normal fuzzy at -5
PP6P
PPP2KK
2P
3P
6P
9P
8P
4K
6K+G
4K+G BT you have to crouchdash in direction you're turned to fuzzy
46K+G
2K+GK
K+G BT you have to crouchdash in direction you're turned to fuzzy
crouchdash fuzzy at -6
PP
1P
2PP
8K
3K
6P+K
3P+K
Thursday, February 21, 2008
Tuesday, February 12, 2008
Yomi Monkey trainer
through some PMs last week Sweep shared with me some of his Yomi set-ups and I feel it should be shared and added to. I want this thread to be a source for all eileens as a way to mix up situations outside of nitaku. These strategies will work when you have read your opponent. I repeat these things aren't all guaranteed they're just good ways to mix things up.
Post-sabaki sequence:
46K > throw
46K [stagger] > 6P [crouch stagger] > 63214 P+G
46K [stagger] > 6P [crouch stagger] > PK
if they can't struggle fast
46K [stagger] > dash in > 9K+G
RISKY but high reward vs lightweights
46K > 6P+KP > 214P > 6K
You can start this from any stagger as long as your opponent is bad at getting out of them.If 6P+K hits while they're staggered it still will launch
Ways to get out of this Post-Sabaki Sequence:
Abare PK or PP is pretty strong once you've been sabaki'd. It clashes the throw and can interrupt some mids (I think her 6P is too quick though.) A strong technique for sure.
Things to do on TR Oki after they've gotten up:
throw
P
6P
9K+G
risky
PK games:
PK > 6P+K CH > 236KKK
best option to beat 2P spammers since 6P+K beats 2P with +4 adv
PK > delay P+K CH > 236KKK
Good to beat delayed attempts of a 2P
PK > 6P
beat 2P spammers and will crouch stagger if they're just ducking. Even if they block the situation is +/-0 so you're safe.
PK > [tightly buffered] 2_3P+K CH > 236KKK
When in open stance can be very effective at beating 2P's for a CH. In closed, I would recommend something else.
PK > [tightly buffered] 2_3P+K CH > 236P+K > P+G
Good way to force your opponent to have to react after blocking the shoulder.
PK > 4K+G > BT
Will beat side step spammers but you have to notice which side they like to sidestep to.
PK > K+G
Will also beat side step spammers. I use this when I don't know which side they're sidestepping to because they mix it up too well
PK > throw
When they fear the circular and mid options and start blocking.
PK~G > throw
A smart opponent know that after a P K is guaranteed so they won't abare hence a throw is easier to get. Won't work on dumb opponents as well though.
PK > backdash > 46P
Great for baiting a high retaliation attack and will net a surprising amount of damage off of opponents eager to attack when they see a backdash. Also great for failed evades.
PK > P > throw
bread and butter. even if your opponent evades the P you're still at advantage so throw or even another single P will beat them down.
PK > OMP
will beat 2P & throw, but if your opponent delays their attack you're going to be hit. . . I think. OM is wierd.
PK > 236P+KK CH > 6P+KPP
This of this as a tracking mid. It's not the best option since you can get hit out the flip easily but it beats fuzzy/2p/defensive techs and gives you advantage on block and on CH launches
PK > 236P+K > P+G
Again you can get hit out the flip so not always the best option but when your opponent is frozen up from all the other options this throw will really piss them off.
Post-sabaki sequence:
46K > throw
46K [stagger] > 6P [crouch stagger] > 63214 P+G
46K [stagger] > 6P [crouch stagger] > PK
if they can't struggle fast
46K [stagger] > dash in > 9K+G
RISKY but high reward vs lightweights
46K > 6P+KP > 214P > 6K
You can start this from any stagger as long as your opponent is bad at getting out of them.If 6P+K hits while they're staggered it still will launch
Ways to get out of this Post-Sabaki Sequence:
Abare PK or PP is pretty strong once you've been sabaki'd. It clashes the throw and can interrupt some mids (I think her 6P is too quick though.) A strong technique for sure.
Things to do on TR Oki after they've gotten up:
throw
P
6P
9K+G
risky
PK games:
PK > 6P+K CH > 236KKK
best option to beat 2P spammers since 6P+K beats 2P with +4 adv
PK > delay P+K CH > 236KKK
Good to beat delayed attempts of a 2P
PK > 6P
beat 2P spammers and will crouch stagger if they're just ducking. Even if they block the situation is +/-0 so you're safe.
PK > [tightly buffered] 2_3P+K CH > 236KKK
When in open stance can be very effective at beating 2P's for a CH. In closed, I would recommend something else.
PK > [tightly buffered] 2_3P+K CH > 236P+K > P+G
Good way to force your opponent to have to react after blocking the shoulder.
PK > 4K+G > BT
Will beat side step spammers but you have to notice which side they like to sidestep to.
PK > K+G
Will also beat side step spammers. I use this when I don't know which side they're sidestepping to because they mix it up too well
PK > throw
When they fear the circular and mid options and start blocking.
PK~G > throw
A smart opponent know that after a P K is guaranteed so they won't abare hence a throw is easier to get. Won't work on dumb opponents as well though.
PK > backdash > 46P
Great for baiting a high retaliation attack and will net a surprising amount of damage off of opponents eager to attack when they see a backdash. Also great for failed evades.
PK > P > throw
bread and butter. even if your opponent evades the P you're still at advantage so throw or even another single P will beat them down.
PK > OMP
will beat 2P & throw, but if your opponent delays their attack you're going to be hit. . . I think. OM is wierd.
PK > 236P+KK CH > 6P+KPP
This of this as a tracking mid. It's not the best option since you can get hit out the flip easily but it beats fuzzy/2p/defensive techs and gives you advantage on block and on CH launches
PK > 236P+K > P+G
Again you can get hit out the flip so not always the best option but when your opponent is frozen up from all the other options this throw will really piss them off.
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