BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
# “Quote” Edit Post
Wang
1,1,2 ? 4,1
2,3 - jabs
4,4,1 ? 4,1 _ f+4,4 _ LP 2nd hit
4,4,4 ? duck last hit and WS+2 _ LP 2nd hit
4,4,d+4 ? WS+2
f+2_f+2,2 - jabs
f+4,1+2,2 ? 4,1
f+1+2 ? 4,1 on close range block _ d/f+4 on midrange block _ nothing on max range block
d/f+1,1 - jabs
d/f+2,1 ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
d/f+3 ? WS+1,3 _ WS+1+2
d/f+1+2 ? f+1+2
d+2,1+2 ? 4,1
d+3,4 ? duck last hit and WS+2
d+4,1 ? 4,1 _ f+4,4
d+4,4 ? duck last hit and WS+2
d+4,d+4 ? WS+2
d+1+2 ? f+4,4 only
d+3+4 - WS+2
d/b+2,4,1 ? qcf+1 (strict timing) _ f+1+2
d/b+2,4,2 ? duck last hit and WS+2
d/b+3 ? WS+1,3 _ WS+1+2
d/b+4,2 ? 4,1 _ f+4,4
d/b+1+2 - 4,1 _ d/f+4 on max range block
b+2,1,1+2 ? 4,1
u/f+4 ? 4,1
u/f+3 ? 4,1
u/f+3+4 - WS+1,3 _ WS+1+2
f,f+1+2 ? 4,1 _ d/f+4 on max range block
qcf+2 ? f+1+2
WS+1 - jabs
WS+1,1 ? 4,1
WS+2,2 - jabs
WS+2,2,2 - WS+1,3 _ WS+1+2 _ LP last hit
WS+3,2 ? duck last hit and WS+2
FC d/f+4,3 - d/f+2 (NC; must block both hits)
SS+3 - WS+4
SS+4 - WS+1,3 _ WS+1+2

Yoshi
1,1 ? safe but they?re left at -9; mix up
1,2 ? safe but they?re left at -9; mix up
1,2,1 ? duck last hit and WS+2
2,1 ? interrupt with CH confirm 1,2,1 after 1st hit (note: you?ll get hit if they went for 2,2_2,3_2,d+3) _ safe on block but they?re left at -9; mix up
2,2 ? duck 2nd hit and WS+2 (note: you?ll get hit if they went for 2,1)
2,3 ? 4,1 _ duck 2nd hit and WS+2 (note: you?ll get hit if they went for 2,1)
2,d+3 ? WS+1+2 _ LP_d/f+1+2 2nd hit
4~3 ? 4,1
4 ? 4,1 (note: you?ll get hit if they continue the string)
4,4,4 ? duck 2nd or 3rd hit and WS+2
1+4 (= flash) ? d/f+2
f+2,d/b+2,2,2,2,2,2 ? 3,1_b+2,1 for a floater (note: most players will stop after a few spinning punches, but every spinning punch after the 1st one is -8 or -9 on block; mix up)
f+3 ? jabs (note: you?ll get hit if they continue the string with f+3,3)
f+3,3 ? WS+2
f+3,4 ? interrupt with CH confirm 1,2,1 after 1st hit _ SSR last hit and d/f+2 (note: you?ll get hit in both cases if they went for f+3,3)
f+4 ? safe but they?re left at -9; mix up
f+1+2 ? safe but they?re left at -8; mix up
f+3+4 ? 4,1
d/f+2,2 ? 4,1 _ f+4,4
d/f+3,1 ? jabs
d/f+1+2 ? WS+2 (note: you?ll get hit if they continue the string)
d/f+1+2,2 ? d/f+2 (NC; must block both hits)
f+3+4 ? 4,1
d+2,2 ? 4,1 _ f+4,4
d/b+1,1 ? safe but they?re left at -8; mix up
d/b+2,2,2,2,2,2 ? 3,1_b+2,1 for a floater (note: most players will stop after a few spinning punches, but every spinning punch after the 1st one is -8 or -9 on block; mix up)
d/b+3,3,3,3,3,3 ? WS+4 for a floater _ WS+1+2 (note: should they stop after the last kick know that they?re left at -23, but you?ll get hit if you try to punish with FC u/f,n+4_WS+2 and they went for the 4 extension)
? 4 (during Manji spin low kicks) ? interrupt before 4 with WS+4_WS+1+2 _ safe on block but they?re left at -8; mix up
d/b+4 ? WS+1,3 at close to mid range block _ WS+1+2 at any range
b+1,1,1,1,1,1 ? u/f,n+4 (note: most players will stop after a few spinning punches, the best way to punish this is ducking any punch and doing FC low kicks)
b+2,1 ? f+1+2
b+1+2 ? d/f+2 on close range block _ b+3_qcf+1+2 (strict timing) on any range
u/f+2 ? WS+2
u/f+3 ? 4,1
u/f+4 ? safe but they?re left at -9; mix up
u/f+3+4 ? d/f+2 (note: you?ll get hit if they went for u/f+3+4,3+4)
u/f+3+4,3+4 ? 4,1 _ SSR 2nd hit and b+1+2
u/f+3+4,d+1+2 [FLE] ? b+1+2 B! for a 3,1, 4,1, d+4,4 combo
u/f+3+4,d+3+4 [INS] ? b+1+2 B! for a 3,1, 4,1, d+4,4 combo
u/f+3+4,b+1 ? duck 2nd hit and WS+2
u/f+3+4,b+1,4 ? duck 2nd hit and WS+2
u/f+3+4,b+1,4,d+1 ? duck 2nd hit and WS+2
u/f+3+4,b+1,3+4 ? duck 2nd hit and WS+2
*note: to avoid the mix-up you can punish almost all u/f+3+4 variations with d/b+4 immediately after the 1st hit; if they went for u/f+3+4,3+4_u/f+3+4,d+1+2_u/f+3+4,d+3+4 your d/b+4 will result in a floater for a WS+4, d+4,4 mini-combo, and d/b+4 will also punish them if they stop after u/f+3+4 and if they went for a u/f+3+4,b+1 variation, the only downside is that it gets hit by u/f+3+4,u+3+4;
u/f+3+4,u+3+4 ? SSR 2nd hit and d/f+2
f,f+2 ? jabs
f,f+3 ? safe but they?re left at -8; mix up
f,f+1+2 ? safe but they?re left at -8 and BT; mix up
f,f+3+4 ? qcf+1_f+1+2_d/f+2 (note: you?ll get hit if they continue the string)
f,f+3+4,1+2 ? b+1+2 (note: you?ll get hit if they continue the string) _ d/b+4 for a WS+4, d+4,4 mini-combo
f,f+3+4,1+2,3+4 ? 4,1 _ interrupt after 2nd hit with d/b+4 for a WS+4, d+4,4 mini-combo _ SSR last hit and 3,1 for a floater
cd+1 ? d/f+2 at close range block _ b+3 at mid range block _ nothing at max range block
WS+1,1,1,1 ? flashduck 2nd hit and WS+2 (strict timing and you?ll get hit if they went for WS+1,2) _ duck 2nd and 3rd and interrupt with WS+1,3_WS+1+2
WS+1,2 ? duck 2nd hit and WS+2
WS+1,2,d/b+2,2,2,2,2,2 ? duck 2nd hit and WS+2
*note: to avoid the mix-up you can interrupt every WS+1 variation with d/b+1 immediately after the 1st punch; d/b+1 punishes them also in case they stop
WS+2 ? safe but they?re left at -8 and BT; mix up
WS+2,1,2 ? flashduck 2nd hit and WS+2
WS+2,1,3 ? flashduck 2nd hit and WS+2
WS+3,2 ? WS+1,3 _ WS+1+2
FC d/f+4 ? WS+2 (note: even if the stun looks like this is FC u/f,n+4 punishable, it isn?t)
FC d/f+1 (= sword sweep) ? crush with u/f+4 (note: can?t LP or block sweep)
SS+1 ? 4,1 at close to mid range block _ nothing at very max range block
SS+2 ? 4,1
BT 1,3 ? duck last hit and WS+2
BT d+1 ? WS+1+2
BT u/f+4 ? 4,1
KIN 1,1 ? 4,1
KIN 2 ? d/f+2 (note: you?ll get hit if they continue the string)
KIN 2,1+2 ? WS+2
KIN 3 ? WS+2
KIN f+2 ? 4,1
FLE 2 ? cc into oki
FLE 1+2 ? safe but they?re left at -8; mix up
FLE 3+4 ? 4,1
FLE f,n+3 ? 4,3 B! _ 3,1 for a floater
FLE f,n+4 ? cc into oki
*note: FLE stance can be punished with 4,3 B! for a qcf+4, d+4,1,3 combo even at close range block without resulting in you getting hit
INS 2,d/b+2,2,2,2 ? 3,1_b+2,1 for a floater (note: most players will stop after a few spinning punches, but every spinning punch after the 1st one is -8 or -9 on block; mix up)
INS 3 ? d/f+2 (note: you?ll get hit if they continue the string) _ d/b+4 for a WS+4, d+4,4 mini-combo
INS 3,3+4 ? 4,1 _ interrupt after 1st hit with d/b+4 for a WS+4, d+4,4 mini-combo_ SSR last hit and 3,1 for a floater
INS 4 ? 4,1
*note: INS stance can be punished with 3,1_b+2,1 for a floater
DRG 3 ? WS+2
DRG 3+4 ? duck throw and WS+4 for a floater
*note: DRG stance can be punished with 2,1_f+4,4,3 for a floater
NSS 2,1 ? duck 2nd and 3rd hit and WS+2
NSS f+1+2 ? d/f+2
NSS D/F+1,2 ? WS+2

Zafina
1,2,3 [SCR] ? duck last hit and WS+2
1,3 ? safe but they?re left at -8; mix up
1,4 [TNT] ? iWR+2
2,1,3 [MNT] ? WS+1+2
2,2,1+2 ? interrupt after 2nd hit with CH confirm 1,2,1 _ b+3+4 3rd hit _ SSL after 2nd hit and d/f+2
1+2,4 ? jabs (will also interrupt them if they continue the string)
1+2,4,4 ? interrupt after 2nd hit with CH confirm 1,2,1 _ block all and jabs
f+2,3,4 ? duck 2nd hit an interrupt with WS+2 _ block all and qcf+1 (strict timing)_f+1+2
f+4 ? safe buy they?re left at -9; mix up
f+1+2 ? jabs
d/f+1,2 ? jabs
d/f+1,4 ? duck last hit and WS+2
d/f+2 ? 4,1
d/f+3,4 ? duck last hit and WS+2
d/f+3,d+4 ? WS+2
d/f+4,1 ? 4,1
d/f+1+2 ? jabs
d+1,1 ? 4,1
d+2,4,3 ? d/f+2
d+4,3 ? duck last hit and WS+2 (no NC; works even if 1st low connects)
d/b+2 ? safe but they?re left at -9; mix up
d/b+3 [SCR] ? they?re left at -8 and in SCR;
d/b+4,2 ? 4,1(no NC; works even if 1st low connects)
d/b+1+2 ? WS+2 (note: you?ll get hit if they continue the string) _ WS+1,3_WS+1+2
d/b+1+2,1+2 ? low block 1st hit and interrupt with WS+1,3_WS+1+2 _ block all and 4,1_f+4,4
b+1 ? d/f+2
b+2 ? safe but they?re left at -8; mix up
b+4,4 ? 4,1_f+4,4
b+1+2 ? WS+2
u/f+3 ? safe but they?re left at -8; mix up
f,f+3,1 ? d/f+2
b+2 ? safe but they?re left at -8; mix up
f,f+3+4 ? jabs
WS+1 ? d/f+2 (note: you?ll get hit if they continue the string) _ jabs
WS+1,2 ? interrupt after 1st hit with CH confirm 1,2,1 _ block all and 4,1_f+4,4
WS+2 ? 4,1_f+4,4
FC d/f+3 ? FC u/f,n+4
TNT 1 ? WS+4 into oki
TNT 2 ? safe but they?re left at -9; mix up
TNT 3 [TNT] ? safe but they?re left at -7 and in TNT; do mix ups against TNT
TNT 4,3 ? d/f+2
TNT 1+2 ? WS+4
TNT d+1+2 [MNT] ? WS+1+2 _ LP_d/f+1+2 on reaction
SCR 2,2 ? jabs
SCR 3,3,4 ? WS+2
SCR 3,f+3 [SCR] ? flashduck last hit and WS+2 (note: you?ll get hit if they went for SCR 3,3)
SCR 4 [SCR] ? d/f+2 on close to mid range block _ b+3 on max range block
SCR 3+4 ? WS+1,3_WS+1+2
SCR d/f+3 ? WS+2 (note: even though with the block stun animation this looks like FC u/f,n+4 punishable, it?s only -21)
SCR d/f+4 ? FC u/f,n+4
SCR d+3,3 [SCR] ? flashduck last hit and WS+2 (no NC combo; works even if the 1st low connects)
SCR d+3,d+3 [SCR] - they?re left at -8 and in SCR; (no NC combo; works even if the 1st low connects) _ LP 2nd hit (works even if the 1st low connects)
SCR d+4 ? FC u/f,n+4
MNT 2,1,4 [MNT] ? d/f+4
MNT 3,4,4 ? WS+2 _ interrupt after 2nd hit with WS+4 for a floater (no NC; punishers work even if the 1st low connects; *note: WS+4 will also punish them in case they stop after MNT 3,4)
MNT 3,4,d+4 ? WS+2 _ interrupt after 2nd hit with WS+4 (no NC; punishers work even if the 1st low connects; *note: WS+4 will also punish them in case they stop after MNT 3,4)
MNT 4,3 [MNT] ? qcf+2
MNT d/f+2 ? 4,1_f+4,4
MNT d/f+3 [MNT] ? qcf+1+2
MNT d+1,4 ? d/f+2 (no NC; works even if 1st low connects)
MNT d+3,1 [MNT] ? they?re left at -8 and in MNT
MNT d+4 ? FC u/f,n+4
MNT u/f+3 [MNT] ? WS+1+2

Last edited by BlackPriest on Nov 8th, 2010 at 19:03