Darkslay
Well-Known Member
I finally watched the guide, was pretty useful at some points but I would like to point out some little flaws here and there.
Maybe it should be mentioned that charged 4P+K will guardbreak only if the powerblow is AVAILABLE.
Listing NEGATIVE guardbreaks is useless because it's a stupid mechanic that's not even supposed to exist lol.
5:50 "Meaning these strings cannot be held or blocked." I would've added "on normal hit".
14:14 -> 14:24 the best followup after that kind of stun is a Dragon Kick bruh, great damage, rarely ever misses, easy execution. For the best damage there's running P Close Hit which is harder to do but does even more damage.
18:53 why is that guaranteed? I don't think it is
19:18 Dragon Kick can actually be avoided by going low
I think the rest isn't guaranteed either if the opponent Stagger Escapes pretty fast
There's no mention of midP & highK Hold setups! Just to mention one, after an Hi-Counter midP hold I like to do H+K 6P+K... BANG, Critical Burst that can only be escaped by Stagger Escaping at fastest.
In the "beating wakeup kicks" section (at 43:30) there's no mention of using 1P+K6K, my personal favorite and imo the best one!
In the stage combos section, there's nothing about Scramble's low floor.
Btw, you wrote "Heavy Kick/Punch" instead of "Strong Kick/Punch" lul. And PP6P or PK becoming natural combos if the spacing is correct, omg neat.
Thanks for the feedback, i appreciate you taking your time to watch the entire thing, now to address your points.
- There's already visual representation for 4P+K, its the only GB done with PB on and that is pretty basic knowledge, since its an universal thing. While i totally agree with you on that one, the game denotes them as GBs, so i couldn't miss them.
- Not entirely true my friend, PPP is a NC regardless of NH or CH, P6P is the same, PP6P on NH is a true NC on CH it can be blocked but not held and it stuns, PK can be blocked on NH and on CH it becomes a true NC, 4KK is only a NC on CH, DS 6P+K is a NC regardless of hit level. 4PPP does launch on CH though.
- I hope you're joking on that one bruh, P2PK does one more point of damage than the DK, and if we're talking about damage, 4PPP is where its at, running P doesn't come close to 4PPP.
- After the Stun blowout the following attack can only be held in fastest Critical Hold, but even then, the string can be delayed.
- DK isn't unfortunately, it can only be ducked, the rest needs timing but it is possible, thanks to it taking 4 frames to turn around from BT.
- I actually have something planned for that but i don't want to spoil it. there's plenty of setups from those holds, H+K can be held btw. XD
- There's no difference from a 66K to a DS 6K other than a knockback buff, personal preference really. And i beg to differ, there's many more damaging options and a lot of stuns, hence why i use 1P+K DS P+K instead, the best one imo is 236T, 70 possible points of damage for free is a pretty sweet deal.
- The lower Scramble combo is already known to be 4PPP > Car crash > 6H+K 6PK and less on heavies, there's some stuff with Alpha but i just found it unnecessary tbh.