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*Forward+C xx QCB+B (1 hit) Works almost anywhere. | *Forward+C xx QCB+B (1 hit) Works almost anywhere. | ||
*Forward+C xx anti air A/B. Corner/near corner. For this to work hold down for a second, press forward+C, then tap up+A/B. If you have your opponent right in the corner you need to cancel the forward+C, from a little | *Forward+C xx anti air A/B. Corner/near corner. For this to work hold down for a second, press forward+C, then tap up+A/B. If you have your opponent right in the corner you need to cancel the forward+C, from a little further out it's easier to link the anti air. | ||
*Forward+C xx DM. This one is wierd. | *Forward+C xx DM. This one is wierd. You need to hit them with the end of Washizuka's leg for this to work. It can work from nearly anywhere (but not full screen) if your spacing is good. More for style then anything else. | ||
*Down+C(x2) -> Back+A xx Anti Air A/B. Hold Downback for the down+C's, Back+A, tap Up+A/B. I use this one a lot even though his BnB is MUCH more reliable. Use whatever works for you. | *Down+C(x2) -> Back+A xx Anti Air A/B. Hold Downback for the down+C's, Back+A, tap Up+A/B. I use this one a lot even though his BnB is MUCH more reliable. Use whatever works for you. | ||
*Back+A x3 xx anti air B. | |||
[[User:Rob Noe|Rob Noe]] 09:55, 8 October 2009 (UTC) | [[User:Rob Noe|Rob Noe]] 09:55, 8 October 2009 (UTC) |
Revision as of 04:54, 10 October 2009
Introduction
Washizuka is a solid mid to upper mid tier character. The A version of his fireball is good, his Dm is great for punishing ground and air recoveries and he's fairly quick. He has high low links and some very safe block strings in speed/ex since he can switch high to low at any time in his chain combos. He is the only real charge character in the game and as such has issues dashing in and punishing things or starting combo off a dash. Most times he will toss a fireball but there are ways around it.
He is best in speed but he can be played effectively in any mode. In power he's more dangerous mid screen and in ex he can finish his bnb speed chain combos with a Dm for more damage. The damage tradeoff in Ex isn't worth it in my opinion but if it works for you then go for it. Rob Noe 18:39, 6 October 2009 (UTC)
Moves List
Washizuka has no real useless normals or specials.
- Unique to him: His B+C unblockable in power mode can be held longer than other characters. It has 2 levels. 1 level is no charge to about 2 seconds and does 61 base damage. Level 2 is slightly longer (just after he turns red) and does 76 base damage. Level 2 will travel almost full screen but will only hit from about 2/3 screen. Level 2 version can be supercanceled for BIG damage. Like most unblockables you won't use them much but it is there.
Normal Moves
Standing attacks
- A: Vertical slash. Has good range and is decent as a poke. Cancels in all modes. Links to Back+A and Down+C
- Back+A: Less range than A but better in combos. Cancels in all modes and links to Back+A.
- B: Horizontal Stab. Good range on this. Causes recoil if blocked. Cancels in all modes and mainly used in speed combos.
- Forward B: Similar to Standing B but has more range and comes out slower. Cannot be canceled in any mode and can only combo in speed chains.
- C: Short ranged low kick. Hits low but can be blocked either way. Cancels in all modes.
- Forward+C: Horizontal kick. Hard knockdown on hit. Can be canceled in power and can be linked after near the corner in all modes with his "flash kick" move
Crouching attacks
- A: Has slightly more range than Back+A. Cancels in speed/Ex. Used mainly in speed chains.
- B: Less range than it's standing counterpart. In speed/Ex it does more damage in than standing B. Used mostly in chain combos. Cancels in all modes.
- C: Has shightly more range than crouching A. Cancels in speed/Ex. His main low-high mixup/combo tool. Links to Back+A
- Down forward+C: Sweep. Used mostly in chain combos for mixup. Hard knockdown on hit. Cancel into qcb+B for meter or pressure.
Jumping attacks
- A: His best air to air. Decent range and is almost horizontal.You'll be using this quite a bit since there is a lot of air poking in LB2. This can cross up if you do a low jump forward. You gotta be quick to combo after it though so practice. The japanese player TAK uses this out of corners sometimes.
- B: Used for jump ins mostly. Hits at a downward angle and isn't that great for air to air. Don't abuse it in jump ins or you'll get deflected and punished.
- C: His most used jump in. Not great air to air but can work in some situations. It's main use is for crossups and is more reliable as a jump in than B. Multiple low jump forward C's can be annoying sometimes. Again don't abuse it to much or you will eventually get deflected and punished. Sometimes good to use for a crossup attempt after a close low attack.
Special Moves
Charge Back,Forward + A/B. Wave type projectile. A version fires one, B version fires two. A version can be used in combos.
Charge Down,Up + A/B. Anti air attack at about a 70 degree angle. Both versions can be used in combos. The opponent can air recover after getting hit. Good to use after a mid air deflect (charge down immediately after the deflect and press up+B as you land) Noted as Antir Air in the combo section for lack of a better name.
QCB + A/B Quick horizontal stab type attack. You can mash the buttons for more hits. Both versions can be used in combos and the B version can be linked after if you are close. B version is useful in block strings and as a long ranged poke.
Charge Back, Forward + C Noted as Shoulder charge in the combos section. Can be super canceled (in power mode)and has 3 followups.
- QCB + C Leaping stab. Must be blocked high. use as a mixup if opponent is crouch blocking.
- QCB + B Low stab. Knocks down on hit and must be blocked low. Use as a mixup occasionally if opponent is blocking standing up.
- QCF + C Horizontal attack. Knocks down on hit, can be blocked high or low. Main combo tool and it can be super canceled in both power and EX.
Super Moves
DM: QCB-F + AB 15 hit rush DM. Can combo normally after B attacks, and after a super cancel in power/ex otherwise. Good in combos but don't throw it out randomly.
SDM: QCB-F + B Single strike for big damage. Becomes unblockable and does more damage if you hold B until Washizuka turns red. Cannot be used in combos. Best bet is to use it after a ground to air deflect (timing is important here) or sometimes as a meaty after a knockdown forward+C in power mode. Not to useful overall.
Speed combo specials/super speed combos. I put them here since they are basically another super move/DM in speed/ex mode
Down, Down+A/B then:
- A,B,C,A,B,C,A,B,QCF+C
- A,B,C,A,B,C,C,B,QCF+A The QCF+A is unblockable. Opponent can air recover after the uppercut.
- A,B,C,down+C,down+A,forward+BC,A,B,QCF+B if opponent ground recovers you can punish with a combo of your choice.
- A,B,C,down+C,down+A,down+C,forward+BC Last hit is unblockable and cancelable.
Most of the time you'll be using the 2nd or 3rd ones as they do more damage than the first. The last one can be used if your opponent is blocking your speed combo high and isn't good at deflecting during the attacks. If you are low on life use his Dm after the launch, otherwise use the B version of his anti air.
Rob Noe 09:31, 6 October 2009 (UTC)
The Basics
Air poking
Since Lb2 is big on air pokes,this a small list of what attacks will work to your favor. You have "airsies" in Lb2 as opposed to footsies in Third Strike. You need to learn this to be successful. Generally air attacks have good priority, especially low jump attacks.
If you opponent is above or next to you use A. If they are below you use C. You can try to use B if they are below you as well but it's angle makes it wierd in the air. If you're having trouble guaging where exactly your opponent is in the air just stick with A for best results.
Combos
All the combos listed can start with any jump in. Use a cross up C for best results. Also end combos with an otg downforward+B or standing C otg. In any combo that has Down+C listed use Downback+C so you are charging his specials. The power combos can all end with qcb+B(mash)for good damage if you can't get the shoulder charge to connect.
-> is a link and , indicates a chain. xx is cancel into
Power mode
- Down+C -> Back+A xx shoulder charge, QCF+C. His BnB in power, If you have meter or are low on life supercancel the qcf+C into his DM
- A -> Back+A -> Back+A xx shoulder charge, any followup
- Down+C -> Back+A(x2/3) xx weak fireball. If you use 2 Back+A's use the shoulder charge instead
- A -> Down+C -> Back+A xx shoulder charge, any followup. A good High-low combo. The A -> Down+C link can be tricky at first.
- Down+C(x2/3) -> Back+A xx weak fireball. Use shoulder charge instead if you used 2 Down+C's
- Forward+C xx QCB+B (1 hit) Works almost anywhere.
- Forward+C xx anti air A/B. Corner/near corner. For this to work hold down for a second, press forward+C, then tap up+A/B. If you have your opponent right in the corner you need to cancel the forward+C, from a little further out it's easier to link the anti air.
- Forward+C xx DM. This one is wierd. You need to hit them with the end of Washizuka's leg for this to work. It can work from nearly anywhere (but not full screen) if your spacing is good. More for style then anything else.
- Down+C(x2) -> Back+A xx Anti Air A/B. Hold Downback for the down+C's, Back+A, tap Up+A/B. I use this one a lot even though his BnB is MUCH more reliable. Use whatever works for you.
- Back+A x3 xx anti air B.
Rob Noe 09:55, 8 October 2009 (UTC)