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'''Strategies:''' <br> | '''Strategies:''' <br> | ||
-hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit. | -hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit, as it will combo. If you have good reaction ability, you can hit qcfx2+P on counterhit, although it should be done as early as possible. Throwing out that DM without confirming the counterhit on hcf+K can easily get you killed | ||
-crouch C is a fairly solid anti-air, has respectable range and is cancellable. This is a great normal to abuse on the ground as well. A good trick is to cancel it into the qcb+B, then hold and cancel, greatly reducing the recovery time. In addition, if the opponent happens to roll while you are doing the crouch C, you can use the qcb+B trick while whiffing the crouch C, to prevent the opponent from punishing you |
Revision as of 17:46, 17 June 2006
Anywhere:
1. Crouch BAA, qcb+B - 25%
2. Close C, dp+D, qcb+B - 25%
3. Close C, dp+C - 30%
4. dp+D, qcb+B(hold and cancel with D), Crouch C, qcb+B
5. dp+D, qcb+B(hold and cancel with D), dp+A(1), (S)qcfx2+P
Counterhit:
1. hcf+K(counterhit), qcb+A/qcfx2+P
Maxmode:
1. Close C, BC, run Close C, dp+C(3), (C)dp+B(1), (C)dp+C(3), (C)dp+B(1), (C)dp+A(1), (S)qcfx2+P/AC - 80%/95%
2. Close C, BC, run Close C, dp+A(1), (C)dp+B(1), (C)dp+D, qcb+B(hold and cancel with D), dp+B(1), (C)dp+C(2), (C)dp+B(1), (C)dp+D, qcb+B(hold and cancel with D), dp+A(1), (S)qcfx2+P - 100%
Attack Strings:
1. Close C, dp+C (can be guard rolled and punished)
2. Close C, dp+D, qcb+A/B/C(hold and cancel with D)
3. Crouch AAA, qcb+B/qcb+C(if they are crouching)
Move Properties:
-cancellable normals are close A, crouch A, close B, close C, crouch C, close D(1)
-CD is cancellable into specials and DMs
-free cancellable into moves are qcf+P, dp+P, dp+K and hcf+K
-free cancellable out-of moves are qcb+P/B, dp+K, dp+P, qcf+P and hcf+K if it counters
-f+A and second hit of dp+B are overheads
-dp+D is cancellable into qcb+A/B/C; therefore, you can hold and cancel
qcb+A/B/C into another combo
-hcf+K and dp+P on the first hit, are supercancellable
-qcf+A will absorb fireballs, while qcf+C will reflect them
-dp+B on the second hit, qcfx2+P/AC and qcf+ABCD are hard knockdowns
-close B is a low attack
Strategies:
-hcf+K will counter any mid/high normal attack, some low attacks (such as Iori/Seth's sweep), and almost all special attacks, including DMs and HSDMs. It cannot reverse some special moves such as Maxima's qcb+P. It cannot reverse throws. Always use this move ON REACTION to something the opponent does that is counterable. Do qcb+A immediately after the counter in case it happens to counterhit, as it will combo. If you have good reaction ability, you can hit qcfx2+P on counterhit, although it should be done as early as possible. Throwing out that DM without confirming the counterhit on hcf+K can easily get you killed
-crouch C is a fairly solid anti-air, has respectable range and is cancellable. This is a great normal to abuse on the ground as well. A good trick is to cancel it into the qcb+B, then hold and cancel, greatly reducing the recovery time. In addition, if the opponent happens to roll while you are doing the crouch C, you can use the qcb+B trick while whiffing the crouch C, to prevent the opponent from punishing you