Jinrai-Jinpusatsu seems really easy to do with my weeks of practice. Tenho-Gorai-Sho is a hit and miss if I don't time it right.
Hey guys just came up some stuff from the lab that I'd thought could be useful, now I'm new here and nowhere near a professional so this stuff might not be the best but it was working on a training dummy. I was basically trying to figure out if you can get a hit on your opponent in limbo stun for
and this is what I came up with (the start-up combo was >). This was also done on normal hit if you want to try counter hit options then just do .:
- >>
- >> (Causes instant knock-down, I did not test if there is any force-able techs from this)
- >> ( Causes sit-down stun, I did test if there is anything guaranteed)
- >>
The other thing I found was a couple of force-able techs that seemed to look pretty good:
- >>
- >>
That's all I have so far, please try these out and let me know if they're good or not as I'm that good and I would like to improve my game and help the community, cheers.
Hmm good to know ! Raidou is so interestingI believe leaves you at +12 so you won't get any guaranteed unless they out on fastest, still possible to sneak it for surprises since it's instant.
the last hit can be held, even on BT.
You mean 66K followed up by 66T or 61234T ?Slide Kick + Neck Hang = Basic Trap. Haven't played against anyone who is able to break I yet.
66K followed by 66T.You mean 66K followed up by 66T or 61234T ?
66K followed by 66T.
Ohh ok66K followed by 66T.
Those are some nice set ups but isn't 6P+K a little bit too slow ? I like your ideas but personally I would go for 66P or 9PHey guys just came up some stuff from the lab that I'd thought could be useful, now I'm new here and nowhere near a professional so this stuff might not be the best but it was working on a training dummy. I was basically trying to figure out if you can get a hit on your opponent in limbo stun for
and this is what I came up with (the start-up combo was >). This was also done on normal hit if you want to try counter hit options then just do .:
- >>
- >> (Causes instant knock-down, I did not test if there is any force-able techs from this)
- >> ( Causes sit-down stun, I did not test if there is anything guaranteed)
- >>
The other thing I found was a couple of force-able techs that seemed to look pretty good:
- >>
- >>
That's all I have so far, please try these out and let me know if they're good or not as I'm that good and I would like to improve my game and help the community, cheers.
Basically what DB said, I don't think he's bad either. It's just that no one really knows what he can do, I personally would put him around mid. Him having one of the best 2ps if not the best 2p in the game helps a lot.
Anyways, I've further developed my 2p force tech strategy. I've said that if you do it after 1pp and they tech, you're +1. Well, I've found that if you do 2p after a lvl 1 stun pp4pk, like for example: 66k- pp4pk-2p, if they side tech you're at +3.
Also, regarding using 9k as a force tech, I thought I'd put this down here.
Lvl 2 stun- 9k(2nd hit of 9k hits at lvl 3 stun)- 9k- guaranteed force tech.
Lvl 1 stun- 4k- 9k- guaranteed force tech
lvl 1 stun- 9k(2nd hit of 9k hits on lvl 2 stun)- 2k- if they tech you're +, if they don't 2k hits em on the ground.
Next I plan to test 8p as a combo finisher instead of 236p, may end in a better oki position, and to test 4k in the PPP-66k unholdable as a mixup option.