Tricks:
1) Is my opponent slow escaping?:
The best way to test to see if you opponent slow escapes or not is to throw the move in a CH situation and follow it with . If they are not slow escaping, leaves you at +23 and will connect. If they are slow escaping, will be blocked and a successful GBoD will fire off. Having this bit of information will allow you to know if your unorthodox combos and GBoD set ups will work or not.
2) Back turned :
When those clowns (kasumi, lisa, ayane, hyabusa) do their cute little jump over you move as you're getting up, allow them to. When you're getting up, don't rise with a kick, simply get up. Now that your back is turned, hit . Profit as you successfully remove 1/4 of their life.
3) Pseudo Force Techs:
a),
b),
c), ,
4) Guard Break Of Doom Set Ups (, , , )
a) After: . They don't even need to slow escape.
b) After: SS,
c) After any forced tech.
d) After .
e) After SS
f) During any combo string, after . 99.99999% of the time they're blocking.
g) After . You're at +13 and the takes 19 frames to land.
h) After 's stumble stun do , .
i) After
j) After an opponent completes a combo string
k) After opponents wake up if they don't use a kick
l) After
m) After or
n) After CH
5) Guaranteed CB after
It appears that the fastest can be slow escaped is at -19. When compared to 's execution being 19 (21 with the frame miss match) it seems that it is impossible to get a guaranteed CB, right? Wrong, there is some magic behind . The further you get away from your opponent, the higher your advantage gets when lands. There are two combo strings (when the opponent is in open space) that allow you the perfect spacing to leave you at +21 when lands.
Against a guarding opponent: , , , ,
6) Resetting Threshold
If you want to be tricky and reset the strike threshold and continue pressure against someone, you can do that with , . The move leaves them at +23 if they do not slow escape. If they do slow escape, they're at +15. Unless they are pro slow escapers and reaction low block kings, this should work. Either way, they are JUST going to recover to be hit by or get hit by the low stun. For example, you can do a big combo into a breakable object, follow it with to put them into a sit down stun, to set them up for .
7) Baiting a Hold With
has the property of a crumple, +76, if used on CH or in a string. If you bring the opponent to the CB threshold with that move, you have serious options. Let's start with a combo that is easy and will put them into this situation:
, ,
Option 1: Go right for the CB as they cannot slow escape
Option 2: You can try to wait out a hold, but if they don't after about 30 frames, use to pop them back up to continue your pressure. They have 16 frames to recover. Here are your options out of :
a) GBoD, it executes in 17 frames.
b) SS will start up a new combo string
c) If their back is near a wall, for a wall splat combo
8) Frame Advantage
Ending your juggles with this notation doesn't give you a guaranteed force tech anymore, however, if an opponent techs (which they always will unless they're brain dead), this leaves you at +4. If your opponents like to press buttons, that means a follow up is guaranteed to start your stun game all over again.
Tips:
1) Easy Double Palm Input
@Raoh figured out how to buffer without being in a crouching state. "You want to buffer the somewhere in the range of recovery frames of your move and allow your stick or pad to go back to neutral. This is a MUST. I repeat, allowing your stick or pad to set to neutral is a MUST. Finally on the first frame after recovery (or damn near close to it) press ." This will allow you to pop the double palm off in hairy situations.
2) Learn to love when connecting combo strings. The length of stun and the quickness at which you can execute moves after creates panic in opponents.
3) Take the guessing out of his parry and use it mid string. For example, Lisa's follows with a high . After you block the , drop and profit as you perform one of the many combos below.
Open Space Combo: , , , , , , 71 damage
Near A Wall Combo: , , , , , , 76 damage
Slope Combo: , , , , , 81 damage
Big Ass Slope Combo: , , , , , 91 damage
4) You can hold guard () and still execute strikes. Let's say an opponent is coming at you with while you're guarding the whole time. While you're still holding guard, you can input and try to time just after the opponents last hits your guard. You never have to release and you get a pretty sweet whiff punishment.
5) Wall Splat Moves:
These moves are best used if the opponent's back is to the wall.
(High)
(High)
(High)
(High)
(Mid)
(Mid)
(Mid, High, Mid)
(Mid, High, Mid)
(Mid)
(Mid, High, High)
(Mid, Mid)
6) Wall BLAST Moves:
These moves are best used if the opponent is about 1 and a half character lengths away from the wall. Follow up with , , .
(Mid)
(Mid)
(Low, High, Mid)
7) Hopping Over Walls allows for 4 different attacks. They all depend on when you hit the button.
a) Hitting when Akira is still hurtling the wall will perform his
b) Hitting right before Akira touches the ground will perform his
c) Hitting when Akira is still hurtling the wall will perform his
d) Hitting right before Akira touches the ground will perform his kick combo throw. , ,
If the opponent is counter happy, there is also the option of holding to circle them about 15 degrees before using the throw, , , , . It puts them right back into a danger zone for more guaranteed damage.
8) Let's talk about the move . I'd like to point out that this move is completely useless against unskilled opponents. If that's who you're facing, then you can throw this move out the window. If you're against someone who counters intelligently or slow escapes, this is where the move really shines. The start up animation is the same for , , , and obviously . The knee is the only thing that's different. I've been playing opponents that counter as my move is executing. For example, I know I do the string, , a lot. I'd get punished for it with a counter quite a bit. I'd try baiting a counter by doing and then waiting to grab them. The counters never came. Then I tried , , got my opponent to hold, and I followed up with . I then interchanged it in my other strings where I would normally throw a kick and had continued success. Give it a try if you're feeling daring.
9) is kind of a unique move. Useless on normal hit, fantastic on CH. I've been using it lately as a high crush to interrupt an opponent's attack string. It also allows for a SPoD on fastest stagger escape.
10) is a high crush. I repeat, HIGH CRUSH. The frame data says it is a standing move, but it ducks under jabs and other high attacks. Nothing like starting off a match with a cool 126 damage on hi counter close hit! Also works great if you know a high strike is coming in the string. Consider buffering it when you're guarding.
Hidden Frame Data Tricks
1) Is my opponent slow escaping?:
The best way to test to see if you opponent slow escapes or not is to throw the move in a CH situation and follow it with . If they are not slow escaping, leaves you at +23 and will connect. If they are slow escaping, will be blocked and a successful GBoD will fire off. Having this bit of information will allow you to know if your unorthodox combos and GBoD set ups will work or not.
2) Back turned :
When those clowns (kasumi, lisa, ayane, hyabusa) do their cute little jump over you move as you're getting up, allow them to. When you're getting up, don't rise with a kick, simply get up. Now that your back is turned, hit . Profit as you successfully remove 1/4 of their life.
3) Pseudo Force Techs:
a),
b),
c), ,
4) Guard Break Of Doom Set Ups (, , , )
a) After: . They don't even need to slow escape.
b) After: SS,
c) After any forced tech.
d) After .
e) After SS
f) During any combo string, after . 99.99999% of the time they're blocking.
g) After . You're at +13 and the takes 19 frames to land.
h) After 's stumble stun do , .
i) After
j) After an opponent completes a combo string
k) After opponents wake up if they don't use a kick
l) After
m) After or
n) After CH
5) Guaranteed CB after
It appears that the fastest can be slow escaped is at -19. When compared to 's execution being 19 (21 with the frame miss match) it seems that it is impossible to get a guaranteed CB, right? Wrong, there is some magic behind . The further you get away from your opponent, the higher your advantage gets when lands. There are two combo strings (when the opponent is in open space) that allow you the perfect spacing to leave you at +21 when lands.
Against a guarding opponent: , , , ,
6) Resetting Threshold
If you want to be tricky and reset the strike threshold and continue pressure against someone, you can do that with , . The move leaves them at +23 if they do not slow escape. If they do slow escape, they're at +15. Unless they are pro slow escapers and reaction low block kings, this should work. Either way, they are JUST going to recover to be hit by or get hit by the low stun. For example, you can do a big combo into a breakable object, follow it with to put them into a sit down stun, to set them up for .
7) Baiting a Hold With
has the property of a crumple, +76, if used on CH or in a string. If you bring the opponent to the CB threshold with that move, you have serious options. Let's start with a combo that is easy and will put them into this situation:
, ,
Option 1: Go right for the CB as they cannot slow escape
Option 2: You can try to wait out a hold, but if they don't after about 30 frames, use to pop them back up to continue your pressure. They have 16 frames to recover. Here are your options out of :
a) GBoD, it executes in 17 frames.
b) SS will start up a new combo string
c) If their back is near a wall, for a wall splat combo
8) Frame Advantage
Ending your juggles with this notation doesn't give you a guaranteed force tech anymore, however, if an opponent techs (which they always will unless they're brain dead), this leaves you at +4. If your opponents like to press buttons, that means a follow up is guaranteed to start your stun game all over again.
Tips:
1) Easy Double Palm Input
@Raoh figured out how to buffer without being in a crouching state. "You want to buffer the somewhere in the range of recovery frames of your move and allow your stick or pad to go back to neutral. This is a MUST. I repeat, allowing your stick or pad to set to neutral is a MUST. Finally on the first frame after recovery (or damn near close to it) press ." This will allow you to pop the double palm off in hairy situations.
2) Learn to love when connecting combo strings. The length of stun and the quickness at which you can execute moves after creates panic in opponents.
3) Take the guessing out of his parry and use it mid string. For example, Lisa's follows with a high . After you block the , drop and profit as you perform one of the many combos below.
Open Space Combo: , , , , , , 71 damage
Near A Wall Combo: , , , , , , 76 damage
Slope Combo: , , , , , 81 damage
Big Ass Slope Combo: , , , , , 91 damage
4) You can hold guard () and still execute strikes. Let's say an opponent is coming at you with while you're guarding the whole time. While you're still holding guard, you can input and try to time just after the opponents last hits your guard. You never have to release and you get a pretty sweet whiff punishment.
5) Wall Splat Moves:
These moves are best used if the opponent's back is to the wall.
(High)
(High)
(High)
(High)
(Mid)
(Mid)
(Mid, High, Mid)
(Mid, High, Mid)
(Mid)
(Mid, High, High)
(Mid, Mid)
6) Wall BLAST Moves:
These moves are best used if the opponent is about 1 and a half character lengths away from the wall. Follow up with , , .
(Mid)
(Mid)
(Low, High, Mid)
7) Hopping Over Walls allows for 4 different attacks. They all depend on when you hit the button.
a) Hitting when Akira is still hurtling the wall will perform his
b) Hitting right before Akira touches the ground will perform his
c) Hitting when Akira is still hurtling the wall will perform his
d) Hitting right before Akira touches the ground will perform his kick combo throw. , ,
If the opponent is counter happy, there is also the option of holding to circle them about 15 degrees before using the throw, , , , . It puts them right back into a danger zone for more guaranteed damage.
8) Let's talk about the move . I'd like to point out that this move is completely useless against unskilled opponents. If that's who you're facing, then you can throw this move out the window. If you're against someone who counters intelligently or slow escapes, this is where the move really shines. The start up animation is the same for , , , and obviously . The knee is the only thing that's different. I've been playing opponents that counter as my move is executing. For example, I know I do the string, , a lot. I'd get punished for it with a counter quite a bit. I'd try baiting a counter by doing and then waiting to grab them. The counters never came. Then I tried , , got my opponent to hold, and I followed up with . I then interchanged it in my other strings where I would normally throw a kick and had continued success. Give it a try if you're feeling daring.
9) is kind of a unique move. Useless on normal hit, fantastic on CH. I've been using it lately as a high crush to interrupt an opponent's attack string. It also allows for a SPoD on fastest stagger escape.
10) is a high crush. I repeat, HIGH CRUSH. The frame data says it is a standing move, but it ducks under jabs and other high attacks. Nothing like starting off a match with a cool 126 damage on hi counter close hit! Also works great if you know a high strike is coming in the string. Consider buffering it when you're guarding.
Hidden Frame Data Tricks
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