KING JAIMY
Well-Known Member
I'm so confused right now. xD
So trip stuns have guaranteed follow-ups as well? Then I should change the thread a bit.
So trip stuns have guaranteed follow-ups as well? Then I should change the thread a bit.
I'm so confused right now. xD
So trip stuns have guaranteed follow-ups as well? Then I should change the thread a bit.
OK, I'm going to change the thread and include every possible GUARANTEED setup. So the focus lies on the guarantees, not on which kind of stun it is (whether it be trip stun, or slip stun doesn't matter). This thread will be huge lol as I think everyone has trip stuns/slip stuns with guaranteed follow-ups.Slippery surfaces extend the stun, so you can get guaranteed follow-ups. Like the one I posted for Momiji.
Sorry. xDSo now you want to have information about trip stuns as well? Why did I actually delete my former post? xD
Ok, so here again for Phase:
2K causes a trip stun that guarantees any follow-up faster as 20 frames when it hits on ounter hit on a slippery surface (+33 advantage on fastest SE). Therefore, every launcher with appropriate juggle (except 33P) can be used.
Her 1P also causes a trip stun on water or ice. It gives +6 advantage on fastest SE but does not guarantee any follow-up.
I saw it, but it's a lot of work to write it all down in an organizing manner/format so it will take some time. I will also mention now in the introduction that certain highs are also guaranteed!Whoa, this list will be massive. Anyways, there's one more thing that has to be mentioned: if you do a "trip stun" on a slippery surface, you can even hit your opponent with certain high moves, even though they're on the ground. Example would be Momiji's 8P or 8K.
I posted a couple of setups for Kokoro, Sarah, Jann Lee, Leifang, Helena. Maybe you didn't see the post.
I thought landing a trip stun in water/ice nets you more advantage on hit compared to a trip stun on anything other than water/ice. So it gets you guaranteed follow-ups on water/ice but not on other types of surface.The only thing that really is a glaring difference between slip stuns and trip stuns is that you can't SE or hold out of slip stuns. Trip stuns can be SEd and held out of and cvan be used anywhere on a stage, regardless of in water or not. If we want to start trip stun stuff it would be flat out easier to either start with a new thread or begin taking these things to individual character subforums. Once we get to trip stuns this thing starts looking like one giant combo board.
How do I set the training mode to test counter hits?
Thanks. I am aware that the list is not complete for Ayane. Will edit in later.@KING JAIMY Ayane has more than what you listed for her;
2H+K > 4P > BTPP4PP7K or BTPP6P~K is 77
2H+K > 3P (3PP) > BTPP4PP7K or BTPP6P~K is 89
2H+K > 4P+K > BTPP6KK4 BT7K is 93
2H+K > 4P+K > BT6P > 66KK4 BT7K is 98 *Doesn't connect on super heavy*
33P > 4P > BTPP4PP7K or BTPP6P~K is 72
33P > 3P (3PP) BTPP4PP7K or BTPP6P~K is 84
33P > 4P+K > BTPP6KK4 BT7K is 88
33P > 4P+K > BT6P > 66KK4 BT7K is 93 *Doesn't connect on super heavy*
Nice guaranteed follow-ups. I'm sure we can make combos with these follow-ups as well. With this I mean sample combos, not all possible combos of course.So, about Momiji. She has 3 moves that can cause slip stun on slippery surfaces on counter hit.
1P is +8 on fastest SE, doesn't guarantee anything.
2H+K is +21 on fastest SE, it guarantees the following moves: 2P, 3P, 4P, 44P, P, 6P, 66P, 8P, 2K, 3K, 4K, K, 7K, 8K, H+K, 6P+K
2K is +22 on fastest SE, it guarantees all of the above plus 6K.