Saturday, December 29, 2007

Oki game

I was playing around in dojo today and found some nice oki tools. Along with some help from the shout box (fulaani, sweeptheleg) to inspire me to make this.


Basic oki
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214P+K Hop back to punish with P, one of eileen's bread and butter oki games. You can use wari after the hop to give yourself more time for the opponent to stop blocking for your P to hit if need be.


Advanced Oki

Getting under Mid rising kick
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2_3P+K will duck under a rising mid kick. ONLY in open stance though so be careful.

1P< wari duck will avoid rising mid kick then if you follow up with the K you'll get a sideturned position

Getting over Low rising kick
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46P+K done at the last second, meaning you can do it well after you've seen your opponent start a low rising attack, will hop over the attack and you will knock them down. For another oki game.

1P < wari jump will avoid rising low kick then if you follow up with the K you'll get a sideturned position


236P+K flip will jump over low rising kick but it has to be done early so you have to know it's coming. You can follow with a P for a bounce combo 6P+KPP or go for the K if you did the flip a little too late

Thursday, December 13, 2007

Power of 46K

So 46K was a move I never really utilized very well. As I've been all about improving my defense as of late this move along with 46P came to mind. Now if you don't know already 46K is eileen's sabaki where she kicks you which leads to a stagger. It sabaki's HP,EL,MP so basically all punches except double handed and low punch. VERY useful. I have been centering my offense/defense around this move. It's been great for killing noobs. They never learn or they just don't know what it sabaki's hence they get tore up because after the stagger you can throw if they break out the stagger well or go into 66P>6P+KP>236KKK that's about half life right there or 1/3 it's a shitton.

So how do you use this move just hit it when you expect a punch right? Well yeah if you have czy good yomi you could predict when your opponent will punch you and catch them off guard, but that can be hard for us mere mortals. What I've been doing is using the first two rounds to figure out the general punching pattern of my opponent if they're good at mixing things up, otherwise I can read them in a few seconds and start to use 46K to interrupt them mid string.

The kick is most effective when used from blocking or while being hit, yes you can use it when you've been hit because the sabaki properties start as soon as you enter the command. So if you know your opponents strings you can dominate them if they're not mixing up kicks and punches. A lot of characters have 2_3 or 2_6 style Punches that they go into after a 2P so it can be a good move to use to abare since it'll beat the punch and the throw. Again you have to use good yomi to see the patter your opponent has.

If you're really good at yomi and know the strings of your opponent well you can use 46P which ducks High is czy fast and leads to an unavoidable P>6P+KPP (everyone) or 6P+KP>236KKK (some chars) I don't think it goes under special high's though so be careful.

Another move I've recently gotten good at using is 214PP. At first I thought it was useless, a two hitting high move psha. But somewhere in the forums I learned the second P is actually a special High which means it'll beat Low punch *-) now that's a good property. On guard the first P leaves you at -2 which means you are pretty safe to all but 10Frame punchers. They can only decide the throw you which you can still beat with a P to the face or by continuing the string. Then if they have a 10Frame punch you have to recognize this and use the second P in the string. Then you have vanessa's 6Frame punch to deal with, and if your opponent likes to use this or you see them hitting you after this string with that then continue the second hit of the string more often to show her who's boss.It's a very powerful flowchart, it's not a nitaku I think but it's damn strong.

So here's the flowchart for using that move. Use your preferred cancelable move
canceled move>214P>throw
canceled move>214P>OMP>stagger hit>nitaku
canceled move>214PPCH>6P+KP>236KKK
canceled move>214PP>6Pstagger>nitaku

Monday, December 10, 2007

Flowcharts

So today I had a good run. I fought Chibiaya and was able to hold my own. I actually was able to fight on equal ground with him. I was able to smash HerkdawgIII but I think he was more rusty and i was hot from having just fought Chibiaya. Then I played against RedSonRising a friend that herkdawgIII found who'd seen a lot of our vids. The other day he brought out his wolf for the first time against me and I had a really hard time winning. I was actually getting beat more than not. But today I was able to actually apply the knowledge I've been trying to work on.

Finally I fought Manjimaru for a good hour or so. He was another akira player and he wiped the floor with me for a while. Strangely enough i wasn't getting frustrated from the losses though because I wasn't losing because I wasn't inputing correctly but because I didn't quite know how to stop akira's offense. I was slowly starting to figure it out and by the last 20min I was winning every few matches. Afterward we talked about ways I could beat him more regularly and I'm going to start making a list of the strategies to be implemented and flowcharts to be used.

Flowcharts
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PP> 6P or 236P+K>mixups or throw or pause 6P

I'll come back to explain these later. I feel like the follow up options deserve a section of their own so just keep reading down the page.


3P+G(BT) P,3P,K

apparently Manjimaru has used this with great success. I am going to start using it and find out some if it is truely as powerful as he thinks it might be. Normally I wouldn't use this unless I find my opponent is 2P me after the 3P since the follow-up K will beat for a stagger>big combo. Maybe the BT state confuses people. From my initial testing on Lenard_McCoy it seems to work well to catch people by surprise. I wouldn't want to abuse it

PK~G>6P or Throw

This will work on more advanced players but can be risky against lower lvl's. This is because a noob won't know they should block the K so they'll probably mash a p and you'll end up getting hit. Works wonders on better players though. I knew about the throw but I ever thought of using 6P before to mix it up

236P+K,K>OMP or 2P or PP>mixups

after the flip K you are at +1 which is a great place to be. It means if you OMP and your opponent 2P's you will get a CH and stagger =awesomeness. From that you can go to your 6P+K,P combo.


alright I'm going to sleep i'm going to edit this later

Sunday, December 9, 2007

Punishment

I'm going to assume the opponent has a 10f punch since I'm making a general list.

to start off though I want to ask, how long does it take to guard, or am i misunderstanding something?

Fuzzy Guarding

Moves you should do a regular Fuzzy Guard after. (ie. no having to crouch dash). I'm going to leave out moves where fuzzy gurading might actually hurt you (ie you're at advantage). For those of you who don't know what fuzzy guarding is, it's when you're at less than -6 and you hold 2 every so slightly while holding guard then you go back to nutral position. What you end up getting is the ability to crouch a throw and still make it up in time to beat the fastest mid option.

All moves are assuming your opponent guarded

PP
PP6P
PPP2KK
2P
46P
1P
1PK
3P
6P
6PP
6PP2P
4P
4PP
9P
8P
8K
K
3K
4K
4P+K
6P+K
3P+K
P+K
6K+G
4K+G
4K+GK
46K+G
2K+GK
OMP
236K
214P
214PP
214P+K,K
BT2P
BTP+K

Sunday, December 2, 2007

Uploads!

Nothing new fighting wise yet but here is some vids of the progress I've made. The vids against NinjaCW's eileen are pre-learning niktau implimentation and the vids against HerkdawgIII's vane are post. Enjoy. I'll update this post later to have the best fights linked showing my use of the nitkau.

http://youtube.com/profile_videos?user=viper28087

Saturday, December 1, 2007

nitaku quest

This is going to be a quickie, just an update on my nitaku use status and it's been getting better. I've been getting steady wins ore often and with more intent due to being better at applying the LP>nitaku which is VERY strong.