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'''Anywhere:''' <br> | '''Anywhere:'''<br> | ||
1. | 1. Jump C, Crouch C, _d u+C - 35% (more damage in corner)<br> | ||
2. Jump C, qcf+B, A(Buffer:qcf+A), qcf hcb+K/BD(Buffer:qcb+K/BD) - 20%<br> | |||
3. f+B, A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 45%<br> | |||
4. Crouch B, Crouch A, far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33% | |||
'''Max mode''' <br> | '''Max mode''' <br> | ||
1. qcb+P qcf+K | 1. qcb+P(5), qcf+B, A(Buffer:qcf+A), qcf hcb+K/BD(Buffer:qcb+K/BD) - | ||
''' | '''Attack Strings:'''<br> | ||
1. Crouch B, AA, f+B, A (repeat)<br> | |||
2. Jump C, qcf+B(air), A | |||
'''Move Properties:'''<br> | |||
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C<br> | |||
-CD is cancellable into specials and DMs<br> | |||
-_d u+P is supercancellable on the first hit | |||
'''Strategies''' <br> | |||
- jump around. a lot. <br> | - jump around. a lot. <br> | ||
- j.C crosses up ambiguously and then combos into super<br> | - j.C crosses up ambiguously and then combos into super<br> |
Revision as of 03:01, 13 March 2006
Anywhere:
1. Jump C, Crouch C, _d u+C - 35% (more damage in corner)
2. Jump C, qcf+B, A(Buffer:qcf+A), qcf hcb+K/BD(Buffer:qcb+K/BD) - 20%
3. f+B, A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 45%
4. Crouch B, Crouch A, far A(Buffer:qcf+A), qcf hcb+K(Buffer:qcb+K) - 33%
Max mode
1. qcb+P(5), qcf+B, A(Buffer:qcf+A), qcf hcb+K/BD(Buffer:qcb+K/BD) -
Attack Strings:
1. Crouch B, AA, f+B, A (repeat)
2. Jump C, qcf+B(air), A
Move Properties:
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, jump C
-CD is cancellable into specials and DMs
-_d u+P is supercancellable on the first hit
Strategies
- jump around. a lot.
- j.C crosses up ambiguously and then combos into super
- sf.A is a retarded poke.
- press A. a lot. then throw in f+B and press A some more. If anything hits press A again and cancel to super
- after pressing a lot of A and f+B and your opponent stops attacking, throw him
- run away. a lot.
- use _d u +_K to screw around with your opponent.
- know that all high attacks whiff over Choi's head.
- occasionally go for qcb+C qcf+K set-ups. It does throw damage in chip. Use it to chip your opponent to death or force him to blow all his super (if he guard rolls, don't follow the K and try not to die, if he CDs the damage will even up.
- learn to qcf+K as soon as possible following the qcb+C this minimizes any counter attacks your opponent may attempt. Then learn to mix in the distance at which you qcf+K him, this can randomly punish counters.
- mixup with the qcb+A version with the C version, the A version crosses over and is less punishable.
- mixup the P followup with the the qcb+P moves if your opponent tries to roll out of your set ups.
- if your opponent has a command throw avoid the chip throw shenanigans
- know your opponent. Neither the qcb+P nor j.qcf+K is exactly safe, if he's punishing you 100% with more damage than your chipping is doing, stop.