I don't normally use 2K after H+K mainly because of the reasons you've mentioned above. But I use it sometimes because most of the people I fight don't stagger escape or just don't expect it and if people do hold after the 2K there's always a hi-counter Oboro for a lot of damage.I really don't know why people would risk a lot of potential damage with 2K after H+K. H+K 2K into a CB isn't worth going for imo when you have H+K 9K which is guaranteed in place of 6K that was guaranteed in vanilla. H+K 66P is great also. You're giving your opponent another chance to make a good defensive read when you don't even have to with that. Especially now since H+K is also holdable. H+K 66PPP+K is great because it's a force tech for people who slow escape with +8 with nice options after. So losing out on the damage in that case is worth it. Even 33K as a situational (guaranteed against the wall) is better than going for that. By you going for that, you're pretty much bailing them out when you don't even have to. I mean yeah sure, you'll say it's "a CB" it's nice if land it, but she has better ways of setting one up than that & an opponent can catch onto it.
I mean IDK what you're doing, but I'm also not trying to sound like I'm not singling you out. I was posting so everyone would read because I've seen tons of people use it. A lot of which that people use it to no avail to good players. Now in vanilla, it was a situational along with 6PK 2K into a CB from 66T~T but they took it out. Maybe it's just me who thinks that way about it. Maybe people know something that I don't. IDK, but I don't see why it's being used so much with the other options that she has from H+K.
4H+K I listed because not only it's safe at -6, it has various ways that it can be used as I mentioned above. With so many ways that it can be used, like H+K, I don't see how it's not one of her Top 10 moves. It can even be used to create some space.
I'm suprised isn't in more lists lol. Y'all are using a character that thrives off counter hits yet you won't list the one mid that has two free hits (both with good stun) for landing one on both CH and in stun? Let's not forget delay either as a blockstring or leading into the elbow that allows a .
is too slow to be used primarily as move for counter hit attempts. For me, it's not more as a stun extender and, like you are say, start-up for a delayed string that results in a more unsafe string on block as (because of it's push back), therefore no top move from my point of view.
+12i mid
+Ducks under most of her opponents strings (crush properties)
+Nice juggle ending options (4P2K, 4PKK) & a launcher being hit confirmed (4PK)
+Guaranteed after 4P
Double post because the edited button wasn't working for me on my laptop. I was torn between 2P, 3P & P+K in the last slot. Yes, 13i & the deep stun is amazing along with the use of 4H+K, negating low holds, & launching at max stun, but 2P I thought was great because the 12i low crush & how annoying it is when you're in their face near the walls or in other situations. I did however list those as honorable mentions with 66T, but in all honesty, 6T could be even be listed as an honorable one too since it's a 7i punish throw that is annoying with P, 2P, PP (tick throw). Maybe even more annoying than 66T. That 5T & 236T are your best options for tick throwing.13i is fast enough to counter strike when players are at disadvantage or free cancelling. Granted it is her slowest mid but yeah this move definitely does not have speed issues.
That's true too. It's just you have so many options to the point that you don't even have to take that chance. I would agree with you about her 8T going back to an OH.I don't normally use 2K after H+K mainly because of the reasons you've mentioned above. But I use it sometimes because most of the people I fight don't stagger escape or just don't expect it and if people do hold after the 2K there's always a hi-counter Oboro for a lot of damage.
As for 4H+K... I'm not even sure why I forgot this move. I agree with everything you said about this move because it is pretty amazing.
It's fine with me. We get to hear your opinion on this topic either way.See here's the thing, I can list 10 moves but I am lazy and I do not feel typing the reasons for each one. I know it's in the OP but if you guys don't mind, can I list the moves and come back to them another time?
It's not a deep stun. +14 at least and +22 at most.I don't know, but I would rather add to my list. i20 mid punch with deep stun even on normal hit. Relatively slow, but is save on block (-5), tech-jumps immediately over low attacks and works against dumb evasive stances like Helena's BKO. Can be also used as whiff-punisher. (This move is underrated imo).