BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
# “Quote” Edit Post
Miguel
1,2,4_1,2,4,f ? flashduck 3rd hit and WS+2
1,2,1+2 ? b+3+4 last hit _ interrupt with d/f+2 after 2nd hit (note: you?ll get hit if they went for 1,2,4 and you try to interrupt after the 1,2)
*note: to avoid the mix-up you can interrupt both 1,2 variations with d/b+1_d/b+4_d/b+2 after the 2nd hit
1,3 ? WS+1,3_WS+1+2 _ LP_d/f+1+2 2nd hit
3,4 ? jabs
1+2,1+2 ? f+1+2
f+3,4 ? 4,1
f+4,2 ? d/f+2
d/f+1,1_d/f+1,1,f ? flashduck 2nd hit and WS+2
d/f+1,1,2 - flashduck 2nd hit and WS+2 _ block all and jabs
d/f+1,1,3_d/f+1,1,3,f - flashduck 2nd hit and WS+2 _ block all and WS+4 _ LP_d/f+1+2 last hit (note: you?ll get hit if you duck or try to LP and they went for d/f+1,1,2)
*note: to avoid the mix-up you can duck the 2nd hit of both d/f+1,1 variations and interrupt with WS+2 or SSL the last hit of both d/f+1,1 variations and launch with d/f+2
d/f+1,2 ? jabs
d/f+2,1 ? d/f+2
d/f+2,2 ? b+3+4 2nd hit
d/f+4,1_d/f+4,1,f ? flashduck 2nd hit and WS+2
d/f+4,1,1 ? flashduck 2nd hit and WS+2 _ block all and jabs
d+3 ? WS+1,3 on close range block _ WS+1+2 on any range
d+4 ? WS+4 (note: you?ll get hit if they continue the string)
d+4,1+2_d+4,1+2,f ? duck block 1st hit, stay in crouch to duck 2nd and WS+2 _ duck 2nd hit and WS+2 (no NC; works even if 1st low hits you)
d+1+2 ? 4,1
d/b+1 ? WS+2
d/b+3_d/b+3,f ? WS+1,3 on close range block _ WS+1+2 on any range (note: you?ll get hit if they continue the string)
d/b+3,4 ? WS+2 (no NC; works even if 1st low hits you)
d/b+4 ? WS+2
b+1,4 ? WS+2
b+2,2 ? b+3+4 2nd hit
b+1+2_b+1+2,f ? 4,1
u/f+4 ? 4,1_f+4,4
f,f+2 - 4,1
f,f+2,1 ? 4,1_f+4,4 (note: f,f+2,1 jails so you can't duck the 2nd high hit if undelayed; if they delay the 1 it's no longer -14 but the last hit can be ducked and WS launched)
WS+2,2 ? duck last hit and WS+2 _ block all and jabs
WS+2,2,2 ? duck 2nd hit and interrupt with WS+2 _ interrupt after 2nd hit with d/f+2
FC d/f+2 ? oki
FC d/f+4 ? WS+2
d+3 (= grounded stomp) ? WS+1+2
SAV 1,2_SAV 1,2,f ? jabs (note: you?ll get hit if they continue the string)
SAV 1,2,1 ? f+1+2
SAV 2 ? d/f+4
SAV 3,3_ SAV 3,3,f ? safe but they?re left at -9; mix up
SAV 1+2 ? qcf+1 (strict timing) _ f+1+2 _ d/f+2 at close range block
SAV d/f+2 ? f+1+2
SAV d+4_ SAV d+4,f ? WS+1,3 on close range block _ WS+1+2 on any range (note: you?ll get hit if they continue the string)
SAV d+4,3 ? d/f+2 (NC; must block both hits)
SAV d/b+3_SAV d/b+3,f ? WS+1,3_WS+1+2
SAV d/b+4 ? FC u/f,n+4
SAV b+1,2 ? WS+2
SAV b+1,4 ? jabs
SAV b+2 ? 4,1
SAV u/f+3 ? jabs

Nina
1,2,1,4 ? WS+1+2 _ LP_d/f+1+2 last hit
1,2,3 ? 4,1 _ f+4,4
1,2,4 ? duck last hit and WS+2 (note: you?ll get hit if they went for 1,2,f+1+2)
1,2,f+1+2 ? d/f+2 at close range block _ f+1+2 at any range
1,2,1,2 ? jabs (note: you?ll get hit if they continue the string)
1,2,1,2,f+1+2 ? d/f+2 at close range block _ f+1+2 at any range
1,4 - flashduck 2nd hit and WS+2
1,4,1 ? 4,1
1,4,3 ? FC u/f,n+4
*note: to avoid the mix-up you can flashduck the 2nd hit of every 1,4 variation and interrupt with WS+2
2,1,4 ? WS+1+2 _ LP_d/f+1+2 last hit
2,3 ? 4,1 _ f+4,4
2,4 ? duck last hit and WS+2 (note: you?ll get hit if they went for 2,f+1+2)
2,f+1+2 ? d/f+2 at close range block _ f+1+2 at any range
3,4 ? duck last hit and WS+2
3,3,2 ? jabs _ LP_d/f+1+2 2nd hit
3,3,4 ? duck last hit and WS+2 (note: you?ll get juggled if they went for 3,3,2) _ LP_d/f+1+2 2nd hit
3,3,d+4 ? WS+2 (note: you?ll get juggled if they went for 3,3,2) _ LP_d/f+1+2 2nd hit
*note: to avoid the mix-up, duck with D/F after the first hit to duck the last hit of 3,4 and LP the second kick of the 3,3 variations
3,d ? interrupt the roll with 3,1
3,d,1+2 ? interrupt with 3,1 after 1st hit _ block all and jabs
4,3 ? WS+2 (note: you?ll get hit if they continue the string)
4,3,2 ? jabs
4,3,4 ? duck last hit and WS+2 (note: you?ll get juggled if they went for 4,3,2)
4,3,d+4 ? WS+2 (note: you?ll get juggled if they went for 4,3,2)
*note: to avoid the mix-up you can LP the 2nd hit of any 4,3 variation
4,u ? interrupt the roll with 3,1
4,d,1+2 ? interrupt with 3,1 after 1st hit _ block all and jabs
f+3 ? duck 2nd hit and WS+1,3_WS+1+2
f+4,3 ? 4,1_f+4,4 (both will also punish them for a floater if they continue the string; if you use f+4,4 to punish be sure to finish the string with the 3 if you notice they?re airborne)
f+4,3,3 ? interrupt after 2nd hit with 4,1_f+4,4,3 for a floater _ SSL last hit and u/f,n+4 _ block all and 4,1_f+4,4
f+1+2 ? d/f+2 at close range block _ f+1+2 at any range
d/f+3,1,2 ? jabs _ duck 2nd and 3rd hit and WS+2 (note: you?ll get hit in both cases if they continue the string) _ duck 2nd and 3rd hit and WS+1,3_WS+1+2
d/f+3,1,2,f+1+2 ? d/f+2 at close range block _ f+1+2 at any range _ duck 2nd and 3rd hit and interrup with WS+1,3_WS+1+2
d/f+3,3,3 ? 4,1_f+4,4 (note: you?ll get launched in both cases if they continue the string) _ d/b+4
d/f+3,3,3,4 ? duck last hit and WS+2
d/f+3,2,1,4 ? WS+1+2 _ LP_d/f+1+2 last hit _ duck 2nd and 3rd hit and interrupt with WS+2 (note: you?ll get launched if you duck and they went for d/f+3,2,3)
d/f+3,2,3 ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
d/f+3,2,4 ? duck last hit and WS+2 (note: you?ll get launched if they went for d/f+3,2,3)
d/f+3,2,d+3,2 ? jabs _ LP 3rd hit
d/f+3,2,d+3,4 ? duck last hit and WS+2 (note: you?ll get launched if they went for d/f+3,2,d+3,2) _ LP 3rd hit
d/f+3,4 ? duck last hit and WS+2
d+1,n+4 ? jabs
d+2 ? WS+1,3_WS+1+2 (note: you?ll get launched if they continue the string) _ FC d/b+4
d+2,3 ? duck last hit and WS+2
d+3 ? WS+2 (note: you?ll get hit or launched if they continue the string)
d+3,2 ? d/f+2
d+3,4,3 ? duck 2nd hit and interrupt with WS+2 (note: you?ll launched if you duck and they went for d+3,2) _ SSR last hit and d/f+2
d+3,d+4 ? WS+2 (note: you?ll launched if you duck and they went for d+3,2)
d+4 - WS+4 (note: you'll get hit if they continue the string) _ FC d/b+4
d+4,1 ? flashduck 2nd hit and WS+2
*note: all d+2_d+3_d+4 variations are no NC; punishers work even if the 1st low connects
d/b+2 ? jabs
d/b+3 ? WS+1,3 _ WS+1+2
d/b+4 ? oki
d/b+4,3 ? d/f+2 (no NC; works even if 1st low connects)
d/b+3+4 ? d/f+2 on close to mid range block _ f+1+2 on any range
b+1 ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
b+2,2,2 ? jabs _ duck last hit and WS+2
b+3,4,4 ? WS+2 (note: you?ll get hit if they went for b+3,4,3+4)
b+3,4,3+4 ? interrupt after 2nd hit with 2,1 for a floater (note: you?ll get hit if they went for b+3,4,4) _ block all and jabs
*note: to avoid the mix-up and punish them if they stop after b+3,4 you can flashduck the 2nd hit of both b+3,4 variations and interrupt with WS+1+2
b+1+4 ? d/f+2 at close to mid range block _ f+1+2 at any range
u/f+2,1 ? 4,1
u/f+3 ? jabs
u/f+4,3,4 ? low block 2nd hit, stay in crouch to duck last and WS+2 _ LP 2nd hit
u/f,n,d+3,2 ? jabs
u/f,n,d+3,3 ? f+4,4
u/f,n,d+3,4 ? flashduck last hit and WS+2 (note: you?ll get launched or hit if they went for the u/f,n,d+3,2 or u/f,n,d+3,3 variation)
*note: all u/f,n+3 variations are no NC; punishers work even if the 1st low connects
f,f+3 ? d/f+2 at close to mid range block _ b+3 on max range block
f,f+4 ? oki
f,f+1+2 ? d/f+2 at close range block _ f+1+2 at any range
WTF (= d,D/F+4_FC D/F+4) ? cc into qcf+2 _ delayed FC u/f,n+4
qcf+1 ? jabs
qcf+2 ? jabs
qcf+3 ? WS+2
qcb+4 ? 4,1 _ f+4,4
f,f,f+3_u/f+3+4 ? oki
WS+1,1+2 ? jabs _ duck 2nd and 3rd hit and FC u/f,n+4
WS+2 - 4,1
WS+3 ? 4,1
WS+4,3 ? duck last hit and WS+2
FC 2,4 ? jabs
SS+1 ? jabs
SS+2 ? 4,1
SS+4 ? FC u/f,n+4
SS+1+2 ? jabs
d+3+4 (= grounded stomp) ? WS+2

Paul
1,4 ? WS+4 _ LP last hit _ d/f+1+2 last hit
2,3 ? 4,1 _ duck last hit and WS+2
2,D+3 ? WS+1+2 _ LP last hit
3,2 ? flashduck last hit and WS+2
f+2,3,1 ? 4,1
f+1+4 ? 4,1 _ f+4,4
d/f+1,1,2 ? flashduck 2nd and WS+2 _ b+3+4 last hit
d/f+3,4 ? 4,1
d+1,2 ? f+1+2 _ SSL_SSR last hit and d/f+2
d+1,2# - SSL_SSR last hit and d/f+2
d+1,4,2 ? duck block 2nd hit and u/f,n+4
d+4:2:1+2 ? block 1st hit and u/f,n+4 _ (if 1st hit doesn?t trip) block last hit and f,f+2 (strict timing)
d+1+2 ? d/f+2
d/b+3 ? WS+2
b+1,2 ? 4,1
b+3 ? jabs
b+4 ? WS+1,3 _ WS+1+2
u/f+3 ? d/f+2
u/f+3,4 ? 4,1
u/f+4 ? 4,1
f,f+2,1 ? 4,1 _ d/f+4 at max range block
f,f+2:1 ? flashduck last hit and WS+2
f,f+2,2 ? WS+3 only _ LP_d/f+1+2 last hit on reaction _ crush last hit on reaction with u/f,n+4
f,f+3,4 ? 4,1
f,f+3,4,4 ? duck last hit and WS+2 _ SSL last hit and d/f+2
f,f+3,4,f+4 ? 4,1 _ f+4,4
f,f+3,4,d+4 ? WS+2
*note: to avoid the mix-up you can punish_interrupt all f,f+3,4 variations with d/b+1_d/b+4 after the 2nd kick
WS+2 ? 4,1 _ f+4,4
FC d/f+2,1 ? f+1+2
FC d/f+2,2 ? WS+3 only _ LP_d/f+1+2 last hit on reaction _ crush last hit on reaction with u/f,n+4
SS+3 ? WS+1,3 _ WS+1+2
d+2 (grounded punch) ? WS+1+2
qcf+2 ? d/f+2 on close range block (-15) _ f+1+2 on far range block (-17)
qcf+3 ? WS+2
qcf+1+2 ? WS+1,3 _ WS+1+2 _ LP on reaction _ d/f+1+2 on reaction
SWY 3,2,1 ? duck last hit and WS+2 (note: SWY 3,2 is jab punishable, SWY 3 WS+2 punishable, but you'll get hit in both cases if they continue the string)
SWY 3,2,3 ? WS+1,3 _ WS+1+2 _ LP last hit _ d/f+1+2 last hit

Raven
2,3 ? WS+1+2 only _ LP 2nd hit
2,4 ? 4,1
3,3,4 ? duck last hit and WS+2
3~4 ? 1,3,2 on BT opponent
4~3 ? d/f+2
4~3,1 ? WS+2 _ LP_d/f+1+2 last hit _ interrupt with CH d/f+1,4 after 2nd hit
4~3,3 ? duck last and WS+2 _ qcb+2 last hit
4~3,4 ? f+4,4 _ interrupt with Ch d/f+1,4 after 2nd hit _ qcb+2 last hit
1+2 ? safe but they?re left at -9; mix up
f+2,3 ? jabs
f+3 ? jabs
f+4 ? safe due to pushback but they?re left at -11; mix up
f+1+2 ? safe but they?re left at -9; mix up
f+3+4,4,2 ? d/f+2 (works even if the 2nd hit connects) _ LP 2nd hit
f+3+4,f+4,2 ? d/f+2 (works even if the 2nd hit connects) _ LP 2nd hit
f+3+4,f+4,3 ? 4,1
f+3+4,3+4 ? 3+4 _ u/f,n+4 _ qcf+2
d/f+2,3 ? flashduck last hit and WS+2 (you?ll get hit if they went for d/f+2,4)
d/f+2,4 ? d/f+2
*note: to avoid the mixup you can qcb+2 the 2nd hit of both d/f+2,3 and d/f+2,4
d/f+3 (close range block) ? jabs
d/f+3 (max range block) ? safe but they?re left at -9; mix up
d/f+4,4 ? d/f+2
d/f+4,4,3 ? d/f+2 after 2nd hit for a floater
d/f+3+4 ? u/f,n+4 _ qcf+2 (note: unlike after f+3+4,3+4 punishing with 3+4 won?t give you a combo because of the axis)
d+3 ? WS+1,3 on close to mid range _ WS+1+2 at any range
d+4 ? WS+2
d/b+2,1 ? flashduck last hit and WS+2
d/b+3 ? WS+4
d/b+4 ? WS+2 on close range block (-15) _ WS+1+2 on max range block (-13)
b+2,2,3 ? d/f+2
b+2,2,+1+2 ? FC u/f,n+4
b+2,4,3+4 ? FC u/f,n+4
b+4,b+4 ? they?re left at -9 and BT; mix up
b+4,b+4,3 ? LP_d/f+1+2 2nd hit
b+4,b+4,3,4,2 ? LP_d/f+1+2 2nd hit _ LP 3rd hit _ block all and d/f+2
b+4,b+4,3,f+4,2 ? LP_d/f+1+2 2nd or 3rd hit _ block all and d/f+2
b+4,b+4,3,f+4,3 ? LP_d/f+1+2 2nd hit _ block all and 4,1
b+4,b+4,3,3+4 ? LP_d/f+1+2 2nd hit _ block all and 3+4_u/f,n+4_qcf+2
*note: to avoid the mixup you can interrupt all b+4 variations (except b+4,4 but that one jails) after the 1st hit with d/f+2_CH 1,2,1 or SSR after the 1st hit and b+1+2
b+1+2,2 interrupt after 1st hit with d/f+2_CH 1,2,1
b+1+2,3 ? interrupt after 1st hit with CH 1,2,1 _ block and WS+4 into f+1, dash, 1,3,2 B! dash 3,1,2 combo
*note: to avoid the mixup you should always interrupt with CH confirm (in case they stopped after b+1+2 which leaves them at -14) 1,2,1
u/b+1,2 ? b+3+4 2nd hit _ block and 4,1
u+3,3 ? d/f+2
u+3,4 ? duck 2nd hit on reaction and WS+1,3_WS+1+2
u+3,d+3 ? WS+2 (will also float them for a combo if they went for u+3,d+3,3)
u+3,d+3,3 ? jabs (the d+3,3 part is NC; must block all hits)
u/f+3 ? 4,1
u/f+4,4 ? d/f+2
f,f+2 ? d/f+4 on close range block _ nothing on mid to max range block
f,f+3 ? 4,1 _ f+4,4
f,f+4 ? jabs
qcf+2 ? WS+2
qcf+2~1 ? 4,1
qcf+3 ? 4,1
qcf+4 ? 1,3,2 on BT opponent
qcf+1+2 ? d/f+2
WS+1 ? 4,1 _ f+4,4
WS+2 ? safe but they?re left at -9; mix up
WS+3 ? jabs
WS+3+4 ? d/f+2 on close range block _ b+3 on mid to max range block
FC d/f+3+4 ? FC u/f,n+4
FC d/f+3+4,4 ? low block 1st hit and interrupt with FC u/f,n+4
HAZ 1 ? safe but they?re left at -9; mix up
HAZ 3 ? WS+1,3 _ WS+1+2
HAZ 4 ? 1,3,2 on BT opponent (note: HAZ 4 is only -4~-2 on max range block)
HAZ 1+2 ? d/f+2
HAZ 3+4 ? FC u/f,n+4
SDW 1,4 ? duck last hit and WS+2
SDW 2,2 ? safe but they?re left at -9; mix up or reverse last hit
SDW 3,4,3 ? SSL last hit and d/f+2 _ block and jabs
SDW 3,4,4 ? 1,3,2 on BT opponent
SDW 1+2 ? 4,1 _ f+4,4
SDW 3+4 ? qcf+1 _ f+1+2 _ d/f+2
SDW f+2 ? 4,1 on close range block _ d/f+4 on max range block (note: you?ll get hit if they went for f+2,3_f+2,4,3+4)
SDW f+2,3 ? safe but they?re left at -9; mix up or reverse last hit
SDW f+2,4,3+4 ? FC u/f,n+4
SDW f+3 ? jabs
SDW f+4,3 ? duck block 1st hit, stay in crouch to duck 2nd and WS+2 (NC; must block both hits)
SDW f+3+4 ? 1,3,2 on BT opponent
SDW d+3 ? FC u/f,n+4
SDW b+2,3 ? qcf+1 _ f+1+2 _ d/f+2
SDW b+2,4 ? safe but they?re left at -9; mix up
SDW f,f+3 ? safe but they?re left at -9; mix up
SDW f,f+3+4 ? WS+2

Roger
1,2,2 ? duck last hit and WS+2 (note: you?ll get hit if they went for 1,2,1)
1,2,3 ? duck last hit and WS+2 (note: you?ll get hit if they went for 1,2,1)
1+2,3 ? 4,1
1+2,4 ? delayed FC u/f,n+4 _ cc and qcf+2
*note: to avoid the mix-up you can interrupt both 1+2 variations after the 2nd hit with 2,1 for a floater
3+4 ? 4,1
f+4,3 ? d/f+2 (note: you?ll get hit if they continue the string) _ jabs
f+4,3,2 ? d/f+2 _ interrupt after 2nd hit with CH confirm 1,2,1
f+1+2,2 ? 4,1
f+3+4 ? d+4,1,3_d+4,4
d/f+1,2 ? jabs
d/f+3 ? safe but they?re left at -9; mix up
d/f+3+4 ? cc and oki
d+1,n+2 ? jabs
d+2 ? WS+1,3 on close to mid range block _ WS+1+2 at any range
d+1+2,1+2 ? jabs (note: you?ll get hit if they continue the string)
d+1+2,1+2,2 ? 4,1
d+3+4 ? WS+2
d/b+3 ? FC u/f,n+4 on close to mid range block _ WS+2 at any range
d/b+4,3,4,3,4 ? d/f+2
d/b+1+2 ? u/f,n+4 (note: don?t punish with qcf+2, it will result in a floater)
b+4 ? WS+1,3 at close range block _ WS+1+2 at any range
b+3+4,2 ? qcf+2 _ qcf+1
u/b+3 ? interrupt after 2nd hit with jabs for a floater
u/f+2 ? cc into oki
u/f+4 ? 4,1
f,f+2 ? 4,1 at close range block _ d/f+4 at mid range block _ nothing at max range block
f,f+4 ? b+3 at close range block _ nothing at far range block
f,f+1+2 (only the low version like at max range block or if you ducked the initial high hit and it turns into a low) ? FC u/f,n+4
tgf (= cd+1) ? qcf+1 _ f+1+2
cd+1+2 ? 4,1 on close to mid range block _ d/f+4 on max range block
WR+4,2 ? f+1+2 _ d/f+2 (no NC; works even if 1st low hit connects)
WR+4,4,4 ? WS+2 (no NC; works even if 1st low hit connects)
WS+2,2 ? WS+1,3 _ WS+1+2
WS+3,3 ? duck 2nd hit and WS+2 on close range block _ WS+1+2 on any range (note: you?ll get hit if they went for WS+3,3#)
WS+3,3# - interrupt after 1st hit with CH 1,2,1_CH d/f+1,4 (note: you?ll get hit if they went for WS+3,3)
FC d/f+2 ? 4,1
SS+4 ? delayed FC u/f,n+4 _ cc and qcf+2
BT 3+4 ? d/f+2

Sergei
1,1,3 ? safe but you can reverse last hit
1,2,1 ? 4,1 (NCc; works even if first 2 hits connect non CH)
1,3,2 ? jabs
1,3,2,1+2 ? duck throw and WS+2
2,1,3 ? duck last hit and WS+2
2,1,4 ? WS+1,3 _ WS+1+2
3,1,2 ? 4,1 _ flashduck 2nd hit and WS+2
4,3 ? jabs
4,4 ? interrupt after 1st hit with jabs for a floater
3+4 ? oki
f+3,2 ? duck last hit and WS+2 (note: you?ll get hit if they went for f+3,3)
f+3,3 ? 4,1
f+4,4 ? flashduck last hit and WS+2
f+4,4,3 ? duck last hit and WS+2 _ flashduck 2nd hit and interrupt with WS+2
f+4,d+4 ? d/f+1+2 last hit _ LP last hit _ WS+4
f+1+2 ? d/f+4
d/f+1,4 ? duck last hit and WS+2
d/f+2 ? 4,1
d+2 ? WS+1,3 _ WS+1+2
d+3,4 ? jabs (no NC; works even if 1st low hit connects)
d+4,4 ? duck last hit and WS+2 (no NC; works even if 1st low hit connects)
d+4,1,3 ? 4,1 _ duck 2nd and 3rd hit and WS+2 (no NC; works even if 1st low hit connects)
d/b+2,1,2 ? b+3+4 last hit _ block and 4,1 _ f+4,4
d/b+3 ? WS+2
b+2,1 - flashduck 2nd hit and WS+2
b+2,1,3 ? WS+2 _ crush last hit with qcb+2 (to avoid the throw mixup)
b+2,1,3,1+2 ? crush last hit with qcb+2
b+4,2,1 ? flashduck last hit and WS+2
b+4,3 ? duck last hit and WS+2
f,f+2 ? 4,1
f,f+2,1+2 ? duck throw and WS+2
qcf+2 ? 4,1 _ f+4,4
qcf+3_WR+3 ? FC u/f,n+4 _ WS+2
qcf+4 ? jabs
qcb+2 ? 4,1_d/f+4 on close to mid range block _ nothing on max range block
WS+1,3 ? jabs
WS+2 ? 4,1
WS+1+2 ? d/f+4
SS+2,3 ? jabs
SS+2,1+2,4 ? duck last hit and WS+2
SS+2,1+2,1+2 ? interrupt before tackle with d/f+2
BT d+3 ? WS+4

Steve
1,1,2 ? flash duck last hit and WS+2
1,1,d+1 ? b+3+4 after 2nd hit _ reverse last hit
1,2,1,2 ? jabs
1,2,1,d+2 ? WS+2
2,1,2 ? jabs _ b+3+4 after 2nd hit _ reverse last hit
3,1 ? jabs
3,1,1 ? jabs on close range block _ nothing
3,1,f+1,1 _ 3,1,f+1,1~b - flashduck last hit and WS+4
4,1,2 ? 4,1
4,2 ? d/f+2
d/f+1,2_d/f+1,2~1_d/f+1,2~1,b - duck last hit and WS+1,3 _ WS+1+2
d/f+1+2 ? 4,1
d+1 ? WS+1,3 _ WS+1+2
D+2,1,2 ? flashduck last hit and WS+2 (no NC; works even if frist two hits connect)
d+2~1,2 ? 4,1
d/b+2 ? WS+2
d/b+3 ? WS+2
d/b+3,2 ? low block 1st hit, stay in crouch to duck 2nd and WS+2
b+1 ? 4,1 _ f+4,4 on max range block (safe if they transition to FLK by holding b)
b+1,2,1 ? LP second hit
f+1+2 ? f+1+2 _ iWR+2 on max range block
u/f+2 ? 4,1
u/f+3 ? WS+1,3 _ WS+1+2
u/f+3,2 ? low block 1st hit, stay in crouch to duck 2nd and WS+2
u/f+4 ? 4,1 _ f+4,4
f,f+2 ? WS+1,3 _ WS+1+2
qcf+1 ? jabs (safe if they transition to FLK by holding b)
WS+1,2 ? 4,1
WS+1+2 ? f+4,4 only
ALB d+2 ? WS+2
ALB (d_u)+1 ? jabs on close range block _ nothing
ALB (d_u),d+1 ? WS+4
DCK 2 ? f+4,4 on close range block _ b+3 on max range block
DCK 1+2,1,2,1,2,1,2,1,2,1 ? d/f+4 _ b+3+4 after the pushback of the first few hits
PAB 1,2,1 ? 4,1
PAB d/f+1,1,2,1 ? 4,1 _ f+4,4
PAB d/f+1,2 ? duck last hit and WS+2
PAB d/f+2 ? jabs
PAB d+2 ? WS+2
PAB b+1,1,2 ? jabs
PAB b+1,1,2,1 ? jabs (safe if they transition to FLK by holding b)
PAB b+2 ? 4,1 _ d/f+4 on max range block
[/b]PAB u/f+2[/b] ? d/f+2
SWY 2 ? d/f+2
FLK 1,1,1,2 ? d/f+2

Last edited by BlackPriest on Apr 21st, 2011 at 18:47