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K (→Okizeme) |
K (→Strategy) |
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== Strategy == | == Strategy == | ||
*2D is a great poke and should always be canceled into 214P or 214/236K. | *2D is a great poke and should always be canceled into 214P or 214/236K. | ||
*j.B | *j.A and j.B are excellent Air-to-Airs and also work as jump-ins. On whiff, you can use an immediate 214K to escape. | ||
*To avoid saving shift on a stunned opponent, use 214[P] > 6P for the uppercut > 236B... | *To avoid saving shift on a stunned opponent, use 214[P] > 6P for the uppercut > 236B... | ||
=== Okizeme=== | === Okizeme=== | ||
*Meaty 2D>214P sway: safe against reversals due to the whiff cancel. | *Meaty max range 2D>214P sway: safe against some reversals due to the whiff cancel. | ||
*Midscreen Combo into [4],6A, hyperhop delay j.D,\/, dash, then 5C(c) left/right of the opponent (unsafe vs Reversals & Rolls also work against it). The BZR-version below is generally better. | *Midscreen Combo into [4],6A, hyperhop delay j.D,\/, dash, then 5C(c) left/right of the opponent (unsafe vs Reversals & Rolls also work against it). The BZR-version below is generally better. | ||
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