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MaStaCHi
Expert
Joined: Feb 2005
Posts: 125
From: Poland
#261 “Quote” Edit Post
[w]4,4, d+2 - massive
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S.B.
Tekken Lord Black
Joined: Apr 2007
Posts: 922
From: Argentina
PSN: IcantPhukWitU
#262 “Quote” Edit Post
Baek addict check your PMs

Last edited by S.B. on Jul 16th, 2007 at 17:13

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Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#263 “Quote” Edit Post
My options after b4; 1,2,3~f ... W!

After a straight on hit against the wall with siderollers:
- 1; jumpover; d1; WS44(4?_3?)

Else:
- 1+2,4
- df444 / WS444
- d2
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Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.
Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#264 “Quote” Edit Post
There's an interesting setup that I have come across and use accordingly. It is risky but gives you a lot of free damage.

If you have your opponent in a W! during a juggle, and you end with a low right kick into FC (for example: df444, 3444, 434) and your opponent tech rolls you have a slight advantage obviously. But how can you make the most out of it?

ws3~f is a very usefull tool in these situations, even if they don't tech themselves out of it.

If they do keep down, d2 is the answer. It has massive damage and punishes opponents who do wake-up kicks with more free damage.

If the tech to the left, it is possible to do ssr, b1 for guaranteed damage, but it's quite difficult to do in an actual battle because once you get to see which side your opponent techs to, it's already to late. A better option would be the FLA throw which is inescapable except for a throw break =)

If they tech to the right of Baek, BINGO! Slight delay into b2 is guaranteed. Timing is tricky, cause if you do it too fast your opponent will duck underneath it, shouldn't take you long to get the timing right. 1234 afterwards is guaranteed due to the fact that your opponent is offaxis instead of BT. Try 12343 if you are near another wall
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Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.
NoodleHead
will touch u gently
Joined: Mar 2001
Posts: 17047
From: USA North Carolina
PSN: TastyPPJuice
#265 “Quote” Edit Post
that's just great... now one of my wall secret's revealed, lol.

I am glad that you use it as well. *high-5's*
Dancing-Hwo
7th Dan
Joined: Jul 2008
Posts: 91
From: Austria
PSN: Bommlinger
#266 “Quote” Edit Post
Originally posted by Marin
If they tech to the right of Baek, BINGO! Slight delay into b2 is guaranteed. Timing is tricky, cause if you do it too fast your opponent will duck underneath it, shouldn't take you long to get the timing right. 1234 afterwards is guaranteed due to the fact that your opponent is offaxis instead of BT. Try 12343 if you are near another wall


Ran into that exact setup against you yesterday IIRC.
Really good stuff Marin, I'll try to incooperate it into my Baek game in the future!
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Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#267 “Quote” Edit Post
Also another thing: the ws3~f, FLA throw thingy works to the right too which then comes out as a right side throw. I would prefer to use b2 though.

Discovered something fun, don't know if it's breakable though: JF the FLA throw and it's a combo:
http://www.youtube.com/watch?v=7N_HmU3RKa0

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Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.
Dancing-Hwo
7th Dan
Joined: Jul 2008
Posts: 91
From: Austria
PSN: Bommlinger
#268 “Quote” Edit Post
I have a question regarding f+2,1,2 blocked -> punch parry.

f2,1,2 on block -> pp seems to eat 10 frame jabs (at least online). Is the timing strict on that one, or is it guaranteed if the opponent jabs right away?
Does that work with 8f jabs too?

Is that setup usable offline as well?
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NoodleHead
will touch u gently
Joined: Mar 2001
Posts: 17047
From: USA North Carolina
PSN: TastyPPJuice
#269 “Quote” Edit Post
Originally posted by Dancing-Hwo
I have a question regarding f+2,1,2 blocked -> punch parry.

f2,1,2 on block -> pp seems to eat 10 frame jabs (at least online). Is the timing strict on that one, or is it guaranteed if the opponent jabs right away?
Does that work with 8f jabs too?

Is that setup usable offline as well?


it's not a feasible option since it hits m,h,h. Most of the good players d+1 at least on the third hit. However, it makes low crush after f+2,1 a better idea.
Dancing-Hwo
7th Dan
Joined: Jul 2008
Posts: 91
From: Austria
PSN: Bommlinger
#270 “Quote” Edit Post

it's not a feasible option since it hits m,h,h. Most of the good players d+1 at least on the third hit. However, it makes low crush after f+2,1 a better idea.


Good stuff noodle.
That makes sense of course, but let's say someone blocks all three hits and tries to punish with 1. Is PP guaranteed for 8f as well as 10f jabs?
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NoodleHead
will touch u gently
Joined: Mar 2001
Posts: 17047
From: USA North Carolina
PSN: TastyPPJuice
#271 “Quote” Edit Post
-7 on block, so I can see the pp will stop both 8 and 10 frame jabs.
Dancing-Hwo
7th Dan
Joined: Jul 2008
Posts: 91
From: Austria
PSN: Bommlinger
#272 “Quote” Edit Post
thank you very much noodle.
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Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#273 “Quote” Edit Post
If (f21)2 gets blocked, PP does the job well. Mix-up (f21)2 with df1 for d1-ers.

Most people tend to get berserk and do all sorts of non-tracking attacks after PP, 22 lol. ssl, CH b2, b2, b4, juggle
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Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.
Sarangha
2nd Dan
Joined: Sep 2009
Posts: 20
From: Canada
#274 “Quote” Edit Post
Originally posted by Marin
Also another thing: the ws3~f, FLA throw thingy works to the right too which then comes out as a right side throw. I would prefer to use b2 though.

Discovered something fun, don't know if it's breakable though: JF the FLA throw and it's a combo:
http://www.youtube.com/watch?v=7N_HmU3RKa0



Nice find.
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