BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
# “Quote” Edit Post
Bruce
1,2,1 - jabs
1,2,1,2 ? 4,1
1,2,3 - jabs
1,2,4 - duck last hit and WS+2
1,2,d+4,3 - interrupt with WS+2 after 3rd hit (punishes them even if they stop after the 3rd)
1,4,3 - d/f+2
2,3 - jabs
2,4 - duck last hit and WS+2
2,d+4,3 - LP 2nd hit
3,2 ? 4,1
3,3 - duck last hit and WS+2
4,f - hold D and FC 1
f+2,3 - WS+1,3 _ WS+1+2 _ LP last hit
f+2,4 ? 4,1
f+3,1 - flashduck last hit and WS+1,3 _ WS+1+2
f+4,3,4 - duck last hit and WS+2
d/f+1,1 - duck last hit and WS+2
d/f+1,2,1,4 ? 4,1
d/f+1,4 - WS+1,3 _ WS+1+2 _ LP last hit
d/f+1,4~4 - jabs _ SSR last hit and d/f+2
*note: to avoid the mix-up you should always attempt a LP after d/f+1 to catch d/f+1,4 and immediately go back to block high if they went for d/f+1,4~4
d/f+2 ? 4,1
d/f+3,1 - u/f,N+4 _ qcf+2 (note: no NC; works even if 1st low connects)
d/f+3+4,4,4,4,4 ? qcf+1 _ f+1+2
* note: should they stop after 3 or 4 kicks you can punish them with d/f+2
d+3 - WS+2
d+3,4 - flashduck last and WS+1,3 _ WS+1+2
d+4 - WS+2
d+3+4 ? 4,1
d/b+2,1,4 - d/f+2
d/b+3,4 - duck last hit and WS+1,3 _ WS+1+2 (no NC; works even if first low hits you)
d/b+3,4,f - duck last hit and WS+2
d/b+4 ? d/f+4
d/b+3+4 - WS+1,3 _ WS+1+2
b+1,2,1 ? 4,1
b+3,2 - SSR last hit and d/f+2 (strict timing) _ interrupt after 1st hit with CH 1,2,1
b+3,4 - interrupt after 1st hit with CH 1,2,1
b+4,3 - jabs
b+4,3,4 ? qcf+1 _ f+1+2 _ interrupt after 2nd hit with f+1+2 _ d/f+2
b+4,3,d+4 - LP last hit _ interrupt after 2nd hit with d/f+2 (only)
b+4,3,d+4~4 - block and jabs _ interrupt after 2nd hit with f+1+2 _ d/f+2
b,f+4 - safe but they're left at -10; mix up
u/f+3 ? 4,1
u/f+4 - 4,1
b,b+3+4,4 - SSR and d/f+2
WS+2,1 - jabs _ flashduck last and WS+2
FC d/f+4 - WS+2
SS+4,1 - jabs
SS+4,4 - d/f+2
cd+1,2 - duck last hit and WS+1,3 _ WS+1+2
cd+1,4 - SSR last hit and launch
cd+2 ? 4,1 _ f+4,4
cd+3 - WS+1,3 _ WS+1+2
cd+3+4,3+4 ? f+1+2 _ d/f+2
MTS 1,4 - jabs _ SSR last hit and d/f+2
MTS 3 ? 4,1
MTS 4 - WS+1,3 _ WS+1+2

Bryan
1,2,3 - WS+1,3 _ WS+1+2 _ LP last hit
1,2,4 - duck last hit and WS+2
1,4,2,1,2 - duck any of the first 3 hits (4th hit jails) and WS+2
1,4,2,4 - SSL or SSR last hit and d/f+2
1,4,2,1,4 - SSR last hit and d/f+2
1,4,3 - jabs
1,4,3,3 - duck last hit and WS+2
2,3 - jabs
3,2 - jabs
3,2,1,2 - jabs
3,2,1,4 - WS+1+2 only _ LP last hit
3,3 - duck last and WS+1,3 _ WS+1+2 (these two will also interrupt them if they do 3,3,2 _ 3,3,4)
3,3,2 - duck 2nd, stay in crouch or duck only last and WS+2
3,3,4 - SSL last hit and d/f+2
4,3,4 ? 4,1
4,3,f+4 - duck last hit and WS+2
1+2,2 ? b+3 (most consistent) 4,1 _ f+4,4 (if 1+2 misses and you block the 2 use f+4,4_b+3 for punishing, 4,1 misses)
3+4 safe but they?re left at -10; mix up
f+2,1,4 ? 4,1
f+1+4 unblockable - punishable with 4,1 on hit (!)
d/f+1,2 - jabs
d/f+1,1,1,1 ? jabs (note: you?ll get hit if they finish the string)
d/f+1,1,1,1,2 - jabs
d/f+3 - FC u/f,N+4
d+2,3 - jabs
d+3 - WS+4
d+3,2 - duck last hit and WS+2 (no NC; works even if 1st low hit hits you)
d+4 - WS+4
d+1+2 - jabs
d+1+2,3 - WS+1,3 _ WS+1+2 _ LP last hit
d+3+4 - WS+1,3 _ WS+1+2
d+3+4,2 ? 4,1 (no NC; works even if 1st low hit hits you)
d/b+3 - WS+1,3 _ WS+1+2
b+1~2,1,2,1,2,1,2,1,2,1,4 ? qcf+2
*note: should they stop at any 1 they're left at -13 _ at any 2 they're left at -16
b+2,1 - flashduck last hit and WS+1,3 _ WS+1+2
b+2,1,2 - duck last two hits and WS+2 (must duck both, 2nd hit jails)
b+2,4 - SSL or SSR last hit and d/f+2
b+2,1,4 - SSR last hit and d/f+2
b+3,2 - flashduck last hit and WS+1,3 _ WS+1+2
b+3,2,1,2 - jabs
b+3,2,1,4 - WS+1+2 only _ LP last hit
b+3,4 ? 4,1
b+4 ? f+1,2_f+1,3 jabs
f,f+3 ? d/f+4 (you'll get nothing on max range block and if they hold down the 3 they're left at +8)
f,f+4 - FC d/b+1
b,b+4 - oki
qcf+4,1,2 - duck last two hits and WS+2
qcf+4,1,4 - SSR last hit and d/f+2
qcf+1+2 ? 4,1
qcb+2,4 - flashduck last hit and WS+2
qcb+3 - WS+1,3 _ WS+1+2
qcb+4 ? 4,1
WS+1 - qcf+1+2 (strict timing)
WS+3 ? jabs (note: you?ll get hit if they continue the string)
WS+3,4 - jabs
SS+1~2 ? 4,1
SS+2,3 - WS+1,3 _ WS+1+2 _ LP last hit

Christie/Eddy
1,2,4 ? interrupt with 2,1_b+4,3 after 2nd hit for a floater
1,2,4,3 - LP last hit on reaction
3,4 ? interrupt after 1st hit with 2,1 for a floater
[/b]3~4[/b] ? FC u/f+4
(3~4),3+4 ? f+1+2 _ d/f+2
4~3 ? iWR+2 (note: iWR+2 will also beat out 4~3,3 and 4~3,4 and result in a CH juggle)
1+2,3 ? interrupt with CH 1,2,1 after 2nd hit
1+2~3 ? qcf+1 _ f+1+2 (no NC; works even if the first hit connects)
f+2,1,4 ? 4,1 _ f+4,4
f+4 ? d/f+2 (note: you?ll get hit if they continue the string)
f+4,3,3+4 ? 4,1 _ f+4,4 _ SWL after 1st hit for a d/f+2 or end up at their back for a 1,3,2
d/f+2 ? f+1,3_f+1,2 at close to mid range block _ nothing on max range block
d/f+4 ? WS+4
d/f+3+4 ? qcf+2 _ qcf+1 _ f+1+2
d+3 - WS+2
d+3~4 ? WS+1,3 at close range _ WS+1+2 at any range
d+4 - WS+1+2 (note: you'll get hit if they continue the string)
d+4,3 ? WS+1,3 at close range _ WS+1+2 at any range (no NC; works even if 1st low hit connects)
d/b+2,3 ? qcf+2 _ qcf+1 _ f+1+2 (no NC; works even if 1st low hit connects)
d/b+3 ? FC u/f,n+4 _ WS+2 (will hit but not launch d/b+3,b HSP and d/b+3,3 transition)
d/b+3,b ? WS+1+2
d/b+3,3 ? block 1st hit and interrupt with WS+2 (won?t launch) _ block last and d/f+2 into off axis juggle (no NC; works even if 1st low hit connects)
d/b+3,n+3 ? block 1st and interrupt with WS+2 (launches)
d/b+3,4 ? low block 1st hit, stay in crouch to duck 2nd and WS+2 (NC; must block both hits)
d/b+3,d/b+4 ? LP_d/f+1+2 2nd hit (works even if 1st low connects) _ low block 1st hit and interrupt before 2nd with WS+2
d/b+3,d/b+4,4 - LP_d/f+1+2 2nd hit (works even if 1st low connects) _ low block 1st hit and interrupt before 2nd with WS+2 _ LP 3rd hit (works even if 1st and 2nd low connect) _ block and WS+1+2
d/b+3,d/b+4,3 [RLX] ? interrupt with CH 3+4 after 1st hit (works even if 1st low connects; - note: you?ll get hit if they went for d/b+3,d/b+4,4) _ block and d/b+4 _ block and do mixups against RLX
d/b+3,d/b+4,1+2 ? LP_d/f+1+2 2nd hit (works even if 1st low connects) _ low block 1st hit and interrupt before 2nd with WS+2 _ block and 4,1
d/b+4,4,4? - interrupt with CH d/f+1,4_CH 4,3 after any hit (you?ll get hit if they went for the HSP transition d/b+4,b+4 and you try to CH interrupt them immediately after the 1st d/b+4)
d/b+4,b+4 [HSP] ? 2,1_3,1 for a floater
d/b+3+4,4,3 ? duck 2nd and 3rd and WS+2
b+3,3 [RLX] ? d/b+4 _ do mixups against RLX
b+3,f ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
b+4,3 ? WS+2 (note: you?ll get hit if they went for b+4,4) _ LP last
b+4,4 ? SSR last and d/f+2 _ interrupt after 1st with 2,1 for a floater (note: you?ll get hit in both cases if they went for b+4,3)
b+4,4,d [RLX] ? interrupt after 1st with 2,1 for a floater (note: you?ll get if they went for b+4,3) _ block and d/b+4 _ block and do mixups against RLX
b+4,4,3+4 - SWR 2nd and 3rd and d/f+2_1,3,2 on BT _ interrupt after 1st with 2,1 for a floater (note: you?ll get hit in both cases if they went for b+4,3) _ interrupt after 2nd with 2,1 for a floater _ block and jabs
u+3+4,d [RLX] ? 3,1 for a floater (note: this only works if they transition to RLX by holding down; the regular u+3+4 kick is safe at -9)
u/f+3 ? WS+4 (note: you?ll get hit if they go for u/f+3,3_u/f+3,3+4)
u/f+3,d [RLX] ? WS+4 for a d+4,1,3 combo (note: you?ll get hit if they go for u/f+3,3_u/f+3,3+4)
u/f+3,3 ? qcf+2 (strict timing) _ qcf+1 _ f+1+2
u/f+3,3+4 [RLX] ? LP_d/f+1+2 2nd hit _ block and WS+4 into d+4,1,3 combo
u/f+3+4 ? 4,1
f,f+2,3 ? WS+2
f,f+3 ? b+3
f,f+3,b [HSP] ? dash, 3,1 for a floater _ iWR+2 for a B! d/b+2,1,2, d+4,4 combo (note: you?ll get hit in both cases if they went for f,f+3,b+3+4)
f,f+3,d [RLX] ? do mixups against RLX
f,f+3,b+3+4 ? dash~3,1 for a floater
f,f+4,3 [RLX] ? LP_d/f+1+2
f,f,f+3 [RLX] ? WS+4 into 1, dash, 1, dash, 1,3,2 B! combo
WS+1,3 [RLX] ? d/b+4 _ do mixups against RLX
WS+2 ? 4,1
WS+3 ? 4,1
FC 1+2 ? 4,1
FC 1+2,1+2 ? 4,1
FC 3+4 ? f+1+2 _ d/f+2 _ 2,1
FC 3+4,b [HSP] ? 2,1 for a floater
FC 3+4,d [RLX] ? do mixups against RLX
FC d/f+4 [RLX] ? WS+4 into 1, dash, 1, dash, 1,3,2 B! combo
SS+2,4 [HSP] ? duck 2nd hit and WS+4 into 1, dash, 1, dash, 1,3,2 B! combo
SS+3,n,b [HSP] ? block 1st and interrupt with 3,1 for a floater
SS+3,n,b+3+4 ? block 1st and interrupt with 3,1 for a floater
SS+4,n,3 ? LP_d/f+1+2 2nd hit _ block and cc into dash d/b+3 _ cc into iWR+4 (no NC; works even if 1st low connects)
SS+4,n,3,b [HSP] ? 3,1 for a floater
SS+4,3+4 ? f+1+2 _ d/f+2 (no NC; works even if 1st low connects)
SS+4,3+4,b [HSP] ? 3,1 for a floater
SS+3+4 ? f+1+2_d/f+2 (both won?t juggle them if they continue the string; if you think they will continue punish with 3,1 for a floater)
SS+3+4,3+4,3+4,u/f+3+4 ? interrupt with 3,1 after 1st hit for a floater _ SSL any hit after the 1st
SS 1+4 ? WS+2
HSP 1,3 ? WS+2 (NC; must block both hits) _ LP_d/f+1+2 2nd hit
HSP 2,4 - LP_d/f+1+2 2nd hit
HSP 3~4 ? LP_d/f+1+2 on reaction _ block and delayed WS+1+2
HSP 4,3+4 ? interrupt with 3,1 after 1st hit for a floater _ LP_d/f+1+2 on reaction _ block and delayed WS+1+2
HSP 3+4 (= unblockable attack throw) ? flashduck and WS+2 _ duck and delayed WS+4 into 1, dash, 1, dash, 1,3,2 B! combo _ duck and WS+1+2_WS+1,3
HSP b+3 [RLX] - WS+4 into 1, dash, 1, dash, 1,3,2 B! combo
HSP u,n+3_u,n+4 ? LP_d/f+1+2 on reaction _ block and cc into qcf+2 _ cc into iWR+4 _ cc into dash d/f+2
RLX 1,3 ? low block 1st and reverse 2nd hit _ do mixups against HSP (NC; must block both hits)
RLX 1,4 ? flashduck last hit and WS+2 (no NC; works even if the 1st low connects)
RLX 2,3 ? SSL 2nd hit and d/f+2 _ block and 4,1
RLX 2,f+3 ? SSL 2nd hit and d/f+2
RLX 2,4 ? SSL 2nd hit and 3,1 into 1,3,2 B! dash 3,1,2 combo
RLX 3,n+4 ? reverse last hit (no NC; works even if the 1st low hit connects) _ low block 1st and interrupt with WS+4 into 1, dash, 1, dash, 1,3,2 B! combo
RLX 3~4 ? 3,1 for a floater
RLX 3,3+4 ? interrupt after 1st hit with 3,1 for a floater
RLX 4~3 ? low block 1st hit and LP_d/f+1+2 2nd hit (NC; must block both hits)
RLX f+3+4 ? 4,1 (note: this is -13 only at close range block, at max range block it?s safe at -3)

Craig Marduk
1,2,3 ? d/f+2 (note: you?ll get hit if they continue the string)
1,2,3,1+2 ? duck last hit and WS+2
1,2,f+1 ? duck last hit and WS+2
1,d+2 ? safe but they?re left at -9; mix up
2,1 ? duck last hit and WS+2
2,d+1+2 ? 4,1 _ SSR last hit and d/f+2
1+2 ? safe but they?re left at -8; mix up
f+2,1 ? duck last hit and WS+2 (note: you?ll get launched if they went for f+2,d+1,2)
f+2,d+1 ? WS+4
f+2,d+1,2 ? d/f+2
f+3,2 ? SSL last hit and d/f+2 _ qcb+2 last hit
f+4 ? WS+1+2
f+1+4 ? oki
d/f+1 ? 4,1 on close to mid range block _ d/f+4 on very max range block
d/f+2,1 ? 4,1
d/f+3 ? jabs (note: you?ll get hit or launched if they continue the string)
d/f+3,1,2,3 ? d/f+2 (note: you?ll get hit if they continue the string)
d/f+3,1,2,3,1+2 ? duck last hit and WS+2
d/f+3,1,2,f+1 ? duck last hit and WS+2
d/f+3,1,d+2 ? safe but they?re left at -9; mix up
d/f+3,1+2 ? duck last hit and WS+2 (note: you?ll get launched if they went for d/f+3,d/f+1)
d/f+3,d/f+1 ? 4,1 (note: you?ll get hit if they continue the string) _ jabs (interrupts them also if they continue)
d/f+3,d/f+1,2 ? interrupt after 2nd hit with CH confirm 1,2,1 _ duck last hit and WS+2
d/f+4,2 ? f+1+2 _ d/f+2
d/f+1+2 ? jabs
d+2,4 ? safe but they?re left at -9; mix up
d+3 ? WS+1+2
d+4 ? WS+2
d+1+2 ? 4,1
d/b+2 ? safe but they?re left at -9; mix up
d/b+3 ? WS+1+2 (note: you?ll get hit if they continue the string)
d/b+3,1,1 ? 4,1 _ duck 2nd hit and interrupt with WS+2 (note: you?ll get hit if you duck and they went for d/b+3,4)
d/b+3,4 ? jabs
*note: all the d/b+3 variations are no NC; punishers work even if 1st low hit connects
d/b+4 ? WS+4 _ oki
d/b+1+2 ? qcf+2
b+1,2 ? WS+1,3 _ WS+1+2
b+2 ? safe but they?re left at -9; mix up
b+3 ? jabs on close range block _ nothing on max range block
b+4 ? safe but they?re left at -9; mix up
u/f+4 ? safe but they?re left at -9; mix up
f,f+4 ? jabs on close range block _ nothing on max range block
b,b+1+2 ? safe but they?re left at -9; mix up
qcf+1 ? jabs
qcf+2 ? WS+1,3_WS+1+2 on close range block (-12) _ WS+4 on far range block (-11)
VTS 1,2_WS+1,2 ? duck 2nd hit and WS+2
VTS 2_WS+2 ? safe but they?re left at -8; mix up
VTS 3_WS+3 ? 4,1 on close range block _ d/f+4 on mid range block _ nothing on max range block
VTS d+1+2 - FC u/f,n+4
FC d/f+4 ? FC u/f,n+4
FDFA d+2 ? delayed WS+2 _ WS+3 _ WS+1+2
d/b+4 (= grounded stomp) ? WS+2

Devil Jin
1,1,2 ? f+1+2 _ d/f+2
1,2,2 ? 4,1
1,2,3,4 ? SSL last hit and d/f+2 (note: you'll get hit if they went for 1,2,3,f+4)
1,2,4 ? jabs
2,2 ? 4,1
1+4,2,4 ? jabs
1+4,2,d+4 ? FC u/f,N+4
f+2,4 ? jabs
f+4,3 ? qcf+2
d/f+3,2,4 - qcf+2 (note: qcf+2 will go under them if they transition to FLY by holding U afterwards)
d/f+4,4 ? d/f+2
d+3 ? WS+1,3 _ WS+1+2
d+3+4 ? d/f+2
d/b+2 ? WS+1,3 _ WS+1+2
b+1,2 ? 4,1 _ SSR last hit and d/f+2
b+2,4,2,1,2 ? SSR last hit and d/f+2 (strict SS timing) _ interrupt with CH 1,2,1 after 3rd hit
b+3 ? d/f+2
u+4 ? qcf+2
u+4~U [FLY] ? u/f,n+4
f,f+3,1,3 ? d/f+2 _ flashduck 2nd hit and WS+2
f,f+3,1,4 - flashduck 2nd hit and WS+2
f,f+3,1,b+1+2 - flashduck 2nd hit and WS+2
b,f+2,1 ? 4,1 (note: you'll get hit if they continue the string)
b,f+2,1,2 ? b+3+4 last hit (note: you'll get hit if they went for b,f+2,1,4)
b,f+2,1,d/f+2 ? jabs _ b+3+4 last hit (note: you'll get hit if they went for b,f+2,1,4)
b,f+2,1,4 ? reverse last hit
*note: to avoid the mix-up you can SSR the last hit of every b,f+2,1 variation and d/f+2
tgf (= cd+1)- d/f+2
tgf+3 ? 4,1 _ f+4,4
tgf+4 ? WS+2
*note: the tgf variations tgf+3 and tgf+4 can be interrupted with CH 1,2,1 after blocking the punch
f,n,D/F+3 ? WS+2
shitfist (= wgf_cd+2 non JF) - jabs
hellsweep (= cd+4) ? FC u/f,N+4
(cd+4,)4 ? d/f+2
WS+2 ? 4,1
WS+4,4 ? d/f+2
SS+2 - d/f+2
FLY 3 ? 4,1

Feng
1,1 - jabs
1,2,2 ? 4,1 _ duck last hit and WS+2
1,2,2~b ? (opponent BT at -12) 1,3,2 _ duck last hit and WS+2 (for a WS+2, f+4, b+2,1, 1,3,2, B! combo)
2,4 ? 4,1
2,4,1 ? 4,1 _ f+4,4
2~1,1 ? 4,1
3~4,3 - WS+1+2 only
1+2 ? 4,1 _ d/f+4 on max range block
f+2,1,2 - u/f,N+4 _ qcf+2
f+3,4 - d/f+2
f+4,3 - jabs
f+4,4 - WS+1,3 _ WS+1+2 _ LP last hit
d+2 - WS+4
d+4 - WS+4
d+4,1+2 - jabs (d+4,1+2 is no NC, works even if the first low hits you)
d+1+2,1,2 - d/f+2
d/b+1,2 - jabs
d/b+2,2,2 - block 1st and LP second (even if this is no NC you can't LP the second hit if the first hits you)
d/b+3 ? WS+2
d/b+4 ? WS+2 (results in an off axis launch)
d/b+1+2,2 - WS+4 _ LP last hit
b+1 - jabs
b+2 - jabs
b+2,3,4,2 - LP 2nd hit _ d/f+1+2 2nd hit _ b+3+4 after 3rd hit
b+3,3 - flashduck 2nd hit and WS+2
u/b+2 ? d/f+2
u/f+4 ? 4,1
u/f+3+4,3 - duck last hit and WS+2
f,f+4,3 ? 4,1
b,f+1 - d/f+2
b+1+2 - u/f,N+4 _ qcf+2
qcf+1 - WS+1,3 _ WS+1+2
qcf+2 ? 4,1
BT 2,2 - WS+1+2 _ b+3+4 after 1st hit _ qcb+2 after 1st hit _ SSL last hit and d/f+2
BT d+3 ? WS+2
WS+1,2,1 ? 4,1
WS+3 ? 4,1
FC d/f+1 - WS+1,3 _ WS+1+2
SS+4 - FC u/f,N+4
b+3+4,1 - WS+1,3 _ WS+1+2
b+3+4,3 ? 4,1
f+3+4,1 ? d/f+4 (safe on max range block)
f+3+4,2 ? d/f+4
*note: even though f+3+4,2 leaves them very close do not try to punish with 4,1 or jab strings that start with a 1, they will magically miss; 2,1 hits more often, but d/f+4 is still the most reliable punisher
f+3+4,4 - WS+1+2 only
*note: the variations (f+3+4,)1_2_3_4 can be SSR'ed and launched easily if you SS as soon as you see the f+3+4 motion but the f+3+4,1+2,1,2 variation must be SSL'ed for a launch

Ganryu
1,2,1,2,1 ? crush any punch from the 3rd onwards with d+3_d+4 (note: they can low block or LP you if they stop)
1,2,1,2,1,2,1,2 ? qcf+1 (strict timing) _ f+1+2 (note: the last 3 punches are all -18)
2,1,2 ? block and FC 1 _ flashduck 2nd hit and WS+2 _ reverse last hit
2,4 ? WS+1,3_WS+1+2 _ LP_d/f+1+2 last hit
4,4 ? WS+4 on close range block _ nothing on max range block
3,4,4 ? SSR 2nd and 3rd hit and d/f+2 _ interrupt after 1st hit with d/f+2
3,4,3,4,[?] ? duck any hit and interrupt with FC u/f,n+4_WS+2
1+2,1+2 ? 4,1 _ b+3+4 last hit (note: you?ll get hit if they went for 1+2,b+1+2 or 1+2,b+1+2,2)
1+2,b+1+2 ? interrupt with qcf+2 after 1st hit (note: you?ll get launched if they went for 1+2,1+2)
1+2,b+1+2,2 ? interrupt with qcf+2 after 1st hit (note: you?ll get launched if they went for 1+2,1+2)
*note: to avoid the mix-up you can SSR the 2nd hit of any 1+2 variation and punish with d/f+2 if they went for 1+2,1+2_1+2,b+1+2,2 or with a dash up into 1,3,2, f,f+4 combo if they went for 1+2,b+1+2
f+2 ? d/f+2 on close to mid range block _ b+3 on max range block
f+3 ? jabs
f+1+2 ? safe but they?re left at -12; mix up
f+3+4 ? safe but they?re left at -13; mix up
d/f+1,4 ? 4,1 (note: you?ll get hit if they continue the string)
d/f+1,4,1 ? flashduck last hit and WS+2
d/f+2 ? jabs (note: you?ll get hit if they continue the string)
d/f+2,1,2,1,2,1 ? crush 2nd punch with d/b+3 or any punch from the 4th onwards with d+3_d+4 (note: they can low block or LP you if they stop after d/f+2)
d/f+2,1,2,1,2,1,2,1, 2 ? qcf+1 (strict timing) _ f+1+2 (note: the last 3 punches are all -18)
d/f+3 ? WS+1,3 at close to mid range block _ WS+1+2 at any range
d/f+4,1 ? flashduck last hit and WS+2
d/f+1+2,1 ? d/f+2
d/f+2+3 ? WS+2
d+1,2 ? jabs
d+2,2,2,[?] low block 1st hit and interrupt with WS+1,3 for a floater (note: you can also LP any hit if you blocked the previous one)
d+4 ? WS+1,3 at close to mid range block _ WS+1+2 at any range
d+3+4 ? WS+2 (note: be sure to interrupt them if you see the unblockable sparks)
d/b+2 ? WS+2
b+1,1,1 ? flashduck 2nd hit and WS+2
b+1~2_FC d/b+1+2 ? 4,1 _ f+4,4
b+2,1,2 ? 4,1
b+2,1,d+2 ? WS+2
b+4,1 ? interrupt after 1st hit with CH confirm 1,2,1 (punishes them even if they stop after b+4) _ qcb+2 last hit
b+1+2 ? 4,1
f,f+2 ? d/f+2
f,f+4 ? d+3,4 _ d+2 _ oki
f,f+1+2 ? safe but they?re left at -8; mix up
f,f+3+4 ? oki
b,f+1 ? 4,1 _ f+4,4
b,d/b,d,d/f+1 ? qcf+1 _ f+1+2
b,d/b,d,d/f+2 ? safe but they?re left at -11; mix up
WS+1,2 ? WS+1+2 _ LP_d/f+1+2 last hit
WS+2 ? jabs
WS+1+2 ? 4,1 (note: you?ll get hit if they continue the string)
WS+1+2,1+2 ? safe but they?re left at -9 and you?re left recovering WS; mix up
FC 1,1,1,2,1 ? low block 1st hit and interrupt with FC u/f,n+4 _ duck last hit and WS+2
FC 1,1,1,2,d/f+1 ? low block 1st hit and interrupt with FC u/f,n+4 _ interrupt after 4th hit with d/f+2
FC 1,1,1,2,d+1 ? low block 1st hit and interrupt with FC u/f,n+4 _ WS+2
*note: to avoid the mix-up you can LP the second hit of any FC 1,1 variation even if the 1st low hits you;
FC d/f+1,2,1 ? qcb+2_b+3+4 last hit
FC d/f+2 ? 4,1
FC 1+2 ? WS+2
SS+1 ? jabs
SIT 1 ? safe but they?re left at -8; mix up
SIT 2 ? WS+2
SIT 3+4 ? WS+4 into oki

Last edited by BlackPriest on Apr 23rd, 2011 at 12:18