TakedaZX
Well-Known Member
So I decided to start this since no one else has. I wanna know what he's got so lets see what we can come up with.
[Pseudo Force Tech Moves]
(+16)
(+15)
(+16)
[Example Setups]
Post Launch Light and Mid Weights Only
This a simple bread and butter cancel into a possible force tech. Hopefully the player won't expect it and you'll get the force tech. Follow ups to it could be range from breaking his guard if he blocks, grabbing him if he blocks, or maintaining guard break pressure with or Wind Dash P.
All Weights
Grants +15 on Force Tech
Gives -5 on Tech
This sacrifices a chance at damage to make them stand up right next to you, if they try to attack after being force teched you can get them with a 6pk to be safe. If you're sure they'll go for an attack or grab, cut them off with 8p juggle, or 33k juggle, or you can reset the situation with 8k again. Another idea is too pull a 66P+K for some good guard break pressure. Sets you at +1 and you become Kasumi for the next move.
If they tech themselves, you'll be at -5, so you may have to block, or ss. If you side step you can set yourself up for SS K Force Tech Situation
[HCH] : LightWeights Only
Grants +16 on FT
Grants mix-up on tech.
The becomes guaranteed and is a ground bounce. The bounce is so small that nothing can string after it, not even the K in the full string, but 1pk force them for +16. If the opponent techs before the 1pk, it's ok, because the kick will still catch them. After awhile they may realize after the tech roll they can low guard the kick, and they may even go for a hold. That's the beauty of this moment. Now you've developed a 50/50 situation. If you trade out 1pk for 1pp you'll knock them down, but you have to slightly delay the punch for it to not whiff. Another option is that if you know they'll just stand and guard or hold mid punch, you can get a wind dash grab on them, but not other option from the wind dash will connect unless you delay them by a lot.
[RISKY Setups for People Who Stay on the Ground(can wake up kick)]
All Weights
How this one works is after you given enough force tech pressure, a person WILL try at some point to stay on the ground. Doing this will slam them to the ground you'll get your force tech opportunity. They can wake up kick so be wary, this is for ONLY when you feel like they won't do anything. 1pk nets you +16 so follow up with the same as before.
Anyone else got stuff?
[Pseudo Force Tech Moves]
(+16)
(+15)
(+16)
[Example Setups]
Post Launch Light and Mid Weights Only
This a simple bread and butter cancel into a possible force tech. Hopefully the player won't expect it and you'll get the force tech. Follow ups to it could be range from breaking his guard if he blocks, grabbing him if he blocks, or maintaining guard break pressure with or Wind Dash P.
All Weights
Grants +15 on Force Tech
Gives -5 on Tech
This sacrifices a chance at damage to make them stand up right next to you, if they try to attack after being force teched you can get them with a 6pk to be safe. If you're sure they'll go for an attack or grab, cut them off with 8p juggle, or 33k juggle, or you can reset the situation with 8k again. Another idea is too pull a 66P+K for some good guard break pressure. Sets you at +1 and you become Kasumi for the next move.
If they tech themselves, you'll be at -5, so you may have to block, or ss. If you side step you can set yourself up for SS K Force Tech Situation
[HCH] : LightWeights Only
Grants +16 on FT
Grants mix-up on tech.
The becomes guaranteed and is a ground bounce. The bounce is so small that nothing can string after it, not even the K in the full string, but 1pk force them for +16. If the opponent techs before the 1pk, it's ok, because the kick will still catch them. After awhile they may realize after the tech roll they can low guard the kick, and they may even go for a hold. That's the beauty of this moment. Now you've developed a 50/50 situation. If you trade out 1pk for 1pp you'll knock them down, but you have to slightly delay the punch for it to not whiff. Another option is that if you know they'll just stand and guard or hold mid punch, you can get a wind dash grab on them, but not other option from the wind dash will connect unless you delay them by a lot.
[RISKY Setups for People Who Stay on the Ground(can wake up kick)]
All Weights
How this one works is after you given enough force tech pressure, a person WILL try at some point to stay on the ground. Doing this will slam them to the ground you'll get your force tech opportunity. They can wake up kick so be wary, this is for ONLY when you feel like they won't do anything. 1pk nets you +16 so follow up with the same as before.
Anyone else got stuff?