shunwong
Active Member
Ways to critical burst:
1. Normal hit, single strike stuns: 8P (high), 9P (high), 6K (high), P+K (mid), H+K (mid), 4P+K (high), 6P+K (mid, bellyache stun). The usual follow up for these would be: 3PP, 3P+K (critical burst) 3(hold)P (launcher) 6PP, H, 6PPP+K (juggle) or 6PP, H, 6PPP (if you want to leave your opponent close by and try to force tech him, for example).
2. Easy strings into critical burst: 8PPP, 4P6PP and 3KP6P can all be followed by critical burst if the 3 hits connect. + once again: 3P+K (critical burst) 3(hold)P (launcher) 6PP, H, 6PPP+K (juggle) or 6PP, H, 6PPP (if you want to leave your opponent close by and try to force tech him, for example).
3. Counter hit into critical burst: obviously, 3PP 33P, 3PPP, 4P+K (limbo) 3PP. + once again: 3P+K (critical burst) 3(hold)P (launcher) 6PP, H, 6PPP+K (juggle) or 6PP, H, 6PPP (if you want to leave your opponent close by and try to force tech him, for example).
Frame advantage and "safety":
1. PPP, 3PP, 6PPP, 8PPP all end at -5 (only punishable by grapplers). The risk, of course, is getting held or sidestepped if you spam these.
2. Gen Fu's air grab gives +13, which guarantees K.
3. Gen Fu's QCB throw gives him +10.
4. 1K gives between 0 and +2 depending on range to frame trap and counterhit opponents.
Please, chime in to add more info (or correct me if I'm wrong). I'll try to add more when I have time.
1. Normal hit, single strike stuns: 8P (high), 9P (high), 6K (high), P+K (mid), H+K (mid), 4P+K (high), 6P+K (mid, bellyache stun). The usual follow up for these would be: 3PP, 3P+K (critical burst) 3(hold)P (launcher) 6PP, H, 6PPP+K (juggle) or 6PP, H, 6PPP (if you want to leave your opponent close by and try to force tech him, for example).
2. Easy strings into critical burst: 8PPP, 4P6PP and 3KP6P can all be followed by critical burst if the 3 hits connect. + once again: 3P+K (critical burst) 3(hold)P (launcher) 6PP, H, 6PPP+K (juggle) or 6PP, H, 6PPP (if you want to leave your opponent close by and try to force tech him, for example).
3. Counter hit into critical burst: obviously, 3PP 33P, 3PPP, 4P+K (limbo) 3PP. + once again: 3P+K (critical burst) 3(hold)P (launcher) 6PP, H, 6PPP+K (juggle) or 6PP, H, 6PPP (if you want to leave your opponent close by and try to force tech him, for example).
Frame advantage and "safety":
1. PPP, 3PP, 6PPP, 8PPP all end at -5 (only punishable by grapplers). The risk, of course, is getting held or sidestepped if you spam these.
2. Gen Fu's air grab gives +13, which guarantees K.
3. Gen Fu's QCB throw gives him +10.
4. 1K gives between 0 and +2 depending on range to frame trap and counterhit opponents.
Please, chime in to add more info (or correct me if I'm wrong). I'll try to add more when I have time.