Dragunov BR punishment

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BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
#1 “Quote” Edit Post
NOTE:
The bolded moves are the most used moves in mid to high level play, hence it is essential to know how to punish them.
Keep in mind however that the used moves may vary depending on many different factors (skill level and mindset of your opponent, wall locations, health bars, etc.) so I recommend training with the whole list if you want to achieve an in depth knowledge on how to punish a certain char properly.
Also, moves that are used much in low level play but don?t get used at all in mid to high level play (e.g. seeable low sweeps) have not been bolded. Newbies please realize that the reason why such moves are not considered important is the fact that they don?t get used if your opponent knows that you are able to see and block them on reaction. Obviously if you can?t your opponent will use these moves and you should focus on learning to see and block them on reaction, maybe even before learning how to punish the other moves.
Credits to Sharog and StreamerX for the idea of bolding and big thanks to tyler2k and all the others who contributed for helping me selecting the moves.

With that being said:

Alisa
1,1 - duck last hit and WS+2
1,2,2 ? WS+4 _ LP_d/f+1+2 last hit _ u/f,N+4 after 2nd hit
2,3 ? jabs
2,3,3 ? jabs
2,3,4 ? WS+2
3 ? 4,1
f+2,3,3 ? jabs
f+3,2,1 ? duck 2nd hit and interrupt with WS+4 for a floater _ interrupt with CH 1,2,1 after second hit (note: f+3 = -14 on block)
f+4,4 ? flashduck last hit and WS+2
f+1+2 ? 4,1
d/f+1,1,2 ? duck 2nd and 3rd or 3rd alone and WS+2
d/f+1,4 - qcb+2 after 1st hit (strict timing) _ block all and do mixups (they're left at -9)
d/f+3 ? 4,1
d/f+3,3 ? WS+1,3 _ WS+1+2 _ d/f+1+2 second hit
d+2,4 ? 4,1
d+3 ? WS+1,3_WS+1+2
d+3,3 ? WS+1,3_WS+1+2 _ low block 1st hit and interrupt with WS+1,3_WS+1+2
d+3,3,3 ? WS+2 _ low block any hit and interrupt with WS+1,3_WS+1+2
d+4 ? WS+2
d+4,1+2 ? duck last hit and WS+2
d+3+4_d+3+4,1+2 ? WS+2
d/b+2 ? d/f+2
d/b+2,2_d/b+2,2,1+2 ? jabs
d/b+3 ? WS+4
d/b+4 ? WS+2
b+1,1+2 ? interrupt after 2nd hit d/f+2 _ block all and f,f+2
b+2,1 ? 4,1
b+2,4 ? duck last hit and WS+2
b+3 ? 4,1
b+4,3_b+4,3,1+2 ? SSR last hit and d/f+2
b+3+4,3+4 ? interrupt after 1st hit with 2,1 for a floater _ SS last hit and launch _ SWR last hit into f,f~b+2,1,3, WS+4, d+4,1,3 combo on BT
u/b+3+4,1+2_BT 3+4,1+2 ? d/f+2
u/f+3,2 ? 4,1 _ f+4,4
u/f+3,3+4_u/f+3,f+3+4 ? interrupt after 1st hit with 3,1 for a floater
u/f+4 ? d/f+2
u/f+4,4 ? WS+1,3 _ WS+1+2
f,f+2,3 ? 4,1
f,f+3,4_f,f+3,4,1+2 ? duck last hit and WS+2
f,f+3,4,4_f,f+3,4,4,1+2 ? jabs
f,f+4 ? jabs
f,f+1+2 ? d/f+2
FC d/f+1+2_FC d/f+1+2,1+2 ? WS+4
SS+4 ? WS+1,3 _ WS+1+2
SS+4,1+2 ? jabs
WS+1 ? 4,1
WS+1,2 - duck last hit and WS+2
WS+1,2,3 - duck 2nd hit and WS+2 _ block all and jabs _ SSR last hit and d/f+2
WS+1,2,3,1+2 ? jabs
WS+2 ? d/f+4
*note: d/f+4 will hit her if she transitions to SBT with 3+4 or DBT with f+3+4 afterwards but will give nothing guaranteed; be sure to do 2,1 to pick her up for a floater if you think she transitions after a WS+2
WS+3 ? 2,1 for a floater
WS+3,3 _ qcb+2 last hit _ reverse last hit
WS+3,d+3 ? qcb+2 last hit _ interrupt after 1st hit with d/f+2 _ block both and WS+4
DES f+1+2,1+2 ? f+1+2
DES d+1 ? WS+1,3 _ WS+1+2
DES d+2 ? WS+1+2
DES u/f+1+2 - WS+4
SBT 1 ? d/f+2
SBT 1,2,1 ? d/f+2
SBT 1,2,1,3+4_SBT 1,2,1,3+4,1+2 ? f+1+2
SBT 3 ? WS+2
SBT 4 ? u/f,N+4 _ qcf+2
DBT 2 ? d/f+4

Anna
1,2,3 ? WS+1,3 at close to mid range _ WS+1+2 at any range _ LP last hit
1,2,4 ? duck last hit and WS+2
1,2,1,4 ? duck last hit and WS+2
1,2,1,d+4 ? WS+1+2 _ LP last hit _ d/f+1+2 last hit
1,4 ? WS+1+2 _ LP last hit _ d/f+1+2 last hit
2,1,4 ? duck last hit and WS+2
2,1,d+4 ? WS+1+2 _ LP last hit _ d/f+1+2 last hit
2,3 ? jabs _ nothing on max range block
2,4 ? duck last hit and WS+2
2,d+3 ? WS+1,3 at close to mid range _ WS+1+2 at any range _ LP last hit
3,3,2 ? jabs _ LP 2nd hit _ d/f+1+2 2nd hit
3,3,4 ? flash duck last hit and WS+2 _ LP 2nd hit _ d/f+1+2 2nd hit
*to avoid the mixup you can always LP the 2nd hit
3,4 ? duck last hit and WS+2
4,3 ? WS+1,3 at close to mid range _ WS+1+2 at any range _ LP last hit
f+2,3 ? duck last hit and WS+2
f+4 ? qcf+1 (strict timing)_f+1+2 on max range block (-19)
f+1+2 ? qcf+1 (strict timing) _ f+1+2
f+2+3 ? 4,1 _ f+4,4
d/f+1,2,3 ? 4,1
d/f+1,2,4 ? duck last hit and WS+2 (note: you?ll get hit if you duck and they go for d/f+1,2,3)
d/f+2 ? jabs
d/f+3,1,2 ? b+3+4 2nd hit _ duck last hit and WS+2
d/f+3,1,4,2 ? b+3+4 2nd hit _ duck last hit and WS+2
d/f+3,1,4,2,3 ? b+3+4 2nd hit _ duck last hit and WS+2
d/f+3,1,4,2,u/f+3 ? b+3+4 2nd hit _ interrupt with jabs after 4th hit for a floater
d/f+3,1,4,2,4 ? b+3+4 2nd hit _ WS+2 _ LP last hit _ d/f+1+2 last hit
d/f+3,1,4,2,1+2 ? b+3+4 2nd hit _ qcf+1 (strict timing) _ f+1+2
d/f+3,2,1,4 ? duck last hit and WS+2
d/f+3,2,1,d+4 ? WS+1+2 _ LP last hit _ d/f+1+2 last hit
d/f+3,2,4 ? duck last hit and WS+2
d/f+3,2,3 ? jabs _ duck last hit and WS+2
d/f+3,2,d+3 ? WS+1,3 at close to mid range _ WS+1+2 at any range _ LP last hit
*note: to avoid the mixup you can duck the second and the third hit of every d/f+3,1_d/f+3,2 variation and interrupt with WS+2
d/f+3,3,3,1 ? flashduck last hit and WS+2
d/f+3,3,3,4 ? flashduck last hit and WS+2
d/f+3,4 ? duck last hit and WS+2
d/f+4 ? WS+2
d+1,n+2 ? jabs _ nothing on max range block
d+3,2 ? d/f+2 (no NC; works even if 1st low hits you non CH)
d+3,4 ? duck last hit and WS+2 (note: you?ll get launched if they go for d+3,2 and you try to duck the 2nd hit)
d+4 - WS+4 (note: you'll get hit if they continue the string) _ FC d/b+4
d+4,1 ? flashduck last hit and WS+2
d+3+4 ? WS+2
d/b+1,1 ? WS+2 _ LP last hit (note: you?ll get launched if they go for d+3,2 and you try to duck the 2nd hit)
d/b+1,4 ? f+1+2 _ d/f+2
d/b+3 ? WS+2
d/b+4,3 ? WS+2 _ low block 1st hit and crush 2nd with u/f,n+4 (note: you?ll get hit if you try to duckblock the 2nd hit or interrupt with FC u/f,n+4 and they go for d/b+4,4)
d/b+4,4 ? WS+2 _ duckblock 1st hit and interrupt with WS+4 for a 1, dash, 1,3,2 B! combo (this will also interrupt them if they go for d/b+4,3)
d/b+3+4 ? WS+2 (note: you?ll get hit if they go for d/b+3+4,3)
d/b+3+4,3 ? duck 2nd hit and WS+2 (NC on clean range; must block 1st hit)
b+1,2,2 ? flashduck 2nd hit and WS+2
b+2,2 ? 4,1 _ duck 2nd hit and WS+2 _ b+3+4 2nd hit _ crush 2nd hit with d/b+3
u+3 ? d/f+2
u/f+1,3 ? d/f+2 (results in trading hits if they go for u/f+1,3,3+4)
u/f+1,3,3+4 ? SSR after 2nd hit and d/f+2 _ interrupt after 2nd hit with CH d/f+1,4
u/f+4,3,4 ? LP 2nd hit
U/F+4 ? qcf+1 (strict timing) _ f+1+2
f,f+3 ? 4,1
f,f+3,4 ? u/f,n+4
f,f+3,4,3 ? 4,1 _ f+4,4
f,f+3,4,b+3 [CJM] ? safe but they're left at -1 and in CJM; do mix-up's against CJM (note: in CJM they can't block, SS or backdash and they're fastest move is i10, therefore jabs_d/b+1 cannot be interrupted, but jabs can be crushed with CJM d/b+3,3 and d/b+1 can be crushed with CMJ u/f+3)
f,f+1+2 ? f+1+2
qcf+2 ? jabs
qcf+3,2 ? duck 2nd hit and WS+2
qcf+4 ? d/f+4 on close to mid range block _ nothing on max range block
f,f,f+3 ? iWS+4 into d+4,1,3_d+4,4 combo depending on range
WS+2 ? 4,1
FC f+1 ? b+3 at any range _ f+4,4 at close to mid range
FC f+2 ? WS+1,3 _ WS+1+2
FC d/f+2 ? WS+2
FC u/f+4 ? qcf+1 (strict timing) _ f+1+2
FC U/F+4 ? 2,1 for a floater
SS+2 ? WS+2
SS+1+2 (only if the 1st punch hits and the 2nd whiffs) ? d/f+2
CJM 1 ? 4,1
CJM 2,1 ? safe but you can reverse the 2nd hit
CJM 3 ? 4,1
CJM 4 ? FC u/f,n+4
CJM d/b+3,3 ? low block 1st hit, stay in crouch to duck 2nd and WS+2 (NC; must block 1st hit)
CJM u/f+4 ? 4,1
CJM f,f+3 ? d/b+1 _ mixup (Anna left FC at -11)
CJM f,f+4 ? duck on reaction (comes out considerably slower than f,f+3) and WS+2 _ block and mixup (Anna left FC at -10)

Armor King
1,2,1 ? safe but you can reverse the last hit
1+2 ? jabs (note: you?ll get hit if they continue the string)
1+2,2 ? duck last hit and WS+2 (note: you?ll get hit if they went for 1+2,4)
1+2,4 ? 4,1
3+4,1 ? interrupt with 2,1 after 1st hit for a floater (note: you?ll get hit if they went for 3+4,2) _ cc and do oki setups
3+4,2 ? d+2 _ d+3 _ oki
f+2,1 ? jabs _ duck last hit and WS+2
f+3,4,3 ? duck last hit and WS+2
f+1+2 ? jabs
f+1+4 ? f+1+2 _ d/f+2
d/f+2 ? 4,1 on close to mid range block _ d/f+4 on max range block
d/f+3+4 ? WS+4 _ cc and do oki setups
d+1,n+4 ? jabs
d+3 ? WS+1,3 on close to mid range block _ WS+1+2 on max range block
d+3+4 ? WS+2 (note: you?ll get hit if they continue the string) _ WS+4
d+3+4,3 ? d/f+2 (no NC; works even if the 1st low connects) _ low block 1st hit and interrupt with WS+4
d+1+4,1+2 ? WS+4 _ cc and do oki setups
d/b+2 ? jabs (note: you?ll get hit if they continue the string)
d/b+2,3 ? d/f+2
d/b+3 ? FC u/f,n+4
d/b+4 ? cc and do oki setups
b+1,2 ? 4,1
b+2,1 ? 4,1 (note: you?ll get juggled if they continue the string) _ d/b+4 (hits them even if they continue the string)
b+2,1,2 ? duck last hit and WS+2
b+3 ? safe but they?re left at -10; mix up
b+4,3 ? duck last hit and WS+2
u/f+2 ? FC 3 _ cc and do oki setups
u/f+4 - 4,1
u/f+3+4 ? oki
f,f+2 ? safe but they?re left at -11; mix up
f,f+4 ? f+1+2
f,f+1+2 ? oki
f,f+3+4 ? oki
f,f,n+2 ? WS+2
DU (= cd+2) ? jabs
cd+4 ? safe but they?re left at -9; mix up
WS+1 ? jabs
WS+2 ? jabs
SS+2 ? 4,1 (note: you?ll get hit if they continue the string)
SS+2,1 ? WS+1,3 _ WS+1+2
SS+4 ? 4,1
SS+3+4 ? oki
BT 3 ? f+1+2
BT 4 ? safe but they?re left at -10; mix up
d+4,4,4 (= grounded stomps) ? WS+2

Asuka
1,1 ? safe on block but you can reverse the last hit
1,2 ? safe on block but you can reverse the last hit
1,2,3 ? interrupt after 2nd hit with d/f+2_CH confirm 1,2,1 (note: you?ll get hit if they went for 1,2,4)
1,2,4 ? f+1,2_f+1,3 on close range block _ nothing on far range block
1,3 ? LP last hit (note: always LP the last hit which is safe on block)
1,4 ? LP last hit (note: always LP the last hit which is safe on block)
2,1,1+2 ? interrupt after 2nd hit with CH confirm 1,2,1 _ SSL after 2nd hit and launch_1,3,2 on BT opponent
2,3 ? f+1+2
3,1 ? jabs
3~4 ? WS+2
1+2 ? safe on block but they?re left at -9 ~ -8; mix up
1+4 ? WS+2 (note: punishing with WS+2 works even if they continue the string)
1+4,2,1 ? flashduck last hit and WS+2 (note: you?ll get hit if they went for 1+4,2,4)
1+4,2,4 ? b+3
1+4,2,d+4 ? FC u/f,n+4
1+4,3 ? safe on block but you can qcb+2_reverse the last hit
*note: all the 1+4 variations are no NC; punishers work even if the 1st hit connects
f+2 ? qcf+1 _ f+1+2
f+1+2 ? safe but they?re left at -11; mix up
d/f+1,2 ? flashduck last hit and WS+2
d/f+3 ? f+1,2_f+1,3 on close range block _ nothing on far range block
d/f+1+2 ? f+1,2_f+1,3 on close range block _ d/f+4 on any range
d+1+2 ? WS+2
d+3+4 ? low block 1st hit and WS+2
d/b+1 ? jabs (note: you?ll get hit if they continue the string)
d/b+1,2 ? WS+1+2 _ LP_d/f+1+2 last hit _ crush last hit with u/f+4
d/b+2 ? 4,1
d/b+3 ? WS+1,3 on close range block _ WS+1+2 on any range
b+1 ? WS+4 _ LP on reaction
b+2,4 ? LP _ d/f+1+2 last hit (note: always LP the last hit which is safe on block)
b+2,1+2 ? jabs (note: you?ll get hit if they continue the string)
b+2,1+2,4 ? 4,1
b+3 ? qcf+2
b+3,2 ? interrupt after 1st hit with qcf+2 _ block all and f+1+2_d/f+2
b+3,4 ? interrupt after 1st hit with qcf+2 _ LP last hit
b+1+4,3 ? WS+1+2 _ LP_d/f+1+2 last hit (no NC; works even if the 1st or the 2nd or both hits connect)
b+1+4,4 ? 4,1_f+4,4 (no NC; works even if the 1st or the 2nd or both hits connect)
*note: to avoid the mix-up you can LP the 2nd hit of both b+1+4 variations, though it comes out to fast you would pretty much have to know they?re going to do b+1+4 to react in time
u/f+4 ? jabs
f,f+3 ? 4,1_f+4,4
f,f+4 ? safe but they?re left at around -10 with some pushback; mix up
WS+1,4 ? flashduck 2nd hit and WS+2
WS+2,1 ? flashduck 2nd hit and WS+2
WS+3 ? f+1+2
WS f+3 ? d/f+2
FC 3+4,3 ? interrupt after 1st hit with 2,1 for a floater
FC d/f+2 ? WS+4
SS+2 ? 4,1
Whiplash combo (= haze palm fist _ HPF):
f+1,3,1 ? flashduck last hit and WS+2 _ qcb+2 last hit
f+1,4 ? duck block 2nd hit and WS+2 _ LP 2nd hit (note: you?ll get hit if they went for f+1,3,1)
f+1,d+4 ? WS+1,3 on close range block _ WS+1+2 on any range _ LP_d/f+1+2 2nd hit
Leg cutter combo (= LCT):
d/b+4 ? WS+4 (will interrupt her also if she continues the string)
d/b+4,3 ? duck 2nd hit and WS+2
d/b+4,4 ? LP 2nd hit (works even if the 1st connects) _ duckblock last hit and WS+4
d/b+4,4,3 ? LP 2nd hit (works even if the 1st connects) _ duckblock 2nd hit, stay in crouch to duck last and WS+2
d/b+4,4,4 ? LP 2nd hit _ LP 3rd hit _ duckblock last hit and WS+4
d/b+4,4,4,3 ? LP 2nd hit _ LP 3rd hit _ duck last hit and WS+2
d/b+4,1+4,2,1 ? LP 2nd hit _ duck last hit and WS+2
d/b+4,1+4,2,4 ? LP 2nd hit _ block last hit and b+3
d/b+4,1+4,2,d+4 ? LP 2nd hit _ block last hit and FC u/f,n+4
*note: all the d/b+4 variations are no NC; punishers work even if the 1st low hit connects; if you get hit by the 1st hit (d/b+4), simply press and hold d/f immediately after it to avoid the mind games; this way, you?ll LP the 2nd hit if they go low again or duck the 2nd hit (for a WS+2) if they go for the d/b+4,3 extension

Baek
1,2,3,3,3,4 ? duck last and WS+2
1,2,3,3,3,d+4 ? WS+1,3 _ WS+1+2 _ LP last hit
1,2,3,3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
1,2,3,3,4,4,4 ? WS+2
1,2,3,4,3 ? qcf+1 _ f+1+2 _ LP 4th hit
*note: you can duck the 3rd hit of every 1,2,3 variation and interrupt with WS+2
2,2 ? 4,1
3,3,3,4 ? duck last and WS+2
3,3,3,d+4 ? WS+1,3 _ WS+1+2 _ LP last hit
3,3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
3,3,4,4,4 ? WS+2
3,4,3 ? qcf+1 _ f+1+2 _ LP 4th hit
1+2,4 ? d/f+2
3+4 ? 4,1 (note: only if they don't transition to FLA; if they do they're left at +2)
f+2,1,2 ? duck last hit and WS+2
f+2,1,4 ? WS+1,3 _ WS+1+2 _ LP last hit
f+3,3,2 ? 4,1
f+3,3,b+2 ? 4,1
f+4,3 ? 4,1 _ f+4,4 _ SSR last hit and launch
f+4,4 ? WS+2
f+3+4 ? jabs
d/f+1,3 - flashduck 2nd hit and WS+2
d/f+3,4 ? d/f+4
d+1,4 ? 4,1
d+3,3,3 ? d/f+2
d+3,3,d+3 ? WS+2
*note: unlike in previous Tekkens you can?t LP any of the low kicks of the d+3,3 variations if the 1st hits you; if you block the 1st hit however LP the 2nd; if you get hit by d+3,3 you should block high to avoid getting launched (punish if they went for the d+3,3,3 mid extension and know that they're left at -1 on hit if they went for d+3,3,d+3)
d/b+2 ? 4,1
d/b+3,3 ? low block 1st, stay in crouch to duck 2nd and WS+2 (NC; must block both hits)
d/b+4 ? cc and qcf+2 _ delayed WS+2 _ delayed u/f,N+4 _ cc and b+1+2 (if you need something easy)
b+1 ? jabs
b+4 ? 4,1 _ f+4,4
u/b+4 ? 4,1
u+4,3 ? duck last hit and WS+2
u/f+3,4 ? jabs
u/f+4 ? jabs
u/f,n+3,3,3,4 ? duck last and WS+2
u/f,n+3,3,3,d+4 ? WS+1,3 _ WS+1+2 _ LP last hit
u/f,n+3,3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
u/f,n+3,3,4,4,4 ? WS+2
u/f,n+3,4 ? duck last and WS+2
u/f,n+3,d+4,3 - qcf+1 _ f+1+2
WS+2,1 ? jabs
WS+3,3,4 ? duck last and WS+2
WS+3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
WS+3,4,4,4 ? WS+2
WS+4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
WS+4,4,4 ? WS+2
SS+3 ? WS+1,3 _ WS+1+2
SS+3+4 ? 4,1 _ f+4,4
cd+3 ? d/f+2 _ qcf+1+2 at max range block
FLA 3,3,4 - WS+1,3 _ WS+1+2 _ LP last hit
FLA 3,4,4,3 ? 4,1 _ f+4,4 _ SSR last hit and d/f+2
FLA 3,4,4,4 - WS+2 _ LP last hit
*note: to avoid the mixup you can block high after FLA 3,4,4, and go for a LP as late as possible; that way you'll block FLA 3,4,4,3 and LP the FLA 3,4,4,4 which comes out slighly slower
FLA u/f+3 ? 4,1 _ f+4,4

Bob
1,1,2 ? jabs
1,2,1+2 ? 4,1 _ f+4,4
1,3,3 - f+1+2 _ qcf+1
1,d+4 ? WS+1+2 _ LP last hit
2,1,2 ? WS+1,3 _ WS+1+2 _ LP last hit
4,3,3+4 ? interrupt after 2nd hit with 2,1 for a floater _ SS last hit
1+2,1+2 ? f+1+2
f+2,3 ? d/f+2
f+3,4 ? SS last hit
f+1+2 ? d/f+2
d/f+1,2 ? 4,1
d/f+3,2 ? duck 2nd hit and WS+2
d/f+3,4,4 ? d/f+1+2 2nd hit _ LP 2nd hit _ low block 2nd, stay in crouch to duck last and WS+2
d/f+1+2 ? oki
d/f+3+4 ? 4,1 _ jabs
*note: you should always punish with jabs as they will float them if they go for d/f+3+4,4
d+2,1,2 ? 4,1 (note: you?ll get hit if they finish the string with d+2,1,2,2)
d+2,1,2,2 ? qcb+2 last hit _ b+3+4 last hit
d+2,3 ? interrupt after 1st hit with d/f+2
d+3,4 ? jabs _ duck 2nd hit and WS+2 (no NC; works even if 1st low hits you)
d+4,3,4 ? duck 2nd hit and interrupt with WS+2 _ block and 4,1 (no NC; works even if 1st low hits you)
d+1+2,2,1 ? duck last hit and WS+2 _ block and 4,1
d+3+4 ? qcf+2 _ f+1+2
d/b+3 ? WS+1,3 _ WS+1+2
d/b+4 ? WS+1,3 _ WS+1+2 (note: you?ll get hit if they continue the string)
d/b+4,4,3,3 ? qcb+2 last hit _ 4,1 _ duck 3rd and interrupt with WS+2 (no NC; punishers work even if the first low hits you)
d/b+4,4,4 ? WS+1,3 _ WS+1+2 (no NC; works even if 1st low hits you)
d/b+1+2 ? d/f+2
d/b+3+4 ? FC u/f,n+4
(d/b+3+4),4 ? WS+2
b+2,2,4,4 ? duck last hit and WS+2
b+3 ? d/f+2 at close to mid range block _ b+3 at max range block
b+1+2,1,2 ? WS+2
u/b+3 ? f+1+2
u/f+3 ? 4,1
u/f+4,4 ? f+1,3_f+1,2 jabs (2,1 misses)
u+1+2,1 ? d/f+2
u+3+4,1 ? WS+1,3 _ WS+1+2 _ LP last hit
u/f+1+2,1 ? interrupt with CH 1,2,1 after 1st hit (note: you?ll get hit if they went for u/f+1+2,1+2)
u/f+1+2,1+2 ? f+1+2 _ d/f+2
u/f+3+4,4 ? duck last and WS+2
f,f+4,4 ? 4,1 _ f+4,4
b,f+1 ? f+1+2 _ d/f+2
Shoryuken (= cd+2) ? u/f,n+4
cd+3,2 ? duck last hit and WS+2
cd+4 ? FC u/f,n+4
(cd+4),1+2 ? f+1+2 _ d/f+2
cd+1+2 ? jabs
WS+1,2 ? duck last hit and WS+2 (note: you?ll get hit if they went for WS+1,3)
WS+1,3 ? 4,1
WS+2,1 ? d/f+2
WS+2,2 ? WS+1,3 _ WS+1+2
WS+1+2 ? 4,1 _ f+4,4
FC 2,1,1+2 ? d/f+2
FC 2,4,1+2 ? d/f+2 _ LP 2nd hit _ d/f+1+2 2nd hit
BAL 4 ? FC u/f,n+4
BAL 3+4 ? WS+2

Last edited by BlackPriest on May 13th, 2011 at 19:21

BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
#2 “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

BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
#3 “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

BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
#4 “Quote” Edit Post
Law
1,1,1,1,1 ? duck any of the last 3 hits and WS+2 (note: every punch after the first is jab punishable)
1,2,2 ? duck last and WS+2
1,2,f+2,2 ? duck last and WS+2
1,2,f+1,1+2 ? 4,1
1,2,u/f+3,4 ? SSL last hit and d/f+2 _ interrupt after 2nd with 3,1_2,1 for a floater _ interrupt after 2nd with delayed d/f+2
2,2,1,2 ? safe on block but you can reverse the last hit
3,3 ? f+4,4 only
3,4 ? f+4,4 only _ duck last hit and WS+2
4,3,4 ? duck last hit and WS+2 (note: you'll get hit if they went for 4,3~DSS f+1)
4,3~DFS f+1 ? b+3
*note: to avoid the mix-up you should d/b+1 immediately after 4,3 to punish 4,3 and 4,3,4 and interrpupt or crush DSS followups
4,u+3 ? qcb+2 last hit
3+4 ? jabs
f+2~1 ? b+3 only
f+2,2,2 ? duck last hit and WS+2
f+2,2,1+2 ? 4,1
d/f+3,3,3 - LP 2nd hit _ block 2nd hit, stay in crouch to duck 3rd hit and WS+2
d/f+3,3,4 - LP 2nd hit _ block and d/f+2
d/f+4,3 ? d/f+2
d+1,3 ? jabs
d+2,3 ? d/f+2
d+3 ? WS+1+2 only
d+3,3 ? duck last hit and WS+2
d+4,3 ? low block 1st, stay in crouch to duck 2nd and WS+2 (NC; must block both 1st)
d+3+4,3 ? d/f+2
d/b+2,4 ? interrupt after 1st hit with 2,1 for a floater
d/b+3 ? WS+1,3 _ WS+1+2
d/b+4 ? cc and qcf+2 _ delayed WS+2 _ delayed u/f,N+4 _ cc and b+1+2 (if you need something easy)
d/b+3+4 ? delayed qcf+2 _ delayed d/f+2 _ 4,1 for a floater
b+1,2,2 ? f+1+2
b+2,3,4 ? LP 2nd hit
b+2,3,d4 ? LP 2nd hit _ block and punish just like d/b+4 above
b+4,3 ? duck last hit and WS+2
b+3+4 ? f+1+2 at any range _ d/f+2 at close range
u/f+1,3 ? WS+1,3 _ WS+1+2 _ LP last hit
u/f+3,4 ? d/f+2
u/f+4 - 4,1
U/F+4 ? d/f+2 _ qcf+1+2 at close range (-15 on block) _ d/f+4 at far range (-13 on block)
U/F+4~DSS parry ? qcf+2 _ f+1+2 - qcf+1+2
U/F+4,3 ? f+1+2 at any range _ d/f+2 at close range
u/f+3+4 ? u/f,n+4 ? WS+2
f,f,+2,1,3 ? 4,1 _ flashduck 2nd hit and interrupt with WS+2
f,f+2,3 ? f+1+2
f,f+3 ? d/f+2
f,f+4 ? WS+2
qcf+1,2,1,2 ? d/f+2
WS+1,2 ? duck 2nd hit and WS+2 _ iWS+1+2 _ d/f+2 (note: d/f+2 will get autoparried if they transition to DSS after WS+1,2)
WS+2 ? f+1+2
WS+4,3 ? d/f+2
FC 3 ? WS+1,3 _ WS+1+2
FC 3,4 ? d/f+2
FC U/F+4 ? 2,1 for a floater
FC U/F+3+4 - oki
FC d/f,d,D/F+3 (= slide) ? WS+1+2 _ cc and 3,1 for a f,f,n+1, f,f,n+1,3,2 B! juggle
SS+2,1,2,1 ? f+1+2 (note: SS+2,1,2 is jab punishable)
SS+3+4 ? 4,1
BT d+3 ? WS+4
BT d+4 ? WS+2
BT 2,2 ? d/f+2
DSS_DFS 1,f+1 ? b+3 only
DSS_DFS 1,4 ? duck last hit and WS+2
DSS_DFS 1+2 ? b+3 only
DSS_DFS 3+4 ? duck and WS+2
DSS_DFS f+1 ? b+3 only
DSS_DFS f+2,2,1,2 ? safe on block but you can reverse last hit
DSS_DFS f+2~1 ? b+3 only
DSS_DFS f+3 ? d/f+2 on close range block _ b+3 on mid range block _ nothing on max range block

Lee
1,2,2,3 ? duck last hit and WS+2 _ d/b+1 will both go under the last kick and punish the second 2
1,2,4 ? 4,1
1,2,4# - qcb+2 last hit _ interrupt with CH 1,2,1 after 2nd hit
2,1,1 ? 4,1 _ b+3+4 last hit
2,1,4 ? WS+2
2,2 - 4,1 (note: you'll get hit if they continue the string)
2,2,3 ? duck last hit and WS+2
*note: to avoid the mix-up you can punish 2,2 with d/b+1_d/b+4 which will also interrupt them if they continue the string
3,3 ? jabs
3~3 ? jabs _ duck when you see the feint knee and WS+2 (to avoid 3~3:4)
4,3 ? 4,1 _ f+4,4 (note: you?ll get hit if you try to punish and they finish the string)
4,3,3 ? 4,1 _ f+4,4
4,3,4 ? SSL last hit and d/f+2 ? interrupt with 2,1 after 2nd hit for a floater
4,4,4 ? block 1st and 2nd to make the 3rd whiff and 4,1
4,u+3 ? SSL last hit and d/f+2
*note: A good way to deal with the 4,3,3_4,3,4_4,u+3 mix up is with an option select. Block the 4, then hit b~B (back dash while blocking) after the first kick, then again after the second. This will let you back dash when possible out of 4,3,4 and 4,u3 and block punish 4,3,3.
f+2,1 ? duck last hit and WS+2 _ block and 4,1
f+3,3,3,3,3,4 ? duck last hit and WS+2 (note: every hit except the last one is d/f+2 punishable)
d/f+3,2,3 ? SSL last hit and launch _ f+4,4 _ b+3 on max range block
d+3 ? WS+2 (note: if they transition to HMS after d+3 they're left at -15 too)
d+4 ? WS+1,3 _ WS+1+2
d+4,n+4 ? duck last hit and WS+2 (no NC; works even if the 1st low hits you)
d+4,n+4,3,3 ? 4,1 _ f+4,4
d+4,n+4,3,4 ? SSL last hit and d/f+2 ? interrupt with 2,1 after 2nd hit for a floater
d+4,n+4,4,4 ? block 1st and 2nd to make the 3rd whiff and 4,1
d+4,n+4,u+3 ? SSL last hit and d/f+2
d+4,4,4,4 ? qcf+1 _ f+1+2 _ d/f+2 _ LP any of the first three hits (note: can LP 2nd if the 1st hits; d+4,4 is launch punishable at -16 on hit in case they stop)
d/b+3 ? WS+1,3 at close to mid range _ WS+1+2 at every range
d/b+3+4 ? WS+2
b+1,1,2_b+1:1:2 ? duck last hit and WS+2
b+2,4 ? duck last hit and WS+2
b+2,4,3 ? duck last hit and WS+2
b+3,4 ? duck last hit and WS+2 _ SSR last hit and d/f+2
u/f+3,1 ? 4,1
u/f+3,4 - duck last hit and WS+2 (note: you'll get hit if you try to duck the 2nd and they go for u/f+3,1)
u/f+4 ? 4,1
d,d/b+4 ? f+1+2
f,f,n+3+4 (= slide) ? WS+1+2 _ cc and 3,1 for a f,f,n+1, f,f,n+1,3,2 B! juggle
f,f,f+3 ? d/f+2
f,f,f+3,4 ? 4,1
f,f,f+3,4,4 ? SSL last hit and d/f+2 _ duck last hit and WS+2
f,f,f+3,4,f+4 ? SSL last hit and d/f+2 _ block and 4,1 _ b+3 at max range
f,f,f+3,4,d+4 ? WS+2
*note: you can also qcb+2 the last hit of all three variations f,f,f+3,4,4_f,f,f,+3,4,f+4_f,f,f+3,4,d+4 on block. On the other hand, all three can be delayed to stop this.
WS+2,3 ? 4,1 _ f+4,4
WS+3,3 - qcf+1 _ f+1+2 _d/f+2
WS+3,3,d/f+3 - qcb+2 3rd hit
WS+3,3,D+3 ? qcb+2 3rd hit _ LP 3rd hit _ d/f+1+2 3rd hit
FC d/f+4 ? WS+2
FC u/f+4 ? d/f+2
FC U/F+4 ? 2,1 for a floater
FC d/f,d,D/F+3 (= slide) ? WS+1+2 _ cc and 3,1 for a f,f,n+1, f,f,n+1,3,2 B! juggle
HMS 1,1,1,1 ? d/b+3 immediately after the pushback of the 2nd hit to crush the last hit
HMS 2 ? 4,1
HMS 4 ? WS+2 (note: even if the stun looks like this is u/f,n+4 punishable, it isn?t)
MS 3 - 4,1
MS 3,4 ? 4,1
MS b,n+4 ? WS+1,3 _ WS+1+2

Lei
1,1 ? safe but they?re left at -8; mix up
2,1,3+4 ? 4,1
3 - 4,1 _ f+4,4 (note: you'll get hit if they continue the string) _ CH 1,2,1 (interrupts them even if they continue)
3,3 ? WS+2 into a f+4, b+2,1, 1,3,2 B! combo
4~3 [FCD] ? oki _ d+4,4 _ d+4 into oki
4~4,3,3 [FCD] ? low block 1st hit and LP 2nd _ block last and do oki setups
1+2,1 ? duck last hit and WS+2 (note: you?ll get launched if they went for 1+2,2)
1+2,2 ? jabs _ SSR last hit and d/f+2 (note: you?ll get hit if they went for 1+2,1)
f+3,1 ? flashduck last hit and WS+2
f+4,2,1,2,3 ? SWL after 1st hit and d/f+2 _ block all and WS+2 (note: you?ll get hit if you duck and they went for f+4,2,1,2,4)
f+4,2,1,2,4 ? SWL after 1st hit and d/f+2
d/f+1,1 ? jabs (note: you?ll get hit if they continue the string)
d/f+1,1,1 ? jabs (note: d/f+1,1<1 is often used as a bait; if they delay the last hit know that you can SSR and d/f+2 it, you'll get hit if they went for the undelayed d/f+1,1,1 though)
d/f+3 ? safe but they?re left at -10; mix up
d+2,2 ? 4,1
d+4 ? WS+1+2 (note: you?ll get hit if they went for d+4,4)
d+4,d [SNA] ? WS+1+2 (note: you?ll get hit if they went for d+4,4)
d+4,4 ? b+2,1 (no NC; works even if 1st low hit connects)
d/b+4 ? FC u/f,n+4 at close to mid range block _ WS+2 at far range block
d/b+1+2 ? 4,1
d/b+3+4 [FCD] ? oki
b+4 ? WS+1,3 _ WS+1+2 (note: you?ll get hit if they continue the string)
b+4,1 ? duck 2nd hit and WS+2 (no NC; works even if 1st low hit connects)
u/f+2 [PLD] ? oki
u/f+4 ? 4,1
u/f+3+4,4 ? interrupt after 1st hit with jabs for a floater
f,n+1,2,1,2,3 ? WS+2 (note: you?ll get hit if they went for f,n+1,2,1,2,4)
f,n+1,2,1,2,4 ? safe but you can reverse the last hit _ SSR last hit and d/f+2(note: strict timing on the SS)
f,n+2,1,2,1 - SSR last hit and d/f+2
f,n+3,4 ? SSL_SSR 2nd hit and u/f,n+4 _ interrupt after 1st hit with CH confirm 1,2,1 (note: you?ll get hit in both cases if they went for f,n+3,d+4)
f,n+3,d+4 ? WS+1+2 _ LP_d/f+1+2 2nd hit (note: you?ll get stunned in all cases if they went for f,n+3,4)
*note: to avoid the mix-up you can interrupt both f,n+3 variations with d/b+1 after the 1st hit
f,n+4,1,2,2,2 ? WS+2
f,n+4,1,2,2,4,3,3 ? LP_d/f+1+2 5th hit _ low block 5th hit and LP 6th _ block last and do oki setups
f,n+4,1,2,3,4 ? SSL_SSR 4th hit and u/f,n+4 _ interrupt after 4th hit with CH confirm 1,2,1 (note: you?ll get hit in both cases if they went for f,n+3,d+4)
f,n+4,1,2,3,d+4 ? WS+1+2 _ LP_d/f+1+2 last hit (note: you?ll get stunned in all cases if they went for f,n+4,1,2,3,4)
*note: to avoid the mix-up you can duck the 3 in every f,n+4,1,2,3 variation and WS lanch or interrupt every followup with d/b+1 after the 4th hit
f,f+2 ? FC d/b+1 on close to mid range block _ mix up on far range block
f,f+3 ? d/f+2 (note: you?ll get hit if they went for f,f+3,4)
f,f+3~b ? d/f+2
f,f+3,4 ? duck 2nd hit and FC u/f,n+4
note: to avoid the mix-up you can punish_interrupt all f,f+3 variations with d/b+4 after the 1st hit, but you'll be missing out big damage if you were to guess right
f,f+4,3+4 ? interrupt after 1st hit with jabs for a floater (note: jabs also punish them in case they stop after f,f+4) _ duck 2nd hit and FC u/f,n+4
WS+2,1 ? 4,1
WS+3 - d/f+2
FC d/f+2,1,4 [CRA] ? low block 1st hit and LP 2nd _ low block 2nd hit and interrupt with WS+1,3_WS+1+2 (works even if the 1st low hit connects) _ block last and d/f+2 (works even if they transition to normal by doing FC d/f+2,1,4,b and if the 1st two low hits connect; no NC)
SS+4 ? safe but they?re left at -9; mix up
DRU 2,2 ? duck 2nd hit and WS+2
DRU 3 ? WS+1,3_WS+1+2 (note: you?ll get hit if they continue the string) _ WS+4
DRU 3,2,4 ? low block 1st hit and interrupt with WS+4 _ cc after 2nd hit and f+1+2 (no NC; works even if 1st low connects)
DRU 4 ? 4,1 on close to mid range block _ d/f+4 on far range block
DRU 3+4 ? cc into oki
DRU b+1+2 ? d+3 _ oki
DRU u/f+1+2 ? FC oki
FCD 3 ? delayed WS+2 _ cc and qcf+2 _ cc and d/f+2
FCD 3~4 ? FC u/f,n+4
FCD 4~3 ? oki
SLD 4~3 ? WS+4 into d+4,1,3_d+4,4_d+3,4 combo _ d/f+1+2 slide (note: can?t LP the slide and followup with a combo; LP makes it safe)
SLD 3+4 ? oki
SLD d+3+4 ? cc into f,f+4
KND 3 ? delayed WS+2 _ cc and qcf+2 _ cc and d/f+2
KND 4 ? 4,1 _ f+4,4
PLD 3 ? FC u/f,n+4
PLD 4 ? 4,1
PLD 3+4 ? FC u/f,n+4
BT 1,1,3,2 ? duck block 3rd hit, stay in crouch to duck last hit and WS+2 (no NC, works even if the 1st two hits connect) _ LP 3rd hit
BT 2 ? jabs
BT 4 - 4,1_f+4,4 (note: you'll get hit if they continue the string)
BT 4,3 ? d/f+2
BT 1+2,2 ? d+4,1,3_d+4,4_d+3,4 _ oki
BT 3+4,3+4,3+4 ? interrupt between any hit with 2,1 for a floater
BT d+1 ? WS+1,3 _ WS+1+2 (note: can't LP this)
BT d+4 ? FC u/f,n+4
BT u/f+2 ? oki
PNX 2 ? hold d and FC 1
PHX 3,3 - WS+2 into a f+4, b+2,1, 1,3,2 B! combo
PHX 4 ? WS+1,3 _ WS+1+2
SNA 1,2,1 ? jabs (note: you?ll get hit if they finish the string)
SNA 1,2,1,2 ? duck last hit and WS+2
SNA 2,2,2 ? WS+2
SNA 2,2,4,3,3 [FCD] ? LP 3rd hit _ low block 3rd hit and LP 4th _ block last and do oki setups
SNA 3 [FCD] ? oki
SNA 4 [SNA] ? WS+1,3 on close range block _ WS+1+2 on any range
SNA 1+2 ? jabs
DRA 3 ? WS+2
DRA 4,1,2 ? jabs (note: you?ll get hit if they continue the string)
DRA 4,1,2,3 ? duck last hit and WS+2
DRA 4,1,2,3,4 ? duck 4th hit and WS+2
DRA 4,1,2,3,d+4 ? duck 4th hit and WS+2
PAN 1~2 ? FC u/f,n+4
PAN 2 ? jabs
PAN 3 ? WS+1,3 _ WS+1+2
PAN 4,2,1,2,3 ? SWL after 1st hit and d/f+2 _ block all and WS+2 (note: you?ll get hit if you duck and they went for f+4,2,1,2,4)
PAN 4,2,1,2,4 ? SWL after 1st hit and d/f+2
TGR 3 ? 4,1 (note: you?ll whiff and get hit by the sweep if they went for TGR3,f+4)
TGR 3,f+4 ? interrupt after 1st hit with CH iWR+2
TRG 3,f+1+2 ? interrupt after 1st hit with CH iWR+2
*note: to avoid the mix-up you can punish all TGR 3 variations with 1,2,1; if they went for TGR 3 stop after 1,2, if they went for TGR 3,f+4 or TGR 3,f+1+2 continue the string for a CH (1),2,1
TGR 4 ? FC u/f,n+4
CRA 3,4,2,3 ? LP 2nd hit _ block all and 4,1
CRA 4 ? WS+2
CRA u/f+4 ? 4,1

Leo
1,2,1,1 ? 4,1 _ f+4,4 _ flashduck 3rd hit and interrupt with WS+1,3_WS+1+2
1,2,14 ? flashduck 3rd hit and interrupt with WS+1,3_WS+1+2
1,2,4 ? WS+1,3 _ WS+1+2 _ LP last hit _ d/f+1+2 last hit
2,2 ? d/f+2
3,2,3 ? flashduck 2nd hit and interrupt with WS+1,3_WS+1+2 _ reverse last hit
3,2,4 ? flashduck 2nd hit and interrupt with WS+1,3_WS+1+2
f+2,2 ? 4,1
f+1+2 ? 4,1 _ f+4,4
d/f+2 ? 4,1
BBP (= d/f+1+2,1+2,qcf+2) ? qcf+1 (strict timing) _ f+1+2 _ d/f+2
* note: all hits of BBP are d/f+2 punishable
d/f+2+3 ? WS+4
d+4 ? WS+1,3 _ WS+1+2
d+4,2 ? duck last hit and WS+2 (no NC; works even if first low hits you)
d/b+4 ? FC u/f,n+4
(d/b+4),1 ? d/f+2
d/b+1+2,1 ? 4,1 _ d/f+4 on max range block _ b+3+4 last hit
b+2,1 ? flashduck last hit and WS+2
b+2,1+2 ? WS+4 ? b+3+4 last hit
b+1+4 ? duckblock and WS+1,3 _ WS+1+2
u/f+1,2 ? 4,1 ? f+4,4
u/f+2,1 ? SSR last hit and d/f+2 (strict) _ b+3+4 last hit
u/f+4 ? 4,1
f,f+2 ? jabs _ nothing on max range block
f,f+4 ? 4,1
f,f+4,3 ? 4,1
f,f+4,3,4 ? FC u/f,n+4
qcf+1 ? WS+1,3 _ WS+1+2
WS+1,4,1 ? 4,1 _ f+4,4 _ LP 2nd hit
WS+2 ? 4,1
WS+3,1 ? d/f+2
WS+3,1,2 ? d/f+2 _ duck last hit and WS+2
WS+1+2 ? 4,1 _ d/f+4 on max range block
FC d/f+3 ? WS+1,3 at close range _ WS+1+2 at any range
d+3+4 (grounded stomp) ? WS+1+2
1+2+3+4,b+3,1,2 ? d/f+2
1+2+3+4,d/b+4 ? FC u/f,n+4
KNK 1,2 ? 4,1
KNK 3 ? 4,1
KNK 3,4 ? 4,1
KNK 4 ? WS+2

Lili
1,2,3 ? WS+2 (note: you?ll get hit if you duck and they went for 1,2,4)
1,2,4 ? SSL last hit and qcf+2 (note: you?ll get hit if you SS and they went for 1,2,3)
2,3 ? WS+2
2,4 ? duck last hit and WS+2
3 ? 4,1 _ f+4,4 (note: you?ll get hit if they continue the string)
3,1 ? 4,1_f+4,4 from close to mid range block _ b+3 at very max range block
3,2 ? duck last hit WS+2 (results in a floater but gives only a d+4,1,3_d+4,4 mini combo if they continue the string) _ duck last hit and WS+4 (results in a floater and gives a full B! combo if they continue the string)
3,2,3 ? duck last hit and FC u/f,n+4 _ block all and qcf+2 (strict timing) _ qcf+1 _ f+1+2
1+2 ? 4,1
3+4 ? safe on block (though easy to SS for a launch) but they?re left at -8; mix up
f+2,3 ? jabs
f+3 ? safe on block but they?re left at -9; mix up
f+4 ? f+4,4 on close to mid range block _ b+3 at any range
f+3+4 ? safe but they?re left at ?8; mix up
f+3+4,3 ? interrupt with d/f+2_CH b+1 after 1st hit
f+3+4,3,4 ? interrupt with d/f+2_CH b+1 after 1st hit _ block all and f,f+2
*note: since the 1st hit of f+3+4 jails you can d/f+2_CH b+1 immediately after the 1st hit; that way you will still block the 2nd hit of f+3+4 but you?ll interrupt them if they went for f+3+4,3
d/f+2 ? jabs
d/f+4,4 ? WS+2
d/f+3+4,3+4 ? SSL last hit and d/f+2
d+1 ? WS+4 (note: you?ll get hit if they continue the string)
d+1,2,b ? duck last hit and WS+2 for a b+2,1, f+1, f,f,n+1,3,2 B! combo on BT
d+1,2,4 ? duck 2nd hit and WS+2 _ block all and d/f+2
*note: d+1,2 variations are no NC; ducking works even if 1st low hit connects
d+2,2,3 ? duck last hit and WS+2 (note: you?ll get hit if they went for d+2,2,4) _ reverse last hit
d+2,2,4 ? f+1+2 _ reverse last hit
d+3 ? WS+1,3 _ WS+1+2
d+3+4 ? qcf+2 (strict timing) _ qcf+1 _ f+1+2
d/b+4 ? FC u/f,N+4
d/b+3+4 ? WS+2
b+1 ? safe but they?re left at -8; mix up
b+2,1 ? duck last hit and WS+2
b+3,3_b+4,3 ? WS+2
b+3,4_b+4,4 ? jabs
b+1+2 ? d/f+2
u+3+4,3,3+4 ? interrupt with 2,1 after 1st hit for a floater
/f+3 ? 4,1
u/f+4,3 ? 4,1
u/f+3+4,3 ? jabs (note: the 2nd hit of 2,1 will whiff; use 1,2_1,4 instead) _ duck last hit and WS+2 (note: you?ll get juggled if you duck and they went for u/f+3+4,3+4)
u/f+3+4,3+4 ? qcf+2 (strict timing) qcf+1 _ f+1+2
ff+2 ? jabs
ff+4 ? WS+1,3 _ WS+1+2
qcf+1,2 ? 4,1 _ f+4,4
WS+2 ? jabs
WS+3 ? qcf+2 (strict timing) _ qcf+1 _ f+1+2 (all don?t give good follow-ups if they continue) _ 3,1
WS+3,4 ? interrupt after 1st hit with 3,1 for a floater _ SSL last hit and d/f+2
FC d/f+1 ? 4,1
FC d/f+3 ? WS+2 at close to mid range block (-18); mix up at very max range block (-9)
BT 1,2 ? flashduck last hit and WS+2
BT 4,3+4 ? f+1,3,2 on BT opponent
BT 3+4,2 ? jabs
BT d+3 ? WS+2 (note: you?ll get hit if they continue the string)
BT d+3,4 ? 4,1 (no NC; works even if 1st low hit connects)
BT d+3+4 ? FC u/f,N+4

Ling
1,d+2,1+2 ? SSL last hit and d/f+2 _ 4,1
3 ? 4,1
f+3,1,1+2 ? 4,1
f+4,4 ? WS+4 _ LP last hit _ d/f+1+2 last hit
f+1+2 ? d/f+2
d/f+2~1 ? 4,1
d/f+3 ? d/b+2,1
d/f+3,4 ? 4,1 on close and mid range block _ d/f+4 at max range block
d+3 ? WS+1,3 _ WS+1+2
d+3,4 ? duck last hit and WS+2 _ block and 4,1_d/f+4 on close to mid range block _ nothing on max range block (no NC; works even if 1st low hits you)
d/b+4 ? WS+1,3 _ WS+1+2
B+1 ? jabs
b+2,2 ? LP 2nd hit _ d/f+1+2 2nd hit _ WS+1+2
b+4 ? jabs
b+4,4 ? duck last hit and WS+2 _ block and jabs
u/b+3+4 ? f+1+2 (note: will miss if she does the AOP transition with d+1+2 after u/b+3+4)
u/b+3+4~d+1+2 [AOP] - d+3
u+1+2 ? jabs
u+1+2,2 ? jabs
u+1+2,2,1 ? SSR last hit and d/f+2 _ block and jabs
u+1+2,3+4 ? d/f+2
u/f+3 ? 4,1
u/f+4~d+1+2 [AOP] - d/b+2,1
f,f+1 ? jabs
f,f+1,3 ? duck last hit and WS+2
f,f+1,4 ? 4,1
f,f+2,1 ? jabs
FC 3 ? WS+2
FC 3,2,1,4 ? f+1+2 (no NC; works even if 1st low hit connects)
FC d/f+2 - WS+4
FC d/f+2,1 ? WS+4 _ low block 1st hit and LP 2nd for a f+4,4,3 floater (no NC but you can?t LP the 2nd if the 1st hits)
FC d/f+4 - WS+1+2
FC d/f+4,4 ? last hit is safe on block, low block 1st and LP_d/f+1+2 2nd (no NC but you can?t LP the 2nd if the 1st hits)
SS+3 ? u/f,N+4
SS+4 ? WS+1,3 _ WS+1+2
WS+4 - jabs (punishable only with back against wall due to pushback)
RDS 1,4 ? duck last hit and WS+2
RDS 2,1,4 ? f+1+2
RDS 3 ? qcf+1+2
RDS 4 ? f+1+2 _ d/f+2
RDS 1+2,1+2 ? jabs
RDS f+3+4,3+4 ? 1,3,2 on BT opponent _ f+1+4_f+2+3 back grab
RDS f,f+1 - WS+1+2
RDS d+3 ? WS+1,3 _ WS+1+2
RDS d+4 ? u/f,n+4
AOP 1,2 ? duck last hit and WS+2
AOP 2 ? jabs
AOP 2,1 ? jabs
AOP 3 - WS+1+2 at close to mid range block _ nothing on max range block
AOP 4~3 ? WS+1+2 only
AOP 1+2 ? jabs
AOP 3+4 ? 4,1
AOP f+4 - WS+1+2
AOP f+4,4 ? low block 1st and LP_d/f+1+2 2nd (no NC but you can?t LP the 2nd if the 1st hits)
AOP d+1 ? WS+1,3 _ WS+1+2
AOP u/f+3 ? 4,1 _ f+4,4
AOP u/f+3,1 ? SSL last hit and d/f+2 _ block and d/b+1
AOP u/f+3,3 ? duck last hit and WS+2
AOP u/f+3,4 ? 4,1 _ f+4+4
AOP u/f+4,4 ? 4,1 on close to mid range block _ d/f+4 on max range block
AOP u/f, while landing 3 ? WS+2
AOP u/f,n+3 ? d/f+2
AOP u/f,n+3~d+1+2 [AOP] - b+2,1
*note: to avoid whiffing the d/f+2 you can punish both AOP u/f,n+3 and AOP u/f,n+3~d+1+2 [AOP] with b+2,1

Last edited by BlackPriest on Aug 17th, 2011 at 12:45

BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
#5 “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

BlackPriest
Expulsion of Fury
Joined: Sep 2007
Posts: 6771
From: Italy
PSN: BlackPriest_ITA
#6 “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

reasonable
2nd Dan
Joined: Dec 2009
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From: USA California
PSN: so_reasonable
#7 “Quote” Edit Post
Ah, yes. This is a tremendous help. Would like to see the punishment info for Hwo/Baek. Sometimes it gets ridiculous getting pinned down with those random kicks and constantly blocking, lol.
BlackPriest
Expulsion of Fury
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From: Italy
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#8 “Quote” Edit Post
Ok, I'll do Baek next.
sandilord
Destructive Impulse
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#9 “Quote” Edit Post
Major thanks, much needed!
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BlackPriest
Expulsion of Fury
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#10 “Quote” Edit Post
Np guys.

PS: Baek is up. If I have to type more 3's and 4's on my num pad today I swear I punch somebody in the face.
!DIABLO GTR!
Excellent!
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#11 “Quote” Edit Post
Very nice thread. A+ material.
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aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#12 “Quote” Edit Post
BP: Great job, Ill be digging through this thread with a fine toothed comb because thats pretty much how I practice anyway. Ill post my oppinions when I have them and let you edit how you see fit.

On feng,

122, you can duck the third hit and punish with WS 2. If he went backturned, you launch him backturned, and the following combo is possible.
WS+2, f+4, b+21, 132, B!

b+2,3,4,2, You can manual low parry the second hit for 45 points of damage (practice mode says 35 but its 45) or you can b+3+4 punch parry the 4th hit.

BT 2,2, You have other ways to deal with this move other then block.
1-b+3+4 the second hit.
2-qcb+2 the second hit.
3-SSL and punish.

qcf+1 is punishable with WS 1+2

Thats all I know for feng, Ill move on to other characters asap.


Once again, great job.

Last edited by aris on Jan 22nd, 2010 at 00:48

drkhades
Expert
Joined: Oct 2006
Posts: 128
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PSN: drkhades
XBL: drkhades
#13 “Quote” Edit Post
Nice post.

For one of Steve's punishment, "DCK 2 ? f+4,4 on close range block _ nothing on max range block," would b+3 (14 frames also) work on a max range block?
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aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#14 “Quote” Edit Post
Alisa

1,1- You can duck and punish the second hit,
1,2,2- You can low parry, uf+4 or even uf,n+4 the third hit.
df+1,4- You can qcd+2 the sedond hit.
df+3,3- Manual low parry the second hit for 45 points.
WS+3,3 and WS+3,d+3-You can qcb+2 both options.
tyler2k
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#15 “Quote” Edit Post
Originally posted by drkhades
Nice post.

For one of Steve's punishment, "DCK 2 ? f+4,4 on close range block _ nothing on max range block," would b+3 (14 frames also) work on a max range block?

b+3 should, also I realize we haven't gotten to Hehachi yet, but I find his f,f+2 can be hit with b+3 if you buffer forward movement during the block, giving the move enough range to punish it consistently.
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BlackPriest
Expulsion of Fury
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#16 “Quote” Edit Post
Thanks for the kudos.

Great inputs guys. I will test_correct stuff today when I?m back from work.
aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#17 “Quote” Edit Post
BP:Julia

1+4- Block the first hit and uf,n+4.

f+212 is 4,1 punishable.

df+21- f+1+2 on block from any range.

uf+4,3 and uf+4,3,1- Its best to punish both with 1,2 and CH confirm for the last hit. You can also punish both with 4,1.


Also as a side note. I understand that you are putting f+44 as a punish for -14 but I would strongly reccomend always punishing a -14 with 4,1 unless its impossible.

f+44 = i14, 35 damage and 0 frame advantage on hit.
4,1 = i12, 33 damage and +8 on hit.

Wether or not you feel like changing those or you even agree with me, i thought i would just throw that out there.
tyler2k
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#18 “Quote” Edit Post
Same as Marduk, his d/f+3,d/f+1,2 last hit can be ducked to WS 2 and his d/f+3,d/f+1 can be 4,1 punished but if you're slow on the draw d/f+3,d/f+1,2 will interrupt the 4,1. Therefore 1,2 hit confirm will punish or interrupt the string.
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BlackPriest
Expulsion of Fury
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Posts: 6771
From: Italy
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#19 “Quote” Edit Post
Originally posted by aris
BP:Julia

1+4- Block the first hit and uf,n+4.

f+212 is 4,1 punishable.

df+21- f+1+2 on block from any range.

uf+4,3 and uf+4,3,1- Its best to punish both with 1,2 and CH confirm for the last hit. You can also punish both with 4,1.


Also as a side note. I understand that you are putting f+44 as a punish for -14 but I would strongly reccomend always punishing a -14 with 4,1 unless its impossible.

f+44 = i14, 35 damage and 0 frame advantage on hit.
4,1 = i12, 33 damage and +8 on hit.

Wether or not you feel like changing those or you even agree with me, i thought i would just throw that out there.


Thanks.

Yes, I feel the same. 2 damage more is just not enough compared to the awesome frame advantage of 4,1 in an actual match, and 35 dmg is very bad for a 14 frames punisher.
However, I guess we should keep the punish list this way, because this way it's clear what moves are -14, just in case someone wants to use other moves like a f,f+1+2 grab for example.
But then again that's just me. And the downside is that f+4,4 has better range than 4,1, thus making it impossible too see where 4,1 can be used instead of f+4,4 if I keep the list this way.
Ideas everybody? Shall I edit it?

Tyler: Thanks, will include this when doing the punishment list for Marduk.

EDIT: Wang is up.

Last edited by BlackPriest on Jan 23rd, 2010 at 14:10

Moosetaine
meh
Joined: Oct 2008
Posts: 2069
From: Philippines
#20 “Quote” Edit Post
Maybe you could put an asterisk(f+4,4*) for moves where f+4,4 would hit and 4,1 would whiff.

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