Kuma Ultimate Punishment Guide

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2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
XBL: SCO Panda
#1 “Quote” Edit Post
I made this a while back but I better be back to finishing it I'm about 15% done and I hope you find it useful. With the exception of Kuma/Panda and Eddy/Christie each character has there own punishment list for Kuma, this will make it a little easier as some clones differ slightly. I was using a similar template to BlackPriest's T6 Paul guide but I did not copy/paste because it is a new game. Later on, I'll Bold important moves that you have to punish no matter what so that will include lows like Snake Edge to Kazuya's 1,1,2. Obviously, there is going to be a few errors in this so please PM if you see one, or a better punisher that could be used. I'll need to reserve about 10 slots because it's a lot longer than expected but here it goes:

To Start off, here is Kuma's punishers.

Kuma's Punishers

Standing Punishment
i10 - 2,1_f+1 (27 Dmg, +2 on hit_9 Dmg, +8 on hit)
i11 - 1,2 (29 Dmg, +6 on hit)
i12 - d/b+1,2 (34 Dmg, 0 CR on hit)
i13 - f+2,1 (41 Dmg, KND, W!)
i14 - d+1+2 (33 Dmg, KND, W!)
i15 - BTP (Launch, Tag Bufferable)
i16 - u/f+3 (Launch)
i17 - f+1+2 (Launch, Tag Bufferable)
i20 - f,f+2 (Launch, Tag Bufferable)

While Standing Punishment
i11 - ws+4 (27 Dmg, +4 on hit?)
i13 - ws+1,1 (39 Dmg, KND)
i15 - ws+2 (Launch, Tag Bufferable)

* BTP = Bear Twin Pistons = d/f+2,1

Note: Remember that the bolded moves are moves that you can't let your opponent get away with. If you think that there is moves that should or should not be in bold please tell me. If you have any suggestions or comments again please tell me. This is a work in progress. If I don't finish this by the time GTA V is out, it will never be finished.
Estimate Completion: Summer 2013

Last edited by 2PP on Apr 26th, 2013 at 20:36

2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
XBL: SCO Panda
#2 “Quote” Edit Post
Alex
1,2,2 Duck the last hit and ws+2 (Note: You'll get hit if they went for 1,2,1)
1,2,3 Duck the last hit and ws+2 (Note: You'll get hit if they went for 1,2,1)
1,2,1+2 Using f+2,1 will punish this move and beat out all options from ROC
1+2,3 f+2,1
1+2,4 ws+2_f,f+2
*Note: To avoid mix up you can interrupt both 1+2 variations after the 2nd hit with jabs for a floater
3+4 f+2,1
f+4,3 BTP_f+1+2~5 (Note: You'll get hit if they went for f+4,3,2)
f+4,3,2 BTP
*Note: 1,2 will punish f+4,3 and interrupt the last hit of f+4,3,2
f+1+2,2 d/b+1,2
f+3+4 d/f+3,2 B!
d/f+1,2 1,2
d/f+3,3 Duck the 2nd hit and ws+2
d/f+3+4 If blocked b+1
d+1,n+2 2,1
d+2 ws+1,1
d+1+2,1+2,2 f+2,1
d+3+4 ws+2
d/b+3 ws+2_f,f+2
d/b+4,3,4,3,4 BTP_ BTP after second hit for a counter
d/b+1+2 f+2,1
b+2,3,3+4 Block 2nd hit and WS+2_f,f+2
b+2,4 WS+2
b+3 f+2,1
b+4 ws+4
ROC 1+2 BTP
BOB 2 BTP
u/b+3 Interrupt with jabs after 2nd hit for a floater
u/f+2 cc into oki
u/f+3,3 1,2
u/f+4 d/b+1,2_f+2,1
f,f+2 2,1
f,f+4 d/b+1,2_BTP (Note: You can't juggle from BTP) Both will whiff at max range
f,f+1+2 If blocked the low version: f,f+2 (Strict timing)_ws+2
TGF (cd+1) BTP
cd+1+2 f+2,1
WR+4,2 BTP_ f+1+2~5 (No NC; works even if the 1st hit connects)
WR+4,4,4 WS+2_f,f+2 (Still No NC)
ws+2,2 WS+1,1
ws+3,3 Duck 2nd hit and WS+2 (Note: You will get hit if they went for the delayed version)
ws+3,3# - Interrupt after first hit with f+1,1,1_d/b+1,2 (You'll get hit if they went for WS+3,3)
FC d/f+2 d/b+1,2
SS+4 f,f+2_ws+2
BT 3+4 BTP
BT d+3 WS+4
*To avoid mix-up on both Alex's 10 hit combos, f+1,1,1 after the 6th hit

Alisa
1,1 Duck 2nd hit and ws+2
1,2,2 LP last hit_ws+4
2,3 2,1 (Note: You'll get hit if they went for 2,3,3)
2,3,3 1,2
2,3,4 Jab after second hit for floater_ws+2
3 d/b+1,2 (Note: You will get hit if they went for 3,2)
f+2,3 Duck 2nd hit and ws+2
f+2,3,3 2,1_Duck 2nd hit and ws+2
f+3 f+2,1 (Note: You'll get hit if they went for f+3,2,1)
f+3,2,1 ws+4 for floater (Note:ws+2 does not guarantee juggle; only if they went for f+3,2)
f+4 d/b+1,2 (Note: You will get hit if they went for f+4,1,4)
f+4,1,4 Duck 2nd hit and ws+2_Block whole string and d/b+1,2
f+1+2 d/b+1,2
SBT (f+3+4) Jab for a floater
SBT 1 BTP (Note: You will NOT get hit if they continue the string)
SBT 1,2,1 f+1+2~5_BTP (Again, you will NOT get hit if they continue the string)
SBT 1,2,1,3+4 f+1+2~5_BTP (Note: It doesn't matter if they go into DES or not)
SBT 3 ws+2
SBT 4 BTP_f+1+2~5
d/f+1,1,2 ws+1,1 after 2nd hit (Strict timing)_f+1,1,1 after 1st hit for Ch juggle
d/f+1,4 Safe, but at -9; mix up
d/f+3 d/b+1,2 (Note: You will get hit if they went for d/f+3,3)
d/f+3,3 LP 2nd hit_ws+4
d+2 f+2,1 (Note: You will get hit if they went for d+2,4)
d+2,4 f+2,1
d+3 ws+4
d+3,3 ws+4 (Note: You can LP 2nd hit if you blocked the 1st hit)
d+3,3,3 ws+2_Block 2nd hit and ws+4
d+4 ws+2 (Note: You will get hit if they went for d+4,1+2)
d+4,1+2 Duck last hit and ws+2 (Note: You don't have to block the 1st hit to punish this)
d+3+4 ws+2
d/b+1~2 ws+2_f,f+2 (Note: This move is unblockable but easily but seen and ducked)
d/b+2 BTP (Note: You will get hit if they went for d/b+2,2)
d/b+2,2 2,1
d/b+3 ws+1,1
d/b+4 ws+2
b+1,1+2 Interrupt with f+1,1,1 after 2nd hit_BTP
b+2 d/b+1,2 (Note: You'll get hit if they go for b+2,1)
b+2,4 Duck 2nd hit and WS+2 (Note: If you think that they are going for b+2 and try to punish with d/b+1,2 and learn that they go for b+2,4 instead, Kuma will instantly go into FC and perform FC d+1 which still punishes the move)
b+4,3 1,2
b+3+4 BTP (Note: BTP still hits if they go for b+3+4,3+4 but does not launch)
b+3+4,3+4 Jab after 1st hit for a floater_SS after 1st hit and BTP
u/b+3+4,1+2 – BTP_f+1+2~5
u/f+3,2 1 after 1st hit for a floater_f+2,1
u/f+3,4 1 after 1st hit for a floater
u/f+3,f+3+4 1 after 1st hit for a floater
u/f+4 BTP (Note: You'll get hit if they went for u/f+4,4)
u/f+4,4 WS+4
f,f+2 BTP_f+1+2~5 (Note: You will get hit if they went for f,f+2,3)
f,f+2,3 f+2,1
f,f+3 BTP_f+1+2~5 (Note: You will get hit if they continue the string)
f,f+3,4 Duck 2nd hit and ws+2
f,f+3,4,4 2,1_Duck 2nd hit and ws+2
f,f+4 1,2
f,f+1+2 BTP
ws+1,2,3 Duck 2nd hit and ws+2_2,1
ws+2 f+2,1
ws+2,3+4 Jab after ws+2 for a floater
ws+2,f+3+4 Jab after ws+2 for a floater
ws+3 Jab for a floater
ws+3,3 f+1,1,1 after 1st hit for a Ch Combo
ws+3,d+3 ws+4_Interrupt with BTP after 1st hit
FC d/f+1+2 WS+4
SS+4 ws+4 (Note: You'll get hit if they went for SS+4,1+2)
SS+4,1+2 BTP
FUFT 1+2,3+4 2,1
DES f+1+2,1+2 BTP_f+1+2~5
DES f+3+4,2 f+2,1
DES f+3+4,2,1 Jab after second hit for a floater
DES d+1 ws+4
DES d+2 ws+1,1
DES b+2 d/b+1,2 (Note: You will get hit if they went for DES b+2,1)
DES b+2,1 ws+1,1
DES u+3+4,1 - BTP_f+1+2~5
DES u/f+1+2 ws+4
DBT 2 d/b+1,2

Ancient Ogre
1,1,2 f+2,1_Duck last hit and ws+2
1,2,1 Duck 3rd hit and ws+2
2,1 Duck 2nd hit and ws+2
2,2 f+2,1
2,d+1+2 d/b+1,2
3,2 Duck 2nd hit and ws+2
4~3 Oki
f+2 d/b+1,2
f+1+2 1,2
f+3+4 ws+2
f+2+3 2,1
d/f+2,1 d/b+1,2 (Note: You will get hit if they went d/f+2,1,2)
d/f+2,1,2 f+2,1
d/f+3 d/b+1,2
d/f+1+2 BTP
d/f+3+4 1,2
d+2,3 2,1
d+3 ws+4 (Note: This move has extremely poor hit box so you may punish on whiff)
d+4,4 Duck 2nd hit and ws+2 (Note: You don't need to block the first hit to punish this)
d+1+2 d/b+1,2
d+3+4 BTP
d/b+2 ws+2
d/b+3 ws+1,1
b+1 f+2,1 (Note: You will get hit if they went for b+1,2)
b+1,2 f+2,1_Duck 2nd hit and ws+2
b+2 BTP (Note: You'll get hit if they went for b+2,1)
b+2,1 BTP
b+3 ws+4
b+3,4 Block 1st hit and interrupt with ws+2_LP 2nd hit if you get hit by the 1st hit
b+4,3 2,1
b+4,3,3+4 BTP_Interrupt with BTP after 2nd hit
u/b+3 BTP_f+1+2~5
u/b+3,2 BTP_f+1+2~5
u+3 d/b+1,2
f,f n+3+4 ws+1+2,1+2~3+4 HBS b+1+2,1+2_ws+1+2,1+2~5_ws+4 into mini juggle
f,f+2 SS after 1st hit and f+2,1 (Note: You will need to practice against this due weird timing and unusual Sidestep Kuma does for this move only)
d,D/B+4 BTP_f+1+2~5
ws+2 BTP_f+1+2~5
ws+3 BTP_f+1+2~5
ws+3,3 BTP_f+1+2 (Note: You'll get hit if they continue the string)
ws+3,3,d+3 n 3,3 LP 3rd hit_u+1+2 after 2nd hit to interrupt (Note: You'll get hit if they went for the mid version)
ws+3,3,d/f+3 n 3,3 SSR after 2nd hit and BTP (Note: You'll get hit if they went for the low version)
IKC d+3,3 (Infinite Kick Chain) LP 3rd hit
IKC u+3,3 LP 3rd hit
ws+4,4 BTP
FC 3,3,3 BTP
FC 3,3,d+3 WS+2
*To avoid mix up, block the first low and LP the 2nd hit
FC f+1 f+2,1
FC f+2 ws+1,1
FC d/f+1 ws+1,1
FC d/f+2 ws+2_f,f+2
SS+2 f+2,1
SS+4 ws+2

Angel
1,1,2 BTP_f+1+2~5
1,2,2 d/b+1,2
2,2 f+2,1
1+2 Duck and ws+2_Duck and BTP (Note: This only works if Kuma is in range for these punishers)
FLY 3 BTP (Strict timing)_f+2,1
FLY 1+2_FLY f+1+2 SS and f,f+2_BTP
f+2 1,2
f+2,1 1,2 (Note:You'll get hit if they went for f+2,1,4)
f+2,1,4 BTP_f+1+2~5
f+3~2,1 f+2,1
f+3~3 ws+2
f+1+2 d/b+1,2
f+3+4 ws+4
d/f+1,2 f+2,1
d/f+3,2 f+2,1 (Note: You'll get hit if they went for d/f+3,2,2)
d/f+3,2,2 f+1+2~5_BTP
d+3 ws+4
d/b+4 ws+2 (Note: You'll get hit if they went for d/b+4,3)
d/b+4,3 Duck 2nd and ws+2
d/b+1+2 d/b+1,2
b+1,1+2 BTP
b+3 BTP
b+4,1 f+2,1
u+4 BTP
u+4~U(FLY) uf+1+2 for a floater
*If you really don't want to guess whether they go into FLY or not, b+1 will punish both moves
u/f+4,4,4,4 LP 2nd hit
f,f+2 f+2,1
f,f+3 BTP_f+1+2~5 (Note: You will get hit if they went for f,f+3,4)
f,f+3,4 ws+2 (Strict Timing)_ws+1,1
cd+1 BTP (Note:You'll get hit if they go for the extensions)
cd+1,3 f+2,1
cd+1,4 WS+2
*To Avoid mix up, interrupt with Jabs after cd+1 to beat out all options
WGF 2,1
cd+3 d/b+1,2
cd+4 ws+2_f,f+2
(cd+4,)3 BTP_f+1+2~5
(cd+4,)4 ws+2_f,f+2
ws+1,4 Duck 2nd hit and ws+2
ws+2 f+2,1
ws+4,4 BTP
SS+2 f,f+2_BTP_f+1+2~5

Anna
1,2,3 ws+1,1_LP last hit
1,2,4 Duck last hit and ws+2_Duck last hit and cc f,f+2
1,2,1,4 Duck last hit and ws+2_Duck last hit and cc f,f+2
1,2,1,d+4 LP last hit
1,4 LP last hit
*Anna does not have any mids coming from her 1 extensions so holding d/b straight away may be easier when punishing Anna
2,1,4 Duck last hit and ws+2_Duck last hit and cc f,f+2
2,1,d+4 LP last hit
2,3 2,1
2,4 Duck 2nd hit and ws+2_ Duck 2nd hit and cc f,f+2
2,d+3 ws+1,1_LP 2nd hit
*Again, Anna does not have any mids from her 2 extensions so holding d/f immediately after she does 2 will not only duck all highs, but LP any low she decides to use
3 BTP (Note: You'll get hit if she goes for the extensions)
3,3,2 LP 2nd hit_f+2,1
3,3,4 LP 2nd hit_Duck last hit and ws+2
*To avoid mix ups, just LP the 2nd hit
3,4 Duck 2nd hit and ws+2
4,3 LP 2nd hit_ws+4 (Note: ws+4 will whiff at max range)
f+3 2,1
f+3,2 ws+4
f+4 BTP_f+1+2~5
f+1+2 BTP_f+1+2~5
f+2+3 BTP
d/f+1,2,3 d/b+1,2
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 1,2
d/f+3 BTP (Note: You'll get hit if they continue the string)
d/f+3,1,2 2,1_Duck 2nd hit and punish after 3rd hit
d/f+3,1,4,2 Duck the last hit and ws+2
d/f+3,1,4,2,3 Duck 4th hit and punish after the last hit with ws+2
d/f+3,1,4,2,u/f+3 Interrupt with jabs after 4th hit for a floater_Duck 4th hit and ws+2
d/f+3,1,4,2,4 ws+2_Duck 4th hit and ws+2
d/f+3,1,4,2,1+2 BTP_f+1+2~5_Duck the 4th hit and ws+2
d/f+3,2 Duck 2nd hit and ws+4 (Note: Using ws+4 will avoid Kuma getting hit from any extensions Anna has from d/f+3,2)
d/f+3,2,1,4 Duck last hit and ws+2_Duck 2nd hit and ws+4 (strict timing)
d/f+3,2,1,d+4 LP last hit_Duck 2nd hit and ws+4 (Strict timing)
d/f+3,2,4 Duck last hit and ws+2_Duck 2nd hit and ws+4
d/f+3,2,3 2,1_Duck 2nd hit and ws+4
d/f+3,2,d+3 LP last hit_ws+1,1_Duck 2nd hit and ws+4
d/f+3,3 f+2,1
d/f+3,3,3,1 Duck last hit and ws+2
d/f+3,3,3,4 Duck last hit and ws+2
d/f+3,4 Duck last hit and ws+2
d/f+4 ws+2
d+1,n+4 1,2
d+3 ws+2 (Note: You'll get hit if they go for the extensions)
d+3,2 f+2,1
d+3,4 Duck the 2nd hit and ws+4 (Note: You'll get launched if you duck the second hit and they go for d+3,2 instead)
d+4,1 Duck 2nd hit and ws+2
d+3+4 ws+2
d/b+1 d/b+1,2 (Note: You'll get hit if they continue the string)
d/b+1,1 ws+2
d/b+1,4 BTP_f+1+2~5
d/b+3 ws+2
d/b+4 ws+2 (Note: You'll get hit if they continue the string)
d/b+4,3 ws+2_Block first hit and interrupt with WS+4
d/b+4,4 ws+2_Block first hit and interrupt with WS+4 for a floater
d/b+3+4 ws+4 (Note: You'll get hit if they went for d/b+3+4,3)
d/b+3+4,4 Duck the second hit and ws+2 (This move is NC at close range)_Block 1st hit and ws+2 after second hit is ducked aswell
b+1 1,2 (Note: You'll get hit if they continue the string)
b+1,2 Duck 2nd hit and ws+2
b+1,2,2 Duck 2nd hit and ws+2_1,2
b+2 1,2 (Note: You'll get hit if they continue the string)
b+2,2 f+2,1_Duck 2nd hit and ws+2
CJM 2 f+2,1 (Note: You'll get hit if they go for CJM 2,1)
CJM 3 d/b+1,2
CJM 4 ws+2_f,f+2
CJM d/b+3,3 Block first hit and ws+2 (NC; must block the first hit)
CJM u/f+4 f+2,1
CJM f,f+3 d+2
u+3 f+2,1_d/b+1,2
u/f+1,3 d/b+1,2
u/f+1,3,3+4 d/b+1,2 after 2nd hit for Ch juggle
u/f+4,3,4 LP 2nd hit
U/F+4 BTP_f+1+2~5
f,f+3 d/b+1,2
f,f+3,4 BTP_f+1+2
f,f+3,4,3 f+2,1
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+2 cannot be interrupted, but jabs can be crushed with CJM d/b+3,3 and d+2 can be crushed with CMJ u/f+3)
f,f+1+2 f+2,1
qcf+2 d/b+1,2 (Note: You'll get hit if they go for qcf 2,1)
qcf+2,1 f+2,1
qcf+3,2 Duck 2nd hit and ws+2
qcf+3,3,1 Duck last hit and ws+2
qcf+3,3,4 Duck last hit and ws+2
qcf+4 d+2
f,f,f+3 Oki
ws+2 f+2,1
ws+3 1,2
FC f+1 f+2,1
FC f+2 ws+1,1
FC d/f+2 ws+2
FC u/f+4 BTP_f+1+2~5
FC U/F+4 Jab for a floater
SS+2 ws+2
SS+1+2 (Only if the first is blocked and the 2nd hit is whiffed) BTP

Armor King
1+2 2,1 (Note: You'll get hit if they continue the string)
1+2,2 Duck 2nd hit and WS+2 (Note: You'll get hit if they went for 1+2,4)
1+2,4 f+2,1
3+4,1 f+1 after 1st hit for a floater (Note: You'll get hit if they went for 3+4,2)
3+4,2 Oki_d+1+2
1+4 Jab on reaction for a floater
f+2 1,2 (Note:You'll get hit if they went for f+2,1)
f+2,1 1,2_Duck 2nd and ws+2
f+3,4,3 Duck last hit and ws+2_f,f+2
f+1+2 1,2
f+1+4 BTP_f+1+2~5
d/f+2 d/b+1,2
d/f+3+4 d+1+2_Oki
d+1,n+4 2,1
d+3 ws+4
d+3+4 ws+2 (Note: You'll get hit if they went for d+3+4,3)_ws+4
d+3+4,3 BTP
d+1+4,1+2 cc and oki
d/b+2 1,2 (Note: You'll get hit if they went for d/b+2,3)
d/b+2,3 - BTP
d/b+3 ws+2_f,f+2
d/b+4 cc and oki
b+1,2 d/b+1,2
b+2,1 d/b+1,2 (Note: You'll get hit if they went for b+2,1,2)
b+2,1,2 Duck the last hit and ws+2
b+4 1,2 (Note: The second hit may whiff at max range and at very max range, 1,2 will whiff altogether)
u/f+2 cc and oki
u/f+4 d/b+1,2_f+2,1
f,f,n+2 ws+2
f,f+2 1,2
f,f+4 BTP_f+1+2~5
f,f+1+2 d+1+2_Oki
f,f+3+4 Oki
DU (cd+2) 2,1
cd+3 Duck on reaction and ws+2
ws+1 2,1
ws+2 2,1
SS+2 d/b+1,2 (Note: You'll get hit if they went for SS+2,1)
SS+2,1 ws+4
SS+4 d/b+1,2
SS+3+4 Oki
BT 3 BTP_f+1+2~5
BT 4 2,1
d+4,4,4 (Grounded stomps) ws+2
d/f+2,1,3 LP 3rd hit

Last edited by 2PP on May 24th, 2013 at 00:37

2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
XBL: SCO Panda
#3 “Quote” Edit Post
Asuka
1,2,3 Interrupt with BTP after 2nd hit (Note: You'll get hit if they went for 1,2,4)
1,2,4 f+2,1
1,3 LP_ws+4
1,4 LP_ws+4
2 1,2 (Note: You'll get hit if they went for 2,3)
2,1 Duck 2nd hit and ws+2
2,1,2 Duck 2nd hit and ws+2_Interrupt with f+1,1,1 after 2nd hit
2,3 BTP_f+1+2~5
3,1 1,2
3~4 ws+2
1+2 Safe at -9~-8; mix up
1+4 Duck 2nd hit and ws+2 (Note: Its not an NC so you don't need to block the first low)
1+4,2 Duck 2nd hit and ws+2 (Note: Strict Timing)
*All 1+4 variations are no NC; punishers work even if the first low hits
1+4,2,1 Duck last hit and ws+2
1+4,2,4 BTP
1+4,2,d+4 ws+2
1+4,3 Interrupt after 2nd hit with BTP_Duck 2nd hit and ws+2
f+2 BTP_f+1+2~5_f,f+2
f+1+2 Safe at -9~8; mix up
d/f+1,2 Duck 2nd hit and ws+2 (Note: You'll get hit if they went for d/f+1,4)
d/f+1,4 d/b+1,2
d/f+3 1,2_nothing at very max range
d/f+1+2 f+2,1
d+1+2 ws+2
d+3+4 Low block first hit and ws+2 (Note: This move is very punishable when whiffed)
d/b+1,2 LP 2nd hit_crush 2nd hit with u/f+3
d/b+2 f+2,1
d/b+3 ws+4_nothing at very max range
b+1 ws+4
b+2,4 LP 2nd hit_ws+4
b+2,1+2 2,1 (Note: You'll get hit if they went for b+2,1+2,4)
b+2,1+2,4 f+2,1
b+3 BTP_f+1+2~5_b+1 at very max range
b+3,2 Interrupt after 1st hit with BTP_f+1+2~5_Block whole move and BTP
b+3,4 Interrupt after 1st hit with BTP_f+1+2~5
b+1+4 LP 2nd hit (Note: This move is safe so LP is a must)
b+1+4,3 LP last hit_ws+4
b+1+4,4 f+2,1
*To avoid mix up from b+1+4 variations, you can LP the second hit of both moves though you will need to be very quick
u/f+4 d/b+1,2_f+2,1
f,f+2 f+2,1 (Note: You'll get hit if they continue the string)
f,f+2,1 Duck 2nd hit and ws+2 (Note: You'll get hit if they went for f,f+2,1+2)
f,f+2,1+2 f+2,1
ws+1,4 Duck 2nd hit and ws+2
ws+3 BTP_f+1+2~5
FC 3+4,3 Interrupt with a jab after 1st hit for a floater
FC d/f+2 ws+4_nothing at max range block
f+1,3,1 Duck last hit and ws+2_Interrupt with f+1,1,1 after 2nd hit
f+1,4 Duck the low and ws+2_f,f+2 (Note: You'll get hit if they go for f+1,3)
f+1,d+4 ws+2 (Note: You'll get hit if they went for f+1,3)
d/b+4 ws+4
d/b+4,3 Duck 2nd hit and ws+2
d/b+4,4 LP 2nd hit (Note: LP even works if the 1st low connects)
d/b+4,4,3 LP 2nd hit_Duck 2nd hit and ws+2
d/b+4,4,4 LP 2nd hit
d/b+4,4,4,3 LP 2nd hit_Duck and ws+2 after 3rd hit
d/b+4,1+4,2,1 LP 2nd hit
d/b+4,1+4,2,4 LP 2nd hit
d/b+4,1+4,2,d+4 LP 2nd hit
*All Asuka's d/b+4 follow ups are no NC and they either end in a high or a low so always press d/f immediately when you get hit by d/b+4 and punish accordingly

Baek
1,2,3,3,3,4 Duck the last hit and ws+2 (Note: You'll get hit if they went for 1,2,3,3,4,4,3)
1,2,3,3,3,d+4 ws+1,1_LP last hit (Note: You'll get hit if they went for 1,2,3,3,4,4,3)
1,2,3,3,4,4,3 f+2,1_Interrupt last hit with f+1,1,1_SSR last hit and BTP
1,2,3,3,4,4,4 ws+2_LP last hit
1,2,3,4,3 LP 4th hit_forward dash and d/b+1,2 (Strict timing)
*You can duck the 3rd of all 1,2,3 variations and interrupt with ws+2_uf+3
2,2 f+2,1
3,3,3,4 Duck the last hit and ws+2
3,3,3,d+4 LP last hit_ws+1,1
3,3,4,4,3 SSR last hit and BTP_f+2,1_Interrupt last hit with f+1,1,1
3,3,4,4,4 ws+2_LP last_Crush last hit with u/f+3
3,4,3 LP 2nd hit_Interrupt with ws+4 after blocked 2nd hit_quick dash forward and d/b+1,2
(Note: If you are at 2P side you can block the first 2 hits and SSR last hit and BTP)
*To avoid mix-up from Baek's 3 variations, hold d immediately and as soon as you see a 3 mix up and Kuma will duck or block (a low) and interrupt/punish with ws+4
4,4 1,2
1+2,4 BTP
3+4 d/b+1,2 (Note: If they choose to go into FLA, it's safe)
f+2,1 Duck 2nd hit and ws+4
f+2,1,2 = Duck last hit and ws+2
f+2,1,4 ws+1,1_LP last hit
f+3,3,2 d/b+1,2
f+3,3,b+2 d/b+1,2
f+4,3 Interrupt 2nd hit with f+1,1,1_f+2,1_SSR last hit and BTP
f+4,4 WS+2_LP 2nd hit_Crush 2nd hit with u/f+3
f+3+4 2,1
d/f+1,4 Duck 2nd hit and ws+2
d/f+3,4 f+2,1
d+1,4 2,1
d+2 2,1
d+3,3,3 BTP
d+3,3,d+3 ws+2
*If you block the first low from d+3, you can LP the 2nd hit to avoid mix ups
d+4,3,3,3 Interrupt last hit with f+1,1,1_f+2,1_SSR last hit and BTP
d+4,3,3,d+3 Interrupt last hit with f+1,1,1_LP last hit_ws+1,1
d+4,4,4 Duck 2nd hit and ws+2_1,2
d/b+2 f+2,1
d/b+3,3 Block 1st low and stay in crouch to duck 2nd hit then ws+2 (Note: It is an NC so you have to block 1st low)
d/b+4 ws+2_f,f+2
b+2 d/b+1,2
FLA 3,3,4 Duck last hit and ws+2
FLA 3,3,d+4 ws+1,1_LP last hit
FLA 3,4,4,3 f+2,1_Interrupt last hit with f+1,1,1_SSR last and BTP
FLA 3,4,4,4 ws+1,1_LP last hit_Crush last hit with u/f+3
*To avoid the mix up 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 slightly slower
FLA u/f+3 f+2,1
u/b+4 f+2,1
u+4,3 Duck 2nd hit and ws+2
u/f+3,4 2,1
u/f+4 f+2,1
u/f,n+3,3,3,4 Duck last hit and ws+2
u/f,n+3,3,3,d+4 ws+1,1_LP last hit
u/f,n+3,3,4,4,3 f+2,1_Interrupt last hit with f+1,1,1_SSR last hit and BTP
u/f,n+3,3,4,4,4 ws+2_LP last hit_Crush last hit with u/f+3
u/f,n+3,4 Duck 2nd hit and ws+2
u/f,n+3,d+4,3 LP 2nd hit_Block 2nd hit and interrupt with ws+4_forward dash and d/b+1,2
f,f+4,3 Duck 2nd hit and ws+2
cd+3 BTP_f+1+2~5
ws+2,1 1,2
ws+3,3,4 Duck last hit and ws+2
ws+3,3,d+4 ws+1,1_LP last hit
ws+3,4,4,3 f+2,1_Interrupt last hit with f+1,1,1_SSR last hit and BTP
ws+3,4,4,4 ws+1,1_LP last hit_Low crush last hit with u/f+3
ws+4,4,3 f+2,1_Interrupt last hit with f+1,1,1_SSR last hit and BTP
ws+4,4,4 ws+1,1_LP last hit_Low crush last hit with u/f+3
SS+3 ws+4
SS+3+4 f+2,1
BT 4 1,2

Bob
1,1,2 d/b+1,2
1,2,1+2 d/b+1,2
1,3,3 BTP_LP 2nd hit
1,d+4 LP_ws+4
2,1,4 Interrupt with a jab after 2nd hit for a floater
4,3,3+4 Interrupt with a jab after 2nd hit for a floater_SSL last hit and BTP
1+2 ws+1,1
1+2,1+2 BTP_f+1+2~5
f+2,3 BTP
f+3,4 SSR 2nd hit and BTP
f+1+2 BTP
BAL 2 2,1
BAL 4 ws+2_f,f+2
BAL 3+4 ws+2
d/f+1,2 d/b+1,2
d/f+3,1,1 2,1_Duck 2nd hit and ws+2
d/f+3,2 Duck 2nd hit and ws+2
d/f+3,4,4 LP 2nd hit_Block 2nd and ws+2_f,f+2
d/f+1+2 Oki
d/f+3+4 2,1_f+2,1
d/f+3+4,4 SSR last hit and BTP_Interrupt with f+1 after 2nd hit for a floater
*I recommend using f+1 to punish both d/f+3+4 strings as it would either punish the d/f+3+4 or float them if they did d/f+3+4,4 and it will avoid yourself getting hit
d+1 Safe at -9; mix up
d+2,1,2 d/b+1,2 (Note: You'll get hit if they do d+2,1,2,2)
d+2,1,2,2 BTP_f+1+2~5
d+2,3 After 1st hit interrupt with BTP
d+2,4 f+2,1
d+3 ws+2 (Note: You'll get hit if they went for d+3,4)
d+3,4 Duck 2nd hit and ws+2_f,f+2 (Note: You don't have to block the first hit to punish this as it is no NC)
d+4 ws+4 (Note: You'll get hit if they continue the string)
d+4,3,4 d/b+1,2_Duck 2nd hit and ws+2
d+1+2,2,1 Duck last hit and ws+2_Block whole string and BTP
d+3+4 BTP_f+1+2
d/b+3 ws+1,1
d/b+4,4,3,3 d/b+1,2_Interrupt with f+1,1,1 after 3rd hit
d/b+4,4,4 ws+4_LP last hit_Low crush last hit with u/f+3
d/b+1+2 f+2,1
d/b+3+4 ws+2 (Note: You'll get hit if they went for d/b+3+4,4)
d/b+3+4,4 ws+2_f,f+2 (Note: It's a NC so you must block first low to punish this)
b+1,2 Safe at -9; mix up
b+2,2 Duck 2nd hit and ws+2
b+2,2,4,4 Duck 2nd hit and ws+2_Duck last hit and ws+2
b+3 BTP
b+1+2,1,2 BTP
u/b+3 BTP_f+1+2~5_f,f+2
u/f+3 d/b+1,2_f+2,1
u/f+1+2,1 Interrupt after 1st hit with f+1,1,1 (Note: You'll get hit if they went for u/f+1+2,1+2)
u/f+1+2,1+2 BTP_f+1+2~5
u/f+3+4 ws+2 (Note: You'll get hit if they continue the string)
u/f+3+4,4 Duck last hit and ws+2
f,f+4,4 f+2,1
b,f+1 1,2
cd+2 BTP_f+1+2~5
cd+3,2 d/b+1,2
cd+4 ws+2_f,f+2
(cd+4),1+2 BTP_f+1+2~5
cd+1+2 2,1
ws+1,2 Duck 2nd hit and ws+2 (Note: You'll get hit if they went for ws+1,3)
ws+1,3 f+2,1
ws+2,1 BTP
ws+2,2 ws+4
FC d/f+2,1,1+2 f+2,1
FC d/f+2,4,1+2 LP 2nd hit_d/b+1,2

Bruce
1,2,1 1,2 (Note: You'll get hit if they went for 1,2,1,2)
1,2,1,2 d/b+1,2
1,2,3 1,2
1,2,4 Duck last hit and ws+2
MTS 1 BTP_f+1+2~5 (Note: You will get hit if they went for MTS 1,4)
MTS 1,4 1,2_SSR after 1st hit and BTP
MTS 3 d/b+1,2
MTS 4 ws+1,1
1,2,d+4,3 LP 3rd hit_Duck 3rd hit, stay in crouch for 4th hit and ws+2
1,4,3 BTP
2,3 1,2
2,4 Duck 2nd hit and ws+2 (Note: You'll get hit if they went for 2,3)
2,d+4,3 LP 2nd hit_Block 2nd hit an stay in crouch for 3rd hit and ws+2
3,2 d/b+1,2
3,3 Duck last hit and ws+2 (Note: You'll get hit if they went for 3,2)
f+2,3 LP 2nd hit_ws+4
f+2,4 d/b+1,2
f+3,1 Duck 2nd hit and ws+2
f+4,3 2,1 (Note: You'll get hit if they continue the string)
f+4,3,4 Duck last hit and ws+2
d/f+1,1 Duck 2nd hit and ws+2 (Note: You'll get hit if they went for d/f+1,2)
d/f+1,2 2,1 (Note: You'll get hit if they continue the string)
d/f+1,2,1,4 d/b+1,2_Duck 3rd hit and ws+2
d/f+1,4 ws+2_LP 2nd hit
d/f+1,4~4 1,2_Interrupt after 1st hit with f+1,1,1_SWR after 1st hit and BTP
d/f+2 d/b+1,2_f+2,1
d/f+3,1 BTP_f+1+2~5_f,f+2
d/f+3+4,4,4,4,4 BTP_f+1+2~5
d+3 ws+2 (Note: You'll get hit if they continue the string)
d+3,4 Duck 2nd hit and ws+2
d+3,4,f Duck 2nd hit and ws+2
d+4 ws+1,1
d+3+4 f+2,1
d/b+2,1 d/b+1,2 (Note: You'll get hit if they do d/b+2,1,4)
d/b+2,1,4 BTP
d/b+3 ws+2 (Note: You'll get hit if they continue the string)
d/b+3,4 Duck 2nd hit and ws+2
d/b+3,4,f Duck 2nd hit and ws+2
d/b+4 BTP
d/b+3+4 ws+4
b+1,2,1 f+2,1
b+2 Safe but at -9; mix up
b+3,2 Duck last hit and ws+2 (Note: You'll get hit if they went for b+3,4)
b+3,4 f+2,1_Interrupt after 1st hit with f+1,1,1_SWR after 1st hit and BTP
b+4,3 2,1
b+4,3,4 BTP_f+1+2~5_Interrupt with 2,1 after 2nd hit
b+4,3,d+4 LP last hit_Interrupt with 2,1 after 2nd hit
b+4,3,d+4~4 1,2_Interrupt after 2nd hit with 2,1_SWR last hit and BTP
u/b+3+4,4 SSR and launch
u/f+3 d/b+1,2
u/f+4 d/b+1,2_f+2,1
u/f+3+4 f+2,1
cd+1,2 Duck 2nd hit and ws+2 (Note: You'll get hit if they went for cd+1,4)
cd+1,4 Interrupt after 1st hit with f+1,1,1_SSR after 1st hit and launch
cd+2 f+2,1
cd+3 ws+1,1
cd+3+4,3+4 BTP
ws+2,1 1,2_Duck last hit and ws+2
FC d/f+4 ws+2
SS+4,1 Duck last hit and ws+2 (Note: You'll get hit if they went for SS+4,4)
SS+4,4 BTP

Bryan
1,2,#1 (Delayed version) SSL last delayed hit and launch
1,2,3 ws+4_LP last hit
1,2,4 Duck last hit and ws+2
1,4,2 variations Duck 3rd hit and ws+2 (Note: You'll get hit if they went for 1,4,3)
1,4,3 2,1 (Note: You'll get hit if they continue the string)
1,4,3,3 Duck last hit and ws+2
2,3 2,1
3,2 2,1 (Note: You'll get hit if they continue the string)
3,2,1,2 2,1
3,2,1,4 LP last hit (ws+4 will whiff)
3,3 Duck 2nd hit and ws+2
3,3,2 Duck last hit and ws+2 (Note: You'll get hit if they went for 3,3,4)
3,3,4 d/b+1,2_SSR last hit and launch
*To avoid mix-ups, just duck the second hit of 3,3 and ws+2
4,3,4 d/b+2,1
4,3,f+4 Duck last hit and ws+2 (Note: You'll get hit if they went for 4,3,4)
1+2,2 f+2,1
f+2,1 2,1
f+2,1,4 f+2,1
f+4,1 ws+4
f+1+4 d/b+1,2 (Note: This move is unblockable but -12 on hit)
d/f+1,1,1 2,1 (Note: You'll get hit if they throw in the 2)
d/f+1,2 BTP
d/f+2,1 Duck 2nd hit and ws+2 (Note: You'll get hit if they went for d/f+2,3)
d/f+2,3 d/b+1,2_f+2,1
d/f+3 ws+2_f,f+2
d+2,3 2,1
d+3 ws+4 (Note: You'll get hit if they continued the string)
d+3,2 Duck 2nd hit and ws+2 (Note: This is a no NC so you don't have to block 1st hit)
d+4 FC 2
d+1+2 2,1 (Note: You'll get hit if they went for d+1+2,3)
d+3+4,2 d/b+1,2
d/b+3 ws+4
b+1~2,1,2,1,2,1,2,1,2,1,4 BTP_f+1+2~5_f,f+2
*If Bryan stops the string ending in 2, its launch punishable, if ended in 1, it's -13 on block
b+2,1 Duck 2nd hit and ws+2 (Note: You'll get hit if they went for b+2,4)
b+2,1,2 Duck 2nd hit and ws+2
b+2,4 SSR after 1st hit and launch
b+2,1,4 Duck 2nd hit and ws+2
b+3,2 Duck 2nd hit and ws+2 (Note: You'll get hit if they went b+3,4)
b+3,2,1,2 2,1_Duck 2nd hit and ws+2
b+3,2,1,4 Duck 2nd hit and ws+2 to avoid mix-ups
b+3,4 d/b+1,2
b+4 f+1
f,f+3 d/b+1,2_f+2,1
b,d/f+4 ws+1,1
b,b+4 Oki
qcf+4,1,2 Duck 2nd hit and ws+2
qcf+4,1,4 Duck 2nd hit and ws+2
qcf+1+2 d/b+1,2
qcb+2,4 Duck 2nd hit and ws+2_Duck 2nd hit and f,f+2
qcb+3 ws+1,1
qcb+4 d/b+1,2
ws+1 BTP
ws+3 2,1 (Note: You'll get hit if they went for ws+3,4)
ws+3,4 2,1
ss+2,3 ws+2_LP 2nd hit

Christie/Eddy
1,2,4 Interrupt with a jab after 2nd for a floater
1,2,4,3 LP last hit
3,4 Interrupt with a jab after 1st hit for a floater (Strict timing)
3~4 Wait and ws+2_cc and BTP_f,f+2
(3~4), 3+4 BTP
4~3 d/f+1+2_Run up and BTP (Note: Using d/f+1+2 will beat any extensions from 4~3)
1+2,3 Interrupt with BTP after 1st hit (Note: If they go for 1+2 only, you will get launched so look for a safer alternative like 1,2, you'll also get hit if they went for 1+2~4)
1+2~3 BTP_f+1+2~5_f,f+2
f+2,1,4 f+2,1
f+4 BTP_f+1+2~5 (Note: You'll get hit if they continue the string)
f+4,3 d/b+1,2 (Note: You'll get hit if they continue the string)
f+4,3,3+4 d/b+1,2_d+1+2
*To avoid mix-up from f+4,3 and f+4,3,3+4, you can interrupt with f+1 after second move to either punish or float the opponent depending on what string they used
f+4,3+4 f,f+2_wait then ws+2_cc BTP
d/f+1,1 Duck 2nd hit and ws+2 (Very strict timing)_Duck 2nd hit and ws+4
d/f+2 2,1
d/f+4 ws+4 (Note: It may whiff at certain ranges)_FC 2
d/f+3+4 BTP_f+1+2~5_f,f+2
d+3 ws+2
d+3~3 d+1+2
d+3~4 ws+1,1
d+4 ws+2 (Note: You'll get hit if they went for d+4,3)
d+4,3 ws+1,1
d/b+2 ws+2 (Note: You'll get hit if they continue the string)
d/b+2,3 BTP_f+1+2~5_f,f+2
d/b+3 ws+4 (Note: ws+4 will whiff if they go for d/b+3,B) *Although ws+2 will punish d/b+3 you will get hit depending on what extensions they went for so ws+4 is the most reliable punisher in this situation.
d/b+3,B ws+2 (Note: ws+2 will hit them not juggle and you may get hit if they went for a extension)
d/b+3,3 BTP
d/b+3,n,3 d+1+2_Oki
d/b+3,4 Block 1st hit and duck the 2nd hit and ws+2 (Note: This is a Nc so you must block the 1st hit)
d/b+3,d/b+4 LP 2nd hit (Note: The 2nd low is safe)
d/b+3,d/b+4.4 LP 2nd hit_Block whole string and ws+1,1
d/b+3,d/b+4,3 d+1+2
d/b+3,d/b+4,1+2 LP 2nd hit_f+2,1
d/b+4,4,4 After blocking one kick interrupt with d/b+1,2 for a Ch juggle
d/b+3+4,4,3 Duck 2nd or 3rd hit and ws+2
b+1,4 BTP (Note: Watch out for any low/mid mixups after this string and punish accordingly)
b+2 Although this move is safe and annoying, a f+1 will stop them from doing this move
b+3,3 d+1+2_Oki
b+3,f BTP_f+1+2~5
b+4,3 ws+2_LP 2nd hit
b+4,4 f+1 after 1st hit for a floater
b+4,4,3+4 f+2,1_f+1 after 1st hit for a floater
u+4,3 Oki
u+3+4,D d+1+2_Oki
u/f+3,D Oki
u/f+3,3 BTP_f+1+2~5_f,f+2
u/f+3,3+4 LP 2nd hit_Oki
u/f+3+4 f+2,1
f,f+2,3 ws+2
f,f+3 d/b+1,2 (Note: This move can transition into RLX so watch out and you'll get hit if they went for f,f+3,B+3+4)
f,f,f+3 ws+4 into a floater
ws+1,3 d+1+2_Oki
ws+2 d/b+1,2
ws+3 d/b+1,2
FC 1+2 d/b+1,2
FC 1+2,1+2 f+2,1
FC 3+4 BTP (Note: This move will still hit if they go into HSP but use Oki if they go into RLX)
FC d/f+4 cc into d+1+2
SS+2,4 ws+4 for a floater
SS+3 Oki
SS+3,n,B d+1+2
SS+3,n,B+3+4 d+1+2 after 1st hit
SS+3,n,4 Block 2nd hit and f,f+2
SS+4,n,3,B f+1 for a floater
SS+4,3+4 BTP_f+1+2~5 (Note: If they go into any of their stances d/f+2 will still hit them)
SS+3+4,3+4,3+4,u/f+3+4 f+1 after 1st hit for a floater
SS+1+4 f,f+2_cc BTP
HSP 2,4 LP 2nd hit
HSP 3 Oki
HSP 3~4 ws+2_cc into BTP_f,f+2
HSP 4,3+4 Block 2nd hit and ws+2_cc into BTP_f,f+2
HSP f+3+4 BTP
HSP u,n+3 Run up and BTP
HSP u+3,D Oki
RLX 1,3 Do mix-ups against HSP (Note: This is a NC)
RLX 1,4 Duck 2nd hit and ws+2
RLX 2,3 d/b+1,2
RLX 2,f+3 d/b+1,2
RLX 2,4 BTP (Note: Watch out for low/mid mixups after and punish accordingly)
RLX 3,n,4 Block 1st low and ws+4,BTP
RLX 3~4 d/b+1,2 into juggle
RLX 4,3+4 f+1 after 1st hit for a floater
RLX 4~3 Block 1st low and LP 2nd hit
RLX f+3+4 2,1

Last edited by 2PP on May 24th, 2013 at 00:39

2PP
Virtuoso
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2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
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Virtuoso
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Posts: 213
From: Scotland
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2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
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Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
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Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
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Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
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2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
XBL: SCO Panda
#11 “Quote” Edit Post
reserved 10
2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
XBL: SCO Panda
#12 “Quote” Edit Post
reserved 11 just in case
J-Katz
Destroyer
Joined: Dec 2012
Posts: 380
From: United Kingdom
XBL: o0 JkaTz 0o
#13 “Quote” Edit Post
This is great sco! Can't wait till you've finished steve and lars.

Duck a high with HBS into 1+2 is good punishment too. You should add it.
2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
XBL: SCO Panda
#14 “Quote” Edit Post
Hmmm I don't know. A simple ws+2 is a lot more consistent and reliable and adding this would take much longer as it is heavily time consuming creating this punishment guide from scratch. It takes me about 1 hour to do 1 character and I am doing the whole roster so that is 50+ hours I'm doing the characters in alphabetical order so Lars is not too far away but Steve will be up in a while. Next is Bryan! (I think)
J-Katz
Destroyer
Joined: Dec 2012
Posts: 380
From: United Kingdom
XBL: o0 JkaTz 0o
#15 “Quote” Edit Post
Hmm yeah, I see what you're getting at. HBS 1+2 is massive damage though.But ws2 is fine
CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5580
From: USA California
PSN: SCA__Reborn
#16 “Quote” Edit Post
hey man I was thinking what you were thinking just the other day and I found a way to parse rbnorway's frame data into excel so that I can filter out the info I need and compare it to other chars....I was planning on doing it for all chars but that's a bit ambitions ...in the meantime i'll see if I can cook up an example of what i'm talking about and shoot it your way...it will probably need some editing but I think this idea is amazing....also grimy did a punishment list in t5/t6 that was pretty extensive...that is also a good starting resource since moves haven't changed too much for bears and other chars in general.

nice to see some activity in this lil forum
Signature Team: Dumb Luck...members 1....level 4....I like long walks on the beach...which usually happen after a long night of drinking
CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5580
From: USA California
PSN: SCA__Reborn
#17 “Quote” Edit Post
excellent work by the way!!
Signature Team: Dumb Luck...members 1....level 4....I like long walks on the beach...which usually happen after a long night of drinking
2PP
Virtuoso
Joined: Dec 2011
Posts: 213
From: Scotland
PSN: Massive_B95
XBL: SCO Panda
#18 “Quote” Edit Post
Thanks man. I'm still making good progress on this but hopefully when I'm done, it can be stickied!
Dark_Greeting
2nd Dan
Joined: Jun 2005
Posts: 25
From: Italy
PSN: dark_greeting
#19 “Quote” Edit Post
U are awesome!!! Thx man!!!
Signature Peace&Bears
PandaXiaoyu
6th Dan
Joined: Oct 2012
Posts: 71
From: United States
PSN: July30
#20 “Quote” Edit Post
Yeah this is great. Hopefully lars and Julia will come soon, my teacher better watch out! Thanks!

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