,2,3 - duck 2nd hit and WS+2 _ block all and jabs _ SSR last hit and d/f+2
WS+1,2,3,1+2 ? jabs
WS+2 ? d/f+4
*note: d/f+4 will hit her if she transitions to SBT with 3+4 or DBT with f+3+4 afterwards but will give nothing guaranteed; be sure to do 2,1 to pick her up for a floater if you think she transitions after a WS+2
WS+3 ? 2,1 for a floater
WS+3,3 _ qcb+2 last hit _ reverse last hit
WS+3,d+3 ? qcb+2 last hit _ interrupt after 1st hit with d/f+2 _ block both and WS+4
DES f+1+2,1+2 ? f+1+2
DES d+1 ? WS+1,3 _ WS+1+2
DES d+2 ? WS+1+2
DES u/f+1+2 - WS+4
SBT 1 ? d/f+2
SBT 1,2,1 ? d/f+2
SBT 1,2,1,3+4_SBT 1,2,1,3+4,1+2 ? f+1+2
SBT 3 ? WS+2
SBT 4 ? u/f,N+4 _ qcf+2
DBT 2 ? d/f+4

Anna
1,2,3 ? WS+1,3 at close to mid range _ WS+1+2 at any range _ LP last hit
1,2,4 ? duck last hit and WS+2
1,2,1,4 ? duck last hit and WS+2
1,2,1,d+4 ? WS+1+2 _ LP last hit _ d/f+1+2 last hit
1,4 ? WS+1+2 _ LP last hit _ d/f+1+2 last hit
2,1,4 ? duck last hit and WS+2
2,1,d+4 ? WS+1+2 _ LP last hit _ d/f+1+2 last hit
2,3 ? jabs _ nothing on max range block
2,4 ? duck last hit and WS+2
2,d+3 ? WS+1,3 at close to mid range _ WS+1+2 at any range _ LP last hit
3,3,2 ? jabs _ LP 2nd hit _ d/f+1+2 2nd hit
3,3,4 ? flash duck last hit and WS+2 _ LP 2nd hit _ d/f+1+2 2nd hit
*to avoid the mixup you can always LP the 2nd hit
3,4 ? duck last hit and WS+2
4,3 ? WS+1,3 at close to mid range _ WS+1+2 at any range _ LP last hit
f+2,3 ? duck last hit and WS+2
f+4 ? qcf+1 (strict timing)_f+1+2 on max range block (-19)
f+1+2 ? qcf+1 (strict timing) _ f+1+2
f+2+3 ? 4,1 _ f+4,4
d/f+1,2,3 ? 4,1
d/f+1,2,4 ? duck last hit and WS+2 (note: you?ll get hit if you duck and they go for d/f+1,2,3)
d/f+2 ? jabs
d/f+3,1,2 ? b+3+4 2nd hit _ duck last hit and WS+2
d/f+3,1,4,2 ? b+3+4 2nd hit _ duck last hit and WS+2
d/f+3,1,4,2,3 ? b+3+4 2nd hit _ duck last hit and WS+2
d/f+3,1,4,2,u/f+3 ? b+3+4 2nd hit _ interrupt with jabs after 4th hit for a floater
d/f+3,1,4,2,4 ? b+3+4 2nd hit _ WS+2 _ LP last hit _ d/f+1+2 last hit
d/f+3,1,4,2,1+2 ? b+3+4 2nd hit _ qcf+1 (strict timing) _ f+1+2
d/f+3,2,1,4 ? duck last hit and WS+2
d/f+3,2,1,d+4 ? WS+1+2 _ LP last hit _ d/f+1+2 last hit
d/f+3,2,4 ? duck last hit and WS+2
d/f+3,2,3 ? jabs _ duck last hit and WS+2
d/f+3,2,d+3 ? WS+1,3 at close to mid range _ WS+1+2 at any range _ LP last hit
*note: to avoid the mixup you can duck the second and the third hit of every d/f+3,1_d/f+3,2 variation and interrupt with WS+2
d/f+3,3,3,1 ? flashduck last hit and WS+2
d/f+3,3,3,4 ? flashduck last hit and WS+2
d/f+3,4 ? duck last hit and WS+2
d/f+4 ? WS+2
d+1,n+2 ? jabs _ nothing on max range block
d+3,2 ? d/f+2 (no NC; works even if 1st low hits you non CH)
d+3,4 ? duck last hit and WS+2 (note: you?ll get launched if they go for d+3,2 and you try to duck the 2nd hit)
d+4 - WS+4 (note: you'll get hit if they continue the string) _ FC d/b+4
d+4,1 ? flashduck last hit and WS+2
d+3+4 ? WS+2
d/b+1,1 ? WS+2 _ LP last hit (note: you?ll get launched if they go for d+3,2 and you try to duck the 2nd hit)
d/b+1,4 ? f+1+2 _ d/f+2
d/b+3 ? WS+2
d/b+4,3 ? WS+2 _ low block 1st hit and crush 2nd with u/f,n+4 (note: you?ll get hit if you try to duckblock the 2nd hit or interrupt with FC u/f,n+4 and they go for d/b+4,4)
d/b+4,4 ? WS+2 _ duckblock 1st hit and interrupt with WS+4 for a 1, dash, 1,3,2 B! combo (this will also interrupt them if they go for d/b+4,3)
d/b+3+4 ? WS+2 (note: you?ll get hit if they go for d/b+3+4,3)
d/b+3+4,3 ? duck 2nd hit and WS+2 (NC on clean range; must block 1st hit)
b+1,2,2 ? flashduck 2nd hit and WS+2
b+2,2 ? 4,1 _ duck 2nd hit and WS+2 _ b+3+4 2nd hit _ crush 2nd hit with d/b+3
u+3 ? d/f+2
u/f+1,3 ? d/f+2 (results in trading hits if they go for u/f+1,3,3+4)
u/f+1,3,3+4 ? SSR after 2nd hit and d/f+2 _ interrupt after 2nd hit with CH d/f+1,4
u/f+4,3,4 ? LP 2nd hit
U/F+4 ? qcf+1 (strict timing) _ f+1+2
f,f+3 ? 4,1
f,f+3,4 ? u/f,n+4
f,f+3,4,3 ? 4,1 _ f+4,4
f,f+3,4,b+3 [CJM] ? safe but they're left at -1 and in CJM; do mix-up's against CJM (note: in CJM they can't block, SS or backdash and they're fastest move is i10, therefore jabs_d/b+1 cannot be interrupted, but jabs can be crushed with CJM d/b+3,3 and d/b+1 can be crushed with CMJ u/f+3)
f,f+1+2 ? f+1+2
qcf+2 ? jabs
qcf+3,2 ? duck 2nd hit and WS+2
qcf+4 ? d/f+4 on close to mid range block _ nothing on max range block
f,f,f+3 ? iWS+4 into d+4,1,3_d+4,4 combo depending on range
WS+2 ? 4,1
FC f+1 ? b+3 at any range _ f+4,4 at close to mid range
FC f+2 ? WS+1,3 _ WS+1+2
FC d/f+2 ? WS+2
FC u/f+4 ? qcf+1 (strict timing) _ f+1+2
FC U/F+4 ? 2,1 for a floater
SS+2 ? WS+2
SS+1+2 (only if the 1st punch hits and the 2nd whiffs) ? d/f+2
CJM 1 ? 4,1
CJM 2,1 ? safe but you can reverse the 2nd hit
CJM 3 ? 4,1
CJM 4 ? FC u/f,n+4
CJM d/b+3,3 ? low block 1st hit, stay in crouch to duck 2nd and WS+2 (NC; must block 1st hit)
CJM u/f+4 ? 4,1
CJM f,f+3 ? d/b+1 _ mixup (Anna left FC at -11)
CJM f,f+4 ? duck on reaction (comes out considerably slower than f,f+3) and WS+2 _ block and mixup (Anna left FC at -10)

Armor King
1,2,1 ? safe but you can reverse the last hit
1+2 ? jabs (note: you?ll get hit if they continue the string)
1+2,2 ? duck last hit and WS+2 (note: you?ll get hit if they went for 1+2,4)
1+2,4 ? 4,1
3+4,1 ? interrupt with 2,1 after 1st hit for a floater (note: you?ll get hit if they went for 3+4,2) _ cc and do oki setups
3+4,2 ? d+2 _ d+3 _ oki
f+2,1 ? jabs _ duck last hit and WS+2
f+3,4,3 ? duck last hit and WS+2
f+1+2 ? jabs
f+1+4 ? f+1+2 _ d/f+2
d/f+2 ? 4,1 on close to mid range block _ d/f+4 on max range block
d/f+3+4 ? WS+4 _ cc and do oki setups
d+1,n+4 ? jabs
d+3 ? WS+1,3 on close to mid range block _ WS+1+2 on max range block
d+3+4 ? WS+2 (note: you?ll get hit if they continue the string) _ WS+4
d+3+4,3 ? d/f+2 (no NC; works even if the 1st low connects) _ low block 1st hit and interrupt with WS+4
d+1+4,1+2 ? WS+4 _ cc and do oki setups
d/b+2 ? jabs (note: you?ll get hit if they continue the string)
d/b+2,3 ? d/f+2
d/b+3 ? FC u/f,n+4
d/b+4 ? cc and do oki setups
b+1,2 ? 4,1
b+2,1 ? 4,1 (note: you?ll get juggled if they continue the string) _ d/b+4 (hits them even if they continue the string)
b+2,1,2 ? duck last hit and WS+2
b+3 ? safe but they?re left at -10; mix up
b+4,3 ? duck last hit and WS+2
u/f+2 ? FC 3 _ cc and do oki setups
u/f+4 - 4,1
u/f+3+4 ? oki
f,f+2 ? safe but they?re left at -11; mix up
f,f+4 ? f+1+2
f,f+1+2 ? oki
f,f+3+4 ? oki
f,f,n+2 ? WS+2
DU (= cd+2) ? jabs
cd+4 ? safe but they?re left at -9; mix up
WS+1 ? jabs
WS+2 ? jabs
SS+2 ? 4,1 (note: you?ll get hit if they continue the string)
SS+2,1 ? WS+1,3 _ WS+1+2
SS+4 ? 4,1
SS+3+4 ? oki
BT 3 ? f+1+2
BT 4 ? safe but they?re left at -10; mix up
d+4,4,4 (= grounded stomps) ? WS+2

Asuka
1,1 ? safe on block but you can reverse the last hit
1,2 ? safe on block but you can reverse the last hit
1,2,3 ? interrupt after 2nd hit with d/f+2_CH confirm 1,2,1 (note: you?ll get hit if they went for 1,2,4)
1,2,4 ? f+1,2_f+1,3 on close range block _ nothing on far range block
1,3 ? LP last hit (note: always LP the last hit which is safe on block)
1,4 ? LP last hit (note: always LP the last hit which is safe on block)
2,1,1+2 ? interrupt after 2nd hit with CH confirm 1,2,1 _ SSL after 2nd hit and launch_1,3,2 on BT opponent
2,3 ? f+1+2
3,1 ? jabs
3~4 ? WS+2
1+2 ? safe on block but they?re left at -9 ~ -8; mix up
1+4 ? WS+2 (note: punishing with WS+2 works even if they continue the string)
1+4,2,1 ? flashduck last hit and WS+2 (note: you?ll get hit if they went for 1+4,2,4)
1+4,2,4 ? b+3
1+4,2,d+4 ? FC u/f,n+4
1+4,3 ? safe on block but you can qcb+2_reverse the last hit
*note: all the 1+4 variations are no NC; punishers work even if the 1st hit connects
f+2 ? qcf+1 _ f+1+2
f+1+2 ? safe but they?re left at -11; mix up
d/f+1,2 ? flashduck last hit and WS+2
d/f+3 ? f+1,2_f+1,3 on close range block _ nothing on far range block
d/f+1+2 ? f+1,2_f+1,3 on close range block _ d/f+4 on any range
d+1+2 ? WS+2
d+3+4 ? low block 1st hit and WS+2
d/b+1 ? jabs (note: you?ll get hit if they continue the string)
d/b+1,2 ? WS+1+2 _ LP_d/f+1+2 last hit _ crush last hit with u/f+4
d/b+2 ? 4,1
d/b+3 ? WS+1,3 on close range block _ WS+1+2 on any range
b+1 ? WS+4 _ LP on reaction
b+2,4 ? LP _ d/f+1+2 last hit (note: always LP the last hit which is safe on block)
b+2,1+2 ? jabs (note: you?ll get hit if they continue the string)
b+2,1+2,4 ? 4,1
b+3 ? qcf+2
b+3,2 ? interrupt after 1st hit with qcf+2 _ block all and f+1+2_d/f+2
b+3,4 ? interrupt after 1st hit with qcf+2 _ LP last hit
b+1+4,3 ? WS+1+2 _ LP_d/f+1+2 last hit (no NC; works even if the 1st or the 2nd or both hits connect)
b+1+4,4 ? 4,1_f+4,4 (no NC; works even if the 1st or the 2nd or both hits connect)
*note: to avoid the mix-up you can LP the 2nd hit of both b+1+4 variations, though it comes out to fast you would pretty much have to know they?re going to do b+1+4 to react in time
u/f+4 ? jabs
f,f+3 ? 4,1_f+4,4
f,f+4 ? safe but they?re left at around -10 with some pushback; mix up
WS+1,4 ? flashduck 2nd hit and WS+2
WS+2,1 ? flashduck 2nd hit and WS+2
WS+3 ? f+1+2
WS f+3 ? d/f+2
FC 3+4,3 ? interrupt after 1st hit with 2,1 for a floater
FC d/f+2 ? WS+4
SS+2 ? 4,1
Whiplash combo (= haze palm fist _ HPF):
f+1,3,1 ? flashduck last hit and WS+2 _ qcb+2 last hit
f+1,4 ? duck block 2nd hit and WS+2 _ LP 2nd hit (note: you?ll get hit if they went for f+1,3,1)
f+1,d+4 ? WS+1,3 on close range block _ WS+1+2 on any range _ LP_d/f+1+2 2nd hit
Leg cutter combo (= LCT):
d/b+4 ? WS+4 (will interrupt her also if she continues the string)
d/b+4,3 ? duck 2nd hit and WS+2
d/b+4,4 ? LP 2nd hit (works even if the 1st connects) _ duckblock last hit and WS+4
d/b+4,4,3 ? LP 2nd hit (works even if the 1st connects) _ duckblock 2nd hit, stay in crouch to duck last and WS+2
d/b+4,4,4 ? LP 2nd hit _ LP 3rd hit _ duckblock last hit and WS+4
d/b+4,4,4,3 ? LP 2nd hit _ LP 3rd hit _ duck last hit and WS+2
d/b+4,1+4,2,1 ? LP 2nd hit _ duck last hit and WS+2
d/b+4,1+4,2,4 ? LP 2nd hit _ block last hit and b+3
d/b+4,1+4,2,d+4 ? LP 2nd hit _ block last hit and FC u/f,n+4
*note: all the d/b+4 variations are no NC; punishers work even if the 1st low hit connects; if you get hit by the 1st hit (d/b+4), simply press and hold d/f immediately after it to avoid the mind games; this way, you?ll LP the 2nd hit if they go low again or duck the 2nd hit (for a WS+2) if they go for the d/b+4,3 extension

Baek
1,2,3,3,3,4 ? duck last and WS+2
1,2,3,3,3,d+4 ? WS+1,3 _ WS+1+2 _ LP last hit
1,2,3,3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
1,2,3,3,4,4,4 ? WS+2
1,2,3,4,3 ? qcf+1 _ f+1+2 _ LP 4th hit
*note: you can duck the 3rd hit of every 1,2,3 variation and interrupt with WS+2
2,2 ? 4,1
3,3,3,4 ? duck last and WS+2
3,3,3,d+4 ? WS+1,3 _ WS+1+2 _ LP last hit
3,3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
3,3,4,4,4 ? WS+2
3,4,3 ? qcf+1 _ f+1+2 _ LP 4th hit
1+2,4 ? d/f+2
3+4 ? 4,1 (note: only if they don't transition to FLA; if they do they're left at +2)
f+2,1,2 ? duck last hit and WS+2
f+2,1,4 ? WS+1,3 _ WS+1+2 _ LP last hit
f+3,3,2 ? 4,1
f+3,3,b+2 ? 4,1
f+4,3 ? 4,1 _ f+4,4 _ SSR last hit and launch
f+4,4 ? WS+2
f+3+4 ? jabs
d/f+1,3 - flashduck 2nd hit and WS+2
d/f+3,4 ? d/f+4
d+1,4 ? 4,1
d+3,3,3 ? d/f+2
d+3,3,d+3 ? WS+2
*note: unlike in previous Tekkens you can?t LP any of the low kicks of the d+3,3 variations if the 1st hits you; if you block the 1st hit however LP the 2nd; if you get hit by d+3,3 you should block high to avoid getting launched (punish if they went for the d+3,3,3 mid extension and know that they're left at -1 on hit if they went for d+3,3,d+3)
d/b+2 ? 4,1
d/b+3,3 ? low block 1st, stay in crouch to duck 2nd and WS+2 (NC; must block both hits)
d/b+4 ? cc and qcf+2 _ delayed WS+2 _ delayed u/f,N+4 _ cc and b+1+2 (if you need something easy)
b+1 ? jabs
b+4 ? 4,1 _ f+4,4
u/b+4 ? 4,1
u+4,3 ? duck last hit and WS+2
u/f+3,4 ? jabs
u/f+4 ? jabs
u/f,n+3,3,3,4 ? duck last and WS+2
u/f,n+3,3,3,d+4 ? WS+1,3 _ WS+1+2 _ LP last hit
u/f,n+3,3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
u/f,n+3,3,4,4,4 ? WS+2
u/f,n+3,4 ? duck last and WS+2
u/f,n+3,d+4,3 - qcf+1 _ f+1+2
WS+2,1 ? jabs
WS+3,3,4 ? duck last and WS+2
WS+3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
WS+3,4,4,4 ? WS+2
WS+4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
WS+4,4,4 ? WS+2
SS+3 ? WS+1,3 _ WS+1+2
SS+3+4 ? 4,1 _ f+4,4
cd+3 ? d/f+2 _ qcf+1+2 at max range block
FLA 3,3,4 - WS+1,3 _ WS+1+2 _ LP last hit
FLA 3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
FLA 3,4,4,4 - WS+2 _ LP last hit
*note: to avoid the mixup you can block high after FLA 3,4,4, and go for a LP as late as possible; that way you'll block FLA 3,4,4,3 and LP the FLA 3,4,4,4 which comes out slighly slower
FLA u/f+3 ? 4,1 _ f+4,4

Bob
1,1,2 ? jabs
1,2,1+2 ? 4,1 _ f+4,4
1,3,3 - f+1+2 _ qcf+1
1,d+4 ? WS+1+2 _ LP last hit
2,1,2 ? WS+1,3 _ WS+1+2 _ LP last hit
4,3,3+4 ? interrupt after 2nd hit with 2,1 for a floater _ SS last hit
1+2,1+2 ? f+1+2
f+2,3 ? d/f+2
f+3,4 ? SS last hit
f+1+2 ? d/f+2
d/f+1,2 ? 4,1
d/f+3,2 ? duck 2nd hit and WS+2
d/f+3,4,4 ? d/f+1+2 2nd hit _ LP 2nd hit _ low block 2nd, stay in crouch to duck last and WS+2
d/f+1+2 ? oki
d/f+3+4 ? 4,1 _ jabs
*note: you should always punish with jabs as they will float them if they go for d/f+3+4,4
d+2,1,2 ? 4,1 (note: you?ll get hit if they finish the string with d+2,1,2,2)
d+2,1,2,2 ? qcb+2 last hit _ b+3+4 last hit
d+2,3 ? interrupt after 1st hit with d/f+2
d+3,4 ? jabs _ duck 2nd hit and WS+2 (no NC; works even if 1st low hits you)
d+4,3,4 ? duck 2nd hit and interrupt with WS+2 _ block and 4,1 (no NC; works even if 1st low hits you)
d+1+2,2,1 ? duck last hit and WS+2 _ block and 4,1
d+3+4 ? qcf+2 _ f+1+2
d/b+3 ? WS+1,3 _ WS+1+2
d/b+4 ? WS+1,3 _ WS+1+2 (note: you?ll get hit if they continue the string)
d/b+4,4,3,3 ? qcb+2 last hit _ 4,1 _ duck 3rd and interrupt with WS+2 (no NC; punishers work even if the first low hits you)
d/b+4,4,4 ? WS+1,3 _ WS+1+2 (no NC; works even if 1st low hits you)
d/b+1+2 ? d/f+2
d/b+3+4 ? FC u/f,n+4
(d/b+3+4),4 ? WS+2
b+2,2,4,4 ? duck last hit and WS+2
b+3 ? d/f+2 at close to mid range block _ b+3 at max range block
b+1+2,1,2 ? WS+2
u/b+3 ? f+1+2
u/f+3 ? 4,1
u/f+4,4 ? f+1,3_f+1,2 jabs (2,1 misses)
u+1+2,1 ? d/f+2
u+3+4,1 ? WS+1,3 _ WS+1+2 _ LP last hit
u/f+1+2,1 ? interrupt with CH 1,2,1 after 1st hit (note: you?ll get hit if they went for u/f+1+2,1+2)
u/f+1+2,1+2 ? f+1+2 _ d/f+2
u/f+3+4,4 ? duck last and WS+2
f,f+4,4 ? 4,1 _ f+4,4
b,f+1 ? f+1+2 _ d/f+2
Shoryuken (= cd+2) ? u/f,n+4
cd+3,2 ? duck last hit and WS+2
cd+4 ? FC u/f,n+4
(cd+4),1+2 ? f+1+2 _ d/f+2
cd+1+2 ? jabs
WS+1,2 ? duck last hit and WS+2 (note: you?ll get hit if they went for WS+1,3)
WS+1,3 ? 4,1
WS+2,1 ? d/f+2
WS+2,2 ? WS+1,3 _ WS+1+2
WS+1+2 ? 4,1 _ f+4,4
FC 2,1,1+2 ? d/f+2
FC 2,4,1+2 ? d/f+2 _ LP 2nd hit _ d/f+1+2 2nd hit
BAL 4 ? FC u/f,n+4
BAL 3+4 ? WS+2

Last edited by BlackPriest on May 13th, 2011 at 19:21