Jakeiho is not a tool to keep pressure when you understand your mixup you will realize it's there for a reason and it's not for you to just go to when you want a simple mixup to just go to. A faster transition into jakeiho is not needed it's fine how it is honestly.
I believe you misunderstood me. I was referring to the transition from 6PP into Jakeiho on NH and block, which leaves Christie at a -14. On reaction, this is a free low throw punish...Jakeiho is not a tool to keep pressure when you understand your mixup you will realize it's there for a reason and it's not for you to just go to when you want a simple mixup to just go to. A faster transition into jakeiho is not needed it's fine how it is honestly.
I believe you misunderstood me. I was referring to the transition from 6PP into Jakeiho on NH and block, which leaves Christie at a -14. On reaction, this is a free low throw punish...
How about you describe how you think I'm using 3pp-JAK wrong and what you believe is the correct way, and we'll discuss it from there.I didn't misunderstand you, I am telling you there is a use for it just not as you are using it.
How about you describe how you think I'm using 3pp-JAK wrong and what you believe is the correct way, and we'll discuss it from there.
3pp. Second part (0:08) is on CH stun.
Ahhhhh, now I think I know what you're talking about. It is true that after 214P, the 3PP is unholdable, and here's why:It's not on CH stun that it is unholdable, it is unholdable in sharing stun. To test this accurately with AI put stun holding on fastest mid punch, then put stun escape off, then do 214p and do 3pp
Ahhhhh, now I think I know what you're talking about. It is true that after 214P, the 3PP is unholdable, and here's why:
3P by itself creates a +38 stun on CH or in a stun (without SE). When you use 214P before the attack, the 3P follow up hits the opponent exactly on the second active frame, turning the +38 into a +39 and making the 2nd P of 3PP unholdable. There's the problem with that, though, and you will notice it if you set the CPU to use 214P 3PP against you. The first 3P has about a 50% rate of whiffing at the extended distance Christie is at after 214P, and if it whiffs while your opponent tries to hold a mid punch, the hold will be buffered during his/her initial hitstun and come out... right when the second P of 3PP would connect
Sorry for the confusion! If you meant something else, then by all means correct me.
I wouldn't try it after 214p, it only stuns with +25 w/o SEing which gives an opponent plenty of time to react to the 37i it takes to use her Shutai throw after 3p+k. A safer stun to use that throw after would be 7p or 4k on CH. Also, after using her 7k backflip to knockdown, you can roll under a mid wakeup kick, but this one is reeally risky.So any tips on baiting to get her 3p+k throw. I usually do it after 2 situations. 1. after I've got them blocking or just plain afraid to attack. 2. or when they are near a wall after a force tech with her 1g+k p combo. I know I run the risk of being low thrown but I try my best to actually use all of her moves to the fullest. Could I do it after her 214p, would that be safer?
With correct timing, yes. Too early and she'll eat a counter hit stun. Too late and the opponent can easily see the attack coming and block/counter. It's awesome if you time it right, though.Is Christie completely wake-up kick safe with?
So any tips on baiting to get her 3p+k throw. I usually do it after 2 situations. 1. after I've got them blocking or just plain afraid to attack. 2. or when they are near a wall after a force tech with her 1g+k p combo. I know I run the risk of being low thrown but I try my best to actually use all of her moves to the fullest. Could I do it after her 214p, would that be safer?
...which is such a shame, as the Shutai throw is just short of offering something truly amazing. If only it were an OH, didn't space Christie from her opponent after the throw as much, was slightly more advantageous than +21, or even less unsafe...Throw isnt worth the risk a lot of the time. Its worth it in low force tech setup establishments example is from low launch 2pp,6k jak, 2k. If you establish they are teching immediately to avoid force tech, instead of eating the -1 to -3 then cancel jack into 44throw/p. The throw itself rewards are good, standing reset leaving at +21 and 50 damage but its just too easy to identify a lot of the time.
It's been kinda jumping back and forth. Last thing mentioned was Gigaphenix asking about the Shutai throw (3p+k in specific) and how to bait it.This conversation's over my head.
What are we talking about? Gimme a recap.