Tech Catches.

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Yu_Mingfei
Dragon Lord
Joined: Jan 2000
Posts: 862
#1 “Quote” Edit Post
Kazuya's tech catches are pretty poor unless I'm missing something.

dash df+1-4: tech catches both ways, even stricter timing than most guaranteed catches and if the opponent is off axis you have to adjust your own timing or the punch will whiff. Generally best after ending a juggle with a fast recovery move (jabs or f+3-1). Tech right gets b+2-4-1 followup, tech left gets jabs into whatever.

cd~ws+(1)-2: easier on tech left, not easy at all on tech right, same limitations as the above. The second punch hits people who roll on the ground now

f,f,f+3: for tech left after long recovery juggle finishers (cd+4-1)

uf+4~3(second hit only): for tech right after long recovery juggle finishers.

That's about all I'm using...catching with a few other moves is possible (even whack f,f+2) but seems to require using some crappy blatant setup that will work once only against a real opponent. Also, TGF,3(flip) isn't nearly as good as T4 (sic!) as the opponent recovers more quickly; (ch)b+4_(ch)df+3_f,f+2 aren't nearly as rewarding as they first looked.

What am I overlooking?
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Yu_Mingfei
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#2 “Quote” Edit Post
Okay, lowparry, df+1-4; (f+1), iws+2 is cute if they tech the wrong way, but there must be something better....
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"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."

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Jaguar King
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#3 “Quote” Edit Post
Have you tried b+1+4 against bigs?
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Jaeger
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#4 “Quote” Edit Post
Also f+4 tech catches still and the timing is still a bitch.... why is f+4, d/f+1,4 so inconsistent?
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Darkadious<VdV>
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#5 “Quote” Edit Post
I wanted to post this stuff...like..later, so I can keep it to myself...but now everyone knows thanks to you! .

d/f+2 also techcatches, but has no followups, just a poker, unless they attack.
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Darkadious<VdV>
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#6 “Quote” Edit Post
Oh yes, and I forgot to add, if you happen to get b+2,4,1 to hit, automatic 50%+ basically, I dash up fast, and if they don't do anything cd, ws+4, b+2,4,1. And if they do you can get d/f+1,4 in there pretty easily,
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Yu_Mingfei
Dragon Lord
Joined: Jan 2000
Posts: 862
#7 “Quote” Edit Post
Heh

Anyway:

Reliable unblockable catch (both sides):
df+1
ws+2
df+2
(uf+4)-4 (no joke...ws+1-2, f+3-1, f,f+1, (uf+4)-4-4-4 actually works, it just stinks)

Left only:
UF,3 (the big stun kick, you can get it unblockable and not as a mekuri catch)
uf+4

Right only:
Hellsweeps (the ws+2_jf Hellsweep mixup is dead imo)
TGF (haha, bungling all those dash df+1s has paid off...er, wait, no it hasn't)

I've had no luck at all with unblockable f+4, and b+1+4 only seems to work if you delay it too long - I need to test that one a bit more though.
Signature "You tell lies, too."
"Not I." The witch laughed; her laughter was clear and yet unpleasant. "I used to as a child, I confess. But I soon found the truth more disconcerting."

in ecstasy i mock the world
Darkadious<VdV>
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#8 “Quote” Edit Post
bump.
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JnKzm
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#9 “Quote” Edit Post
cdc cancel into a f+4_d/f1_d/f2
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Honkey#1
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#10 “Quote” Edit Post
bump.

I don't see why this is two pages back.

Lot's of reliable info.
Catfish
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#11 “Quote” Edit Post
Do we see a need for sticky?
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Australian Tekken
drumstick
Kyu
Joined: Sep 2005
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#12 “Quote” Edit Post
what is a low parry ??
MooDSWiNG
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#13 “Quote” Edit Post
For low parry you have to hit d/f when you're getting hit by a low attack
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Honkey#1
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#14 “Quote” Edit Post
A sticky would be nice.

Last edited by Honkey#1 on Sep 21st, 2005 at 17:39

drumstick
Kyu
Joined: Sep 2005
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From: Italy
#15 “Quote” Edit Post
it means that i'll be hit ? if i'm not in low guard (d/b) i'll be hit. or no ?
swing low
Virtuoso
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From: USA Washington
#16 “Quote” Edit Post
no, you won't be hit. instead of blocking, you'll parry the low hit. free d/f+1, f+2_2_4
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Honkey#1
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#17 “Quote” Edit Post
My staple combo for the d/f+2 tech is:

ewgf, ewgf, 1, 1,2 d/f+2 (73 damage)

I also find this tech the most reiable out of the other ex: f+4, d/f+1,4.
Darkadious<VdV>
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#18 “Quote” Edit Post
Originally posted by Honkey#1
I also find this tech the most reiable out of the other ex: f+4, d/f+1,4.
Yeah I find that most reliable as well. Even d/f+4 and d/f+2 works pretty nicely, as long as you dash up correctly, just for those times when they have a sliver of life though.

Last edited by Darkadious<VdV> on Sep 22nd, 2005 at 19:53

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Honkey#1
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#19 “Quote” Edit Post
Yeah the only draw back to the d/f+2 tech is the recovery on whiff. Even though when you get the timing it's stupid easy.
jpchato
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#20 “Quote” Edit Post
So does the d/f+2 stun on tech catch or not? I read darakdious say d/f+2 also techcatches, but has no followups, just a poker, unless they attack. Then I read honkey say My staple combo for the d/f+2 tech is:
ewgf, ewgf, 1, 1,2 d/f+2 (73 damage)
I'm conused if it stuns or not?

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