Free Step Dodge

J.D.E.
J.D.E.
3P is a deep stun that conditions them in anyway that you choose. On maximum stun level, both P+K & 3P launches. 4P has 4PP & 4PK as follow ups. 4PK is a 1-guess situation & 4PP is a 2-guess situation setting up for a CB.
J.D.E.
J.D.E.
3PP & 6KK are natural combos. 6KK knocks them back & 3PP is +16. 66K is +12 on hit with SE & 66P is +14 with SE fastest. Those are all guaranteed.
KasumiLover
KasumiLover
Thank you!
Lulu
Lulu
Getting something really good requires an invisible barrier/wall. And you know those are hard to find..... luckily you don't have to find one..... you can create an invisible barrier by using a stage gimmick.
KasumiLover
KasumiLover
That's one thing I like about it. It wallsplats so you can activate a nearby danger zone, and it hard force techs
Lulu
Lulu
Well I was actually talking about using it after hurling your opponent into breakable object that triggers sit dow stuns. If there's a wall behind the object then you can get diffetent guarantees if you use ←H+K.
J.D.E.
J.D.E.
The thing is yeah 4H+K force techs, but you're also taking a risk by doing it. You're being punished if you whiff & the opponent techs you before it hits. Unless you see them grounded (not getting up), you're better off backing off so that you can think/feel out your opponent for your next attack
J.D.E.
J.D.E.
Or using 8P+K or 9P > 4P for wake up kicks. 4H+K should be used either only if they're grounded & not teching or after 9K by itself since 9K is hard for them to immediately tech in time to escape.
J.D.E.
J.D.E.
9K is hard to tech with 236T. 66K & 8P beats out low wake ups. 33K beats both mids & low wake ups but the timing is really strict in order for you to crush them. 66H+K also beats out mid WU. But it depends on how you want to approach the ground game.
Force_of_Nature
Force_of_Nature
66P & 66K are the only moves that are always guaranteed after 4H+K that can extend the stun making them general go-to follow-ups (66P is better). JDE gave solid suggestions. After a ceiling launch you can do 4H+K dash-in 33K for a good launch, but that setup is SE'able. In front of a corner, 33K is guaranteed after 4H+K.
J.D.E.
J.D.E.
P+K is 100% granted too if you don't trust 3P.
J.D.E.
J.D.E.
I personally wouldn't do 4H+K 33K with the ceiling because even though it's more damage, it's too risky. You get 9P4P as a launcher guaranteed, a PKK7K combo guaranteed, & a FS 4H+K that causes a high bounce of a launcher guaranteed. All of those options are better than going for that.
J.D.E.
J.D.E.
Sorry for the numerous post. I haven't been here in a while & there's no telling when I'll come back so I'm giving out as much as info as I can in order to help lol. PKK7K from the ceiling is a personal BNB to me because it's better with picking up breakable objects. 4H+K 33K is guaranteed with it & the damage adds up. But yeah. Sorry lol
Force_of_Nature
Force_of_Nature
It's cool dude. Yeah long time no see lol. After a ceiling hit 33K is the go to launcher anyway. 4H+K-66-33K is just for swag points if the opponent doesn't SE lol. You feel like such a boss too when you can get the right distance for 4H+K-33K to connect!
KasumiLover
KasumiLover
Just woke up to find all these useful ways to use 4H+K!
KasumiLover
KasumiLover
It's crazy how many of these moves are guaranteed...I'll probably use P+K over 6KK because I don't trust that on and off hitbox it has at the moment.
J.D.E.
J.D.E.
Here. This is a video of me finding Kasumi's vortex from the unholdable tech of 236T > 9K. Don't mind the failed attempts. It's a guaranteed thing. For heavy characters, you have to whiff 2 jabs & then use 4H+K because 9K won't work with them. They have to tech though. https://www.youtube.com/watch?v=EzXrzvUXokI It shows all of her options of 4H+K too. So it should help.
KasumiLover
KasumiLover
@J.D.E. I think the video is private.
J.D.E.
J.D.E.
I almost forgot. If they don't tech, then 4H+K is a guaranteed force tech.
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