Kaz’s 1,2,4,3 string (jab, jab, low kick, big mid kick)
I dunno, this scrubby string has terrorized me online so I finally took it into practice mode to dissect it.
Technical stuff (might be tldr)
The thing that was getting me was, it starts with one of these annoying “high, high, low” strings that isn’t a natural combo, but on hit, the jabs prevent you from parrying to the low.
In other words, on hit, you need to block the low because a parry will fail.
(…massive TLDR edit…);
If you can block the low on reaction, these two moves make Kaz’s mix up of finishing/not finishing the string useless:
ws4: plus frames, push back, punishes 1,2,4, and interrupts 1,2,4,3 (14/16 damage)
ws1+2: plus frames, stay close, punishes 1,2,4, interrupts 1,2,4,3 (12/14 damage)
If you wanna try for a 50/50 read, max damage punishes are:
ws1,2 punishes 1,2,4, for (30 Damage), but loses to 1,2,4,3.
1+4(1SS** & NSS): interrupts 1,2,4,3 (Juggle Damage) but whiffs if Kaz doesn’t finish string.
**If 1SS, delay the flash slightly, to bring Kaz into range.
A great shenanigan;
If you fail to block the low on reaction, you a can buffer a guaranteed KIN activation reversal on the mid kick (1+2 parry). This REALLY makes a difference.
Kaz cannot interrupt the resulting teleport-guillotine kick with anything obvious and blocking leaves him crouching and minus approx 3 frames few frames.
I eventually discovered Kaz can trade with an uf2, but otherwise, the only tools besides blocking available to him is the game’s armour system, in Kaz’s case f+2 and RA’s (something to keep in mind), but Kaz has to delay both of these, else he’ll whiff and go underneath Yoshi.
I dunno, this scrubby string has terrorized me online so I finally took it into practice mode to dissect it.
Technical stuff (might be tldr)
The thing that was getting me was, it starts with one of these annoying “high, high, low” strings that isn’t a natural combo, but on hit, the jabs prevent you from parrying to the low.
In other words, on hit, you need to block the low because a parry will fail.
(…massive TLDR edit…);
If you can block the low on reaction, these two moves make Kaz’s mix up of finishing/not finishing the string useless:
ws4: plus frames, push back, punishes 1,2,4, and interrupts 1,2,4,3 (14/16 damage)
ws1+2: plus frames, stay close, punishes 1,2,4, interrupts 1,2,4,3 (12/14 damage)
If you wanna try for a 50/50 read, max damage punishes are:
ws1,2 punishes 1,2,4, for (30 Damage), but loses to 1,2,4,3.
1+4(1SS** & NSS): interrupts 1,2,4,3 (Juggle Damage) but whiffs if Kaz doesn’t finish string.
**If 1SS, delay the flash slightly, to bring Kaz into range.
A great shenanigan;
If you fail to block the low on reaction, you a can buffer a guaranteed KIN activation reversal on the mid kick (1+2 parry). This REALLY makes a difference.
Kaz cannot interrupt the resulting teleport-guillotine kick with anything obvious and blocking leaves him crouching and minus approx 3 frames few frames.
I eventually discovered Kaz can trade with an uf2, but otherwise, the only tools besides blocking available to him is the game’s armour system, in Kaz’s case f+2 and RA’s (something to keep in mind), but Kaz has to delay both of these, else he’ll whiff and go underneath Yoshi.
