BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
# “Quote” Edit Post
Heihachi
1,1,2 ? f+1+2 _ d/f+2
1,2,2 ? 4,1
1,2,2,1+2 ? SSR_SSL last hit and d/f+2
1,2,4 ? duck last hit and WS+2
1,b+2,1 ? u/f,n+4 _ qcf+2 _ SSL last hit and d/f+2
1,b+2,4 ? SSL last hit and d/f+2
2,2 ? 4,1
3,4 ? b+3 _ SSR last hit and d/f+2 _ qcb+2 last hit
4~3 ? oki
1+2 ? 4,1
f+1+2 ? 4,1
d/f+1,1 ? flashduck last hit and WS+1+2_WS+1,3 (note: you'll get hit if they went for d/f+1,2)
d/f+1,2 ? WS+1,3 at close range _ WS+1+2 at any range
d/f+1+2 ? d/f+2
d/b+2 ? WS+2
b+1,2 ? flashduck last hit and WS+2
b+1,4 ? WS+1,3 _ WS1+2
b+3,3 ? WS+1,3 _ WS1+2
b+1+2,1+2 ? jabs
f,f+2 ? b+3 _ nothing at max range block
b,f+2,1 ? duck last hit and WS+2
b,f+2,2 ? WS+4
qcf+2 ? f+1+2
WS+1 ? jabs
WS+4,4 ? d/f+2
FC d/f+4 ? FC u/f,N+4
SS+2,1 ? d/f+2
d+4 (= grounded stomp) ? WS+2
shitfist (= wgf_cd+2 non JF) ? jabs
tgf ( = cd+1 non JF) ? d/f+2
f,n,d,D/F+3 ? FC u/f,n+4
hellsweep (= cd+4) ? FC u/f,N+4 (note: only the first HS is punishable)
cd+4,1 ? d/f+2
cd+4,n+4,4 ? d/f+2

Hwoarang
LFF (Left Foot Forward):
1,1,3,3- Low parry the third hit.
3,3,3- 4,1
3,3,d+3- Low parry the third hit.
4,4,3- WS 2
4,4,4,3- Low parry or uf,n+4 the 4th hit.
f+3~3- df+2
f+1+2- -9. Mix up.
df+3,3- 4,1
df+3,4_df+3,f+4- Duck the second hit and WS+2
d+3- WS+1+2
d+3,3- block low and WS+2 after the 2 high kicks whiff.
d+3,4- Block low and WS+2 after the high kick whiffs.
d+4- WS+2
d+4,4- Block low and WS+2 after the high kick whiffs.
d+3+4- WS+1+2
db+3- WS+1+2
db+4- WS+1+2
db+4,4- Second hit is duckable even if the first hits. WS+2
b+3- d/f+2
ub+4- f+4,4
uf+3+4,4- 4,1
ff+4- Hworang is stuck BT on block, 1,3,2 is guaranteed.
bb+4,3_bb+4,4,3- 4,1
CD+4_Sky Rocket- df+2
CD+3+4,3- qcb+2 away from the second hit.
SS+3- 2,1
SS+3,3- Duck the second hit and WS+2
SS+4- WS+1+2
BT+4- 4,1 if blocked deep and df+4 is blocked shallow.

RFF (Right Foot Forward):
2,4,3- WS+1+2
2,b+4- 2,1
3,4- Duck the second hit, WS+2
4,3- WS+1+2
f+4~4- 4,1
f+3,4- Low parry or uf,n+4 the second hit.
d+4- WS+4
db+3- -9 on block.
f+4- 2,1
ff+4,3- Duck the second hit and WS+2
BT+3- 4,1
BT+4,3- qcb+2 away from the second hit.
BT++3- WS+1+2

LFS (Left Flamingo):
3,3- 4,1
3,4- Duck the second hit and WS+2.
f+3,3- Duck the third hit and WS+2.
f+4,3- Duck the second hit and WS+2
d+3,4- Duck the second hit and WS+2
d+4- WS+2
db+3- WS+4
db+4- WS+1+2
uf+4- 4,1
2,2,3,4- Low parry the fourth hit.

RFS (Right Flamingo):
2,4,3- WS+1+2
2,b+4- 2,1
f+3,4- Duck the second hit and WS+2
f+4,4- Duck the third hit and WS+2
d+3- WS+2
d+4,3- Duck the second hit and WS+2
db+4- WS+4
b+3- df+2
b+4- 2,1
1,2,3,4- Low parry the fourth hit.

Jack
1,1 ? WS+1+2
1,2 ? duck 2nd hit ant WS+2 (note: you?ll get hit if they went for 1,1)
2,1,2 ? 4,1 on close range block _ d/f+4 on far range block _ SSR last hit and d/f+2
1+2,1+2 ? interrupt after 2nd hit with 3+4_u/f,n+4 (note: if you?re not sure if they continue the string after the first 1+2 throw out a d+1 after the 2nd hit or SWL_SWR after the 2nd hit to make the last hit whiff if they continue)
f+1,2,2 ? duck 2nd hit and interrupt with WS+2 _ interrupt after 2nd hit with CH confirm 1,2,1
f+2 ? 4,1_d/f+4 on close to mid range block _ nothing on max range block
f+1+2 ? f+1+2
f+3+4 ? 4,1
d/f+1,2,1,2 ? SSR after 1st hit and d/f+2
d/f+2 - 4,1 _ f+4,4 (interrupts them even if they continue the string)
d/f+2,1,2,f+1 ? duck last hit and WS+2 (you?ll get hit if you duck and they went for the d/f+1 ender)
d/f+2,1,2,d/f+1 ? SSR after 1st hit and d/f+2
d/f+2,1,2,d+1 ? block all and WS+2
*note: to avoid the mix-up you can b+3+4 the 2nd hit _ interrupt with CH confirm 1,2,1 after the 1st hit _ SSR after 1st hit and d/f+2 during all d/f+1,2 and d/f+2,1 variations
d/f+3,2 ? duck last hit and WS+2
d/f+1+2 ? FC u/f,n+4
d/f+3+4 ? qcf+1 _ f+1+2
d+1+2 ? qcf+2 _ f+1+2
d/b+1 - WS+1+2
d/b+1,1,1,2 ? block 1st and 2nd hit and WS+2 (the pushback of the 2nd hit will make the 3rd whiff and your WS+2 will interrupt them before the last hit) _ block last and f+4,4
d/b+2 ? FC u/f,n+4
d/b+3,4,3,4,3,4 ? WS+2 (note: any hit is WS+2 punishable in case they stop)
d/b+3,[4,3,4,3,4,]1+2 ? duck last hit and WS+2_FC hopkicks _ interrupt before last hit with WS+1+2
d/b+3,[4,3,4,3,4,]d+1+2 ? crush crouch grab extension with u/f,n+4 _ interrupt before last hit with WS+1+2
*note: to avoid the mix-up you can LP_d/f+1+2 any low kick if you blocked the previous one
d/b+4 ? WS+1+2
d/b+1+2,1+2 ? 4,1 _ f+4,4
b+1,1 ? f+4,4 (note: 4,1 misses)
b+3,2,2 ? duck last hit and WS+2
b+4,4 ? interrupt after 1st hit with CH confirm 1,2,1
b+1+2 ? qcb+2_d/b+3 immediately after the pushback of the 1st hit
u+1+2 ? b+3
u/f+3+4 ? WS+4 for a floater
u/f+3+4,3+4 ? interrupt after 1st hit with WS+4 for a floater
f,f+2 ? d/f+2 on close range block _ b+3 on any range
f,f+1+2 - d/f+2 (note: you'll get hit if they continue the string) _ 4,1 (interrupts them if they continue with the 2 but you'll get hit if they went for the 1+2 extension)
f,f+1+2,2 ? f+4,4 (note: 4,1 misses)
f,f+1+2,1+2 ? WS+2
f,f+3+4 ? qcf<2 _ b+2+3
b,d/b,d,d/f+1 ? WS+2
b,d/b,d,d/f+2 ? f+4,4 (note: 4,1 misses)
emgf (= hcf,d/f+1) ? f+1+2
WS+1 ? 4,1
WS+1+2,1+2 ? d/f+2 (note: you?ll get hit if they continue the string)
WS+1+2,1+2,1+2 ? FC u/f,n+4
*note: to avoid the mix-up you can punish WS+1+2,1+2 with 4,1 which will also interrupt the 1+2 low extension
WS f+1,2,f+1 ? duck last hit and WS+2 _ block all and jabs
WS f+1,2,d/f+1 ? qcb+2_b+3+4 last hit
WS f+1,2,d+1 ? WS+2
*note: to avoid the mix-up you can b+3+4 the 2nd hit of all WS f+1,2 variations
FC 1,1,1,2,f+1 ? low block 1st hit and interrupt with WS+2 _ duck last hit and WS+2
FC 1,1,1,2,d/f+1 ? low block 1st hit and interrupt with WS+2 _ qcb+2_b+3+4 last hit
FC 1,1,1,2,d+1 ? low block 1st hit and interrupt with WS+2 _ block last and WS+2
* note: to avoid the mix-up you can LP the 2nd hit of all FC 1,1 variations; this works even if the 1st low hits you but you?ll get hit if they went for FC 1,2
FC 1,2 ? f+4,4 (note: 4,1 misses)
FC d/f+1,2,1,1 ? duck last hit and WS+2
FC d/f+2,f+1 ? duck last hit and WS+2 _ block all and jabs
FC d/f+2,d/f+1,2 ? qcb+2_b+3+4 last hit
FC d/f+2,d+1 ? WS+2
FC d/f+1+2 ? WS+2
FC d/b+1,1,1,2 ? low block 1st hit and interrupt with WS+1+2 _ block last and d/f+2
SIT 1,2,1,2_2,1,2,1 ? WS+4 for a floater _ cc into qcf+2 (note: every punch is cc into qcf+2 punishable in case they stop)
SIT 1+2 ? b+2,1 for a floater _ qcf+2

Jin
1,2,3 ? qcb+2 last hit _ interrupt with CH 1,2,1 after 2nd hit
1,2,4 ? duck last hit and WS+2
1,3,2,1,4 ? mix up (safe but they?re left at -9 and you?re left in FC_WS)
1,d+3 ? WS+1,3 _ WS+1+2 _ LP 2nd hit
1,d+3,4 ? WS+1,3 _ WS+1+2 _ LP 2nd hit _ low block 2nd and LP 3rd hit
2,1,4~4 ? u/f,n+4
2,4 ? duck last hit and WS+2
3,1,4 ? WS+1+2 _ LP last hit
4~3 ? oki (they?re left KND at -10)
1+2 ? 4,1
d/f+1,4~4 ? u/f,n+4
d/f+3,3 ? duck last hit and WS+2
d/f+1+2 ? 4,1
d+3 ? WS+4
d+3,3 ? d/f+2 (NC; must block both hits)
d+4 ? WS+1,3 _ WS+1+2
d+3+4 ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
d/b+2 ? jabs
d/b+2,2 ? 4,1
d/b+2,2,3 ? SSL last hit and d/f+2
d/b+2,3 ? 4,1 _ d/f+4 at max range block
d/b+3 ? 4,1
d/b+4 ? WS+1+2 only
u/f+4 ? 4,1
f,f+3,1,3,2,1,4 ? mix up (safe but they?re left at -9 and you?re left in FC_WS)
b,f+2,1,2 ? flashduck 2nd and interrupt with WS+2
b,f+2,3 ? 4,1
WS+2 ? 4,1
WS+3 ? mix up (safe but they?re left at -9)
d+2 (grounded punch) ? WS+1+2
cd+1 ? 4,1
ecd+1 (= cd:1) - jabs
cd+4 ? u/f,n+4
CDS 1,2 ? jabs
CDS 2 ? 4,1
CDS 4 ? WS+2

Julia
1,1 ? jabs
1,1,1 - 4,1
1,1,2 ? SSR last hit and d/f+2
1,1,4 ? WS+1,3 _ WS+1+2 _ LP last hit
1,2,1 ? 4,1
1,2,1,1 ? WS+2
4~2 - WS+1,3 _ WS+1+2 (note: you'll get hit if they continue the string)
4~2,1 ? d/f+2 (no NC; works even if 1st hit hits you)
4,4 - LP last hit
4,4,1 ? 4,1 _ f+4,4 (works even if 2nd low hits you)
4,4,1~2 ? jabs _ LP 2nd hit
4,4,4 ? duck last hit and WS+2 _ LP 2nd hit
4,4,d+4 ? duck block last hit and WS+2
1+2,4 ? 4,1
1+2,4,b,f+1+2 ? jabs _ interrupt after 2nd hit with CH 1,2,1
1+4 ? WS+1,3 _ WS+1+2 (NC; must block both hits) _ block 1st and crush with u/f,n+4
f+2,1,2 - 4,1
d/f+2,1 ? qcf+1+2 at any range _ d/f+2 on close range block
d/f+2,3 ? WS+2
d/f+4 ? jabs
d/f+4,2 ? d/f+2
d/f+4,2,3 ? duck last hit and WS+2
d/f+4,2,b,f+1 - d/f+2
d+2,3 ? jabs
d+3 ? WS+1,3 _ WS+1+2 on max range block
d+4 ? WS+1+2 _ punishable with d/f+4 on hit (note: you'll get hit in both cases if they continue the string)
d+4,1 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2 (strict timing)
d+4,1,2 ? jabs _ SWR last hit and do 1,3,2, f,f+4
d+4,4? duck last hit and WS+2
d+4,d+4 ? duck block last hit and WS+2
d+1+2 ? 4,1 _ d/f+4 on max range block
d/b+1 ? jabs
d/b+2 ? jabs
d/b+2,1 ? WS+1,3 _ WS+1+2
d/b+2,2 - d/f+2
d/b+3 ? WS+2
d/b+1+2 ? 4,1
d/b+1+2,1 ? flashduck last and WS+2
b+1 ? jabs
b+2 ? jabs
b+2,3 ? 4,1 _ f+4,4
b+2,3,1+2 ? jabs _ SSR_SSL last hit and d/f+2
b+3 ? WS+1+2 (note: WS+1+2 will also interrupt them if they do b+3,4)
b+3,4 ? LP last hit (no NC; works even if first low connects)
b+1+2 ? 4,1 _ d/f+4 on max range block
u/f+4,3 ? d/f+2 _ 4,1
u/f+4,3,1 ? SSL last hit and d/f+2 _ interrupt after 2nd hit with CH 1,2,1 _ 4,1
*note: to avoid guessing it's best to punish both u/f+4,3 and u/f+4,3,1 with 1,2 and CH confirm for the last hit _ punish both with 4,1
u/f+3+4 ? qcf+1 _ f+1+2 _ d/f+2
f,f+1,4 ? duck last hit and WS+2
f,f+2 ? 4,1 (note: even if f,f+2 is -14 f+4 misses)
f,f+3 ? 4,1 _ f+4,4
d,d/f+1,2 ? 4,1
WS+1 ? 4,1
WS+1~2 ? jabs
WS+2,1 ? flashduck last hit and WS+2
WS+2,2 ? qcf+1 _ f+1+2 _ d/f+2
WS+2,2,1+2 ? d/f+2
WS+4 ? b+3 only
FC d/f+2 ? 4,1 _ f+4,4
FC (d/b_d)+4 - WS+2
FC d/f+4 ? WS+1+2 only
FC d/f+4,3 ? d/f+2 (NC; must block both hits)
SS+2 ? jabs
SS+2,1 ? 4,1 _ f+4,4
SS+3+4 ? qcf+2 _ f+1+2
ES 3 ? d/f+2
ES 3,1 ? interrupt after 1st hit with d/f+2
ES 4 ? WS+2
f+3,4 ? WS+1,3 _ WS+1+2

Kazuya
1,1,2 ? f+1+2 _ d/f+2
1,2,2 ? 4,1
1,2,4 - WS+1+2 _ LP last hit
1,2,4,3 - interrupt after 3rd hit with WS+1,3 _ WS+1+2 _ LP third hit
2,2 - jabs
3,1,4 - flashduck 2nd hit and WS+2 (strict timing) _ flashduck 2nd hit and WS+1+2_WS+1,3
1+2 ? 4,1 _ f+4,4
4~3 - oki
f+2 - jabs
f+3 ? d/f+4 (whiffs on max range block)
f+1+2 ? d/f+2
f+1+2,2 ? 4,1
d/f+1,2 - flashduck last hit and WS+2
d/f+1,4 - flashduck last hit and WS+2
d/f+1,f+2 ? 4,1
d/f+2 ? 4,1
d/f+3,2 - jabs
d/f+3,2,1 ? d/f+2
d/f+4,4 - d/f+2
d/b+3 - WS+1,3 _ WS+1+2
d/b+4 - WS+4
b+1,2 ? 4,1 _ f+4,4
b+2,4,1 ? 4,1 _ f+4,4
b+3,1,4,1 - LP 3rd hit
b+3,1,4,3 - LP 3rd hit
b+4 - jabs
u/f+4,4,4,4 - LP 2nd hit
f,f+2 - jabs
b,b+2,2 - WS+1,3 _ WS+1+2 _ LP last hit (works even if 1st hit hits non CH)
tgf (= cd+1)- d/f+2
tgf+3 ? 4,1 _ f+4,4
tgf+4 ? WS+1+2 _ interrupt after 1st hit with u/f,N+4 _ LP last
*note: the tgf variations tgf+3 and tgf+4 can be interrupted with CH 1,2,1 after blocking the punch
shitfist (= wgf_cd+2 non JF) - jabs
cd+3 - jabs
hellsweeps (= cd+4 _ cd+4,4) ? FC u/f,N+4 _ WS+2
tp (= WS+1,2) ? 4,1
WS+2 ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
WS+4,4 - d/f+2
FC d/f+3+4 - WS+4
d+3+4 (= grounded stomp) - WS+1,3 _ WS+1+2

King
1,2,2+4 ? qcb+2 after 2nd hit _ duck last hit and WS+2
1,2,d+2+4 ? qcb+2 after 2nd hit _ keep blocking high to make the crouch throw miss and d/f+2
1,2,1 ? qcb+2 after 2nd hit
1,2,1,2+4 ? qcb+2 after 2nd hit _ duck last hit and WS+2
1,2,1,d+2+4 - qcb+2 after 2nd hit _ keep blocking high to make the crouch throw miss and d/f+2
1+2 ? 1,3,2 on BT opponent (note: you?ll get interrupted if they go for 1+2,1_1+2,3)
1+2,1 ? d/f+4
1+2,3 ? duck last hit and WS+2
1+4 (unblockable bodyslam) ? interrupt with 2,1 on reaction for a floater
f+2,2,1 ? flashduck last hit and WS+2 (note: you?ll get interrupted if they go for f+2,2,2)
f+2,2,2 ? SSL last hit and d/f+2 (note: you?ll get interrupted if they go for f+2,2,1)
d/f+1,2 ? jabs (note: use 1,4 for punishing; the first or the second hit of both 1,2 and 2,1 may miss)
d/f+2,1 ? duck last hit and WS+2
d/f+3,4 ? interrupt after 1st hit with 2,1 for the following off axis juggle: 1,3,2 B! deep dash 3,1,2 _ duck 2nd hit and WS+4
d/f+4 ? WS+1,3 _ WS+1+2
d/f+4,3,4 ? duck 2nd hit and interrupt with WS+4 _ WS+1 for a floater _ block last and 4,1_f+4,4
d/f+4,3,d+4 ? flashduck 2nd and interrupt with WS+2 _ LP last hit _ d/f+1+2 last hit
d/f+3+4 (= Frankensteiner; special mid attack throw) ? duckblock and WS+4 _ cc and oki
d+1,n+2 ? jabs (note: use 1,4_1,2 for punishing; the first or the second hit of 2,1 may miss)
d+3+4_d+3+4,3_d+3+4,3,3 ? WS+2
d+3+4,2_d+3+4,3,2_d+3+4,3,3,2 ? d/f+2
d/b+3 ? WS+2
d/b+4 ? FC 3 _ cc and oki
b+1,2 ? duck 2nd hit and WS+2
b+1,4 ? SSR 2nd hit and oki
b+1,1+2 ? duck 2nd hit and WS+2
b+2,4 ? safe but you can reverse last hit
u/f+4 ? 4,1
u/f+2 ? FC 3 _ cc and oki
f,f+2,1 ? duck 2nd hit and WS+2
f,f+4 ? d/f+2 at close range (extremely inconsistent) _ b+2,1_3,1 at close to mid range _ b+3 at any range
f,f+2+3 ? oki
f,f,n+2 ? WS+1,3 _ WS+1+2
WS+1+2 ? jabs
FC d/f+1 ? safe but you can LP_d/f+1+2 it on reaction
FC d/f+2 ? f+4,4
BT 3 ? d/f+2 from close to mid range _ b+3 at max range
BT d+4 - FC 3 _ cc and oki
cd+2 ? 4,1
EWBB (= cd+1+2) ? WS+1,3 _ WS+1+2
JGS 1 ? duck and WS+2 (note: you?ll get hit if they go for JGS d/f+4)
JGS 3,2+3 ? oki
JGS 4 ? duck and WS+2 (1st note: you?ll get hit if they go for JGS d/f+4; 2nd note: this turns into an unblockable after 2 or more spins, be sure to interrupt or duck it)
JGS d/f+4 ? qcf+1+2 _ b+3 (note: this gives King +8 after 2 or more spins; be sure to interrupt after the first spin)

Kuma/Panda
2,1,2 ? 4,1 _ f+4,4
2,1,3 ? WS+1,3 _ WS+1+2 _ LP last hit
1+2 - d/f+2 (note: you'll get hit if they continue the string)
1+2,3+4 [HBS] - d/f+2
1+2,1+2 ? d/f+2 (note: you?ll get hit if they continue the string)
1+2,1+2,1+2 ? WS+2
f+1,1 ? d/f+2 (note: you?ll get hit if they continue the string)
f+1,1,1 ? d/f+2
f+2,1 ? duck last hit and WS+2
f+1+2 ? 4,1
f+3+4 ? FC u/f,n+4 (note: you?ll whiff and get hit if they continue the string) _ WS+2
f+3+4,2 ? interrupt after 1st hit with WS+2
d/f+1,2 ? 4,1 (note: you?ll get hit if they continue the string)
d/f+1,2,1,2 ? qcb+2 3rd or 4th hit _ b+3+4 3rd or 4th hit
d/f+2,1 ? d/f+2
d/f+3,2 ? SSL last hit and d/f+2 _ b+3+4 last hit
d+1+2 ? qcf+2
d/b+1,2 ? jabs
d/b+2 ? WS+1,3 _ WS+1+2
d/b+4 ? WS+2 (note: even if the stun looks like this is u/f,n+4 punishable, it isn?t)
b+1 ? safe but they?re left at -8; mix up
b+2,1 ? flashduck 2nd hit and WS+2
b+2,1,1+2 ? flashduck 2nd hit and interrupt with WS+2 _ b+3+4 last hit
b+3~4 ? f+1+2 _ d/f+2
b+3+4 ? u/f,n+4
u+1+2 ? WS+2
u/f+3,4 ? jabs (note: you?ll get hit if they continue the string)
u/f+3,4,1+2 ? d/f+2
u/f+3,4,1+2,3+4 [HBS] ? d/f+4
f,f+2 ? f+1+2
f,f+1+2 ? safe but they?re left at -9; mix up
b,f+2+3 ? WS+1+2
b,d/b,d,d/f+2,1 ? d/f+2
b,d/b,d,d/f+2,2 ? d/f+2
WS+1 ? jabs (note: you?ll get hit if they continue the string)
WS+1,1 ? SSR 2nd hit and d/f+2 _ b+3+4 2nd hit _ block all and 4,1
WS+1,2 ? interrupt after 1st hit with qcf+2 _ SSR 2nd hit and d/f+2
WS+2 ? 4,1
WS+3 ? safe but they?re left at a good amount of ? frames (looks like -9); mix up
WS+1+2 ? d/f+2 (note: you?ll get hit if they continue the string)
WS+1+2,1+2 ? d/f+2
FC 1,1,1,2,f+1 ? block all and d/f+2
FC 1,1,1,2,d/f+1 ? qcb+2_b+3+4 last hit
FC 1,1,1,2,d+1 ? WS+2
*note: to avoid the mix-up you can LP the 2nd hit of any FC 1,1, variation even if the 1st low hit connects _ interrupt with WS+1,3_WS+1+2 if you blocked the 1st hit
FC f+1,2 ? safe but they?re left at -8 ~ -9; mix up
FC f+1,2,f+1 ? d/f+2
FC f+1,2,d/f+1 ? qcb+2_b+3+4 last hit
FC f+1,2,d+1 ? WS+2
*note: to avoid the mix-up you can qcb+2_b+3+4 the 2nd hit of any FC f+1,2 variation
FC d/f+1,2,1 ? jabs (note: you?ll get hit if they continue the string)
FC d/f+1,2,1,1 ? duck last hit and WS+2
FC d/f+2,d/f+1,2 ? qcb+2_b+3+4 last hit _ b+3+4 2nd hit
DF d/f+3,d+1 ? WS+2
HBS 1,2 ? WS+1+2
HBS 2 ? WS+2
HBS 1+2 ? d/f+2
HBS d/f+2 ? qcf+1 (strict timing) _ f+1+2
HBS b+1+2,1+2 ? delayed FC u/f,n+4 _ delayed WS+2 _ cc into d/f+2
HBS 3_HBS 4 ? oki
HBS d+3+4 ? oki
SIT 1 ? WS+2
SIT 2 ? d/f+2
ROL 2 ? 4,1
ROL 3 ? WS+4 into a d+4,1,3_d+4,4_d+3,4 combo
ROL 1+2 ? oki

Lars
1,1,1 ? 4,1
1,4 ? WS+1,3 _ WS+1+2 _ LP last hit
2,1,3 ? 4,1
2,1,4 ? duck last hit and WS+2 (note: you'll get hit if they went for 2,1,3)
3 ? 4,1
1+2 ? jabs
f+1,2,3 ? 4,1
f+2,4 ? 4,1 _ duck last hit and WS+2 _ duck last hit and WS+2
f+1+2 ? 4,1
f+1+4 ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
d/f+3,3 ? f+1+2
d+3,1 ? d/f+2 (no NC; works even if 1st low hits)
d+1+2 ? WS+2
d/b+1,3 ? duck block 1st, stay in crouch to duck 2nd and WS+2 (NC; must block both hits)
d/b+2,3 ? 4,1
d/b+4 ? WS+2
d/b+1+2 ? jabs
b+3,4 ? 4,1 _ duck last hit and WS+2
b+1+2 ? jabs
u/f+3 ? b+4,3 _ 2,1 for a floater
u/f+4 - safe but they're left at -9; mix up
u/f+3+4,1 ? WS+2
f,f+2 ? 4,1 on close range block _ d/f+4 on midrange block _ nothing on max range block
f,f+4,3 ? block 1st hit and u/f,n+4 (NC; must block both hits)
(f,f+4),3 ? d/f+2
f,f+3+4 ? WS+2
f,b+2 ? 4,1
f,b+2,1 - d/f+2
WS+1 ? 4,1
WS+2,1 ? WS+1,3 _ WS+1+2
FC d/f+1+2 ? WS+1,3 _ WS+1+2
d+3+4 (= grounded stomp) ? WS+1,3 _ WS+1+2
1+2+3+4,2 ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
SE 2 ? WS+2
SE 3 ? 4,1 _ f+4,4
DE 1,2 ? flash duck last hit and WS+2
DE 1+2 ? jabs

Last edited by BlackPriest on Aug 13th, 2011 at 12:30