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Vale Tudo With Vanessa

Vale Tudo with Vanessa

Strategy

Defensive Style:

Description of playstyle from Kaibutsu - Rather than trying to force a nitaku guess in DS you should concentrate on lows, fighting at distance, and string attacks. Chipping away at your opponent is the better approach when in DS. Use your sabaki moves to turn the opponent's offense against them and break them down. Of course this method has its risks and isn't so great for dealing damage quickly so switching to OS when the situation calls for a different approach is advisable.

Sabaki throws with 3P+K

Sabaki high/mid punches and elbows with 46K > P. This frame traps and also leaves you at +4 frame advantage, so you get a strike/throw 50/50 afterwards. Seems 3P+K is a good followup for this.

Sabaki mid/high kicks and knees with 46P+K and then you get the followup combo of 6PKK if you parried an attack.

Sabaki 2P and crush highs with 1P

Your preferred throws are 41236P+G, 63214P+G, and P+G

41236P+G gives more damage, but 6P+G gives a better knockdown and you can follow up with 3K OTG

Generally safer to enter intercept with 9K+G than 3K+G since you're at more frame advantage

6K leads into a catch grab on counter hit, so buffer P+G whenever you use it.

After a 2K+G sweep, if you hold guard, it's a built in fuzzy guard that defends against throws

If you read a sidestep and use K+G to catch it, 2P is guaranteed.

66K tracks, is safe on block, and knocks down on both normal and counter hit.

P delayed P string to beat fuzzy guard and get a stagger

Down throw to beat fuzzy guard

Can use DS 3K > 44 to stay safe and whiff punish with P > K for damage or 4P+K for better frame advantage. Can also set up 4P this way for frame advantage on block, though it’s a bit slow.

Can use 5KK round start since the second hit can't be evaded. This leads to a side turn and then you can go for a CH 4P+K > 6PKK on hit or P into throw if you think they’ll respect you and block. If they start trying to duck the second K, go for low throw.

After a 2K+G, you’re at frame disadvantage, but the opponent will likely try to 2P if they think you’re going to continue with lows, so you can trap with 1P after this.

If you have the opponent near the wall and read them attempting to evade for better positioning, use a circular move to catch them. 66K for guaranteed damage, as you get the guaranteed follow up of 4P after the wall splat. K+G is usable as well for pressure and keeping the opponent standing. If you’re on a low fence or open stage, 66K is probably the best option since it will knock them out of the ring.

Can use 3K+G > P+G for nitaku with a mid after a successful 5P hit. This works on normal hit and also gives you a guaranteed side switch, so may be useful if you’re stuck next to a wall.

If your back is to the wall, you can use 44P+G to get better positioning into a wall stagger.

During a side turn, such as from K+G, 3K will side-crumple most moves and will allow you to go for a 6PKK followup

From up close, you can get 2 successful repetitions of Intercept K before you get too far from the opponent.

3P is +1 on block, so you can loop it into itself for block pressure that has to be crouched, which can set up a mid.

After using 3P to interrupt strings that are normally not interruptible, can fish for a counter hit with 4P+K.

If the opponent fails to react to a charged 3K, you get a stagger on block into a guaranteed 6PKK if they don’t break the stagger in time.

DS 1P+K leaves you at -1 and +2 on normal hit, so you can mash P afterwards to get WS P and interrupt some moves into a stagger. Sort of risky if they use a fast move.

Use 66PP and 2K+G to blow up fuzzy defense.

Intercept K can be cancelled with a P+K+G roll on hit, block, or whiff.

In Intercept position, instead of always mashing K after scoring a single hit, use P+K to parry low 2P attacks and get frame advantage. You get a throw attempt after this. If they used a low K instead, you get a guaranteed 3P+K

Don’t attempt 63214P+G near a ledge or else you’ll fall off.

CH 6P is +5, so you can attempt a throw afterwards.

Trap opponents with 6P > 3K string and if they press a button and get CH by 3K, input P+G for grab follow-up. Just buffer the P+G anyway since nothing comes out on whiff.

Start using 2K > throw once opponents start blocking 2K > 5P launch

46K > P is +4 on block, so can frame trap into 6K afterwards

After a successful autoparry, can just throw out a 66K and it will probably catch the opponent.

After P+K > P hits, you are +2, so you can either go for a throw or attempt a 5P.

Can theoretically loop DS Wall 66P+G if you start doing the throw after they’re staggered, at least until the opponent figures out the break.

Backdash and whiff punish 2P with DS 4P
If you read a wakeup kick, you can backdash, then whiff punish with 66K
1K+G puts you at frame advantage on hit, unlike many lows, so try using this more to throw off opponents
DS has no real mid launcher, so use 3K+G > P+G as the replacement for this.
DS 6P > 3K string frame traps and puts you at enough advantage on counter hit for dash up throw attempt. You can just freely throw it out since the opponent can’t push the blocked 6P.
Instead of always just fishing for wall setups after DS 44K backturn, can use backturned 1/2/3P for a sabaki similar to 1P.
DS 4P can be used to meaty hit both mid and low wakeup kick with good timing.
DS 6P+G throw okizeme frame kill setup: 6P+G > 6P (whiff) > 4P
DS 41236P+G throw okizeme frame kill setup: 41236P+G > 66 > 4P
DS 1P is -8 on block, so if it’s blocked, don’t try to force another Sabaki, just defend.
Can deal with 2P mash in DS with guarding, then doing 2P > WS P for a stagger.
Can punish blocked 2P in DS with low throw if you think they aren’t going to mash out another 2P.

Offensive Style:

Your best moves for attacking from range are 9P, 66K+G, and 4K

Can use a delayed 9K to launch opponent after they fail an evade

After a minor disadvantage (-9 or less), can use 9K as a gamble to punish both throw attempts and slower punishes that assume you will be guarding.

After you get a wall stagger, you can go for a catch throw if you think the opponent is going to break out too fast to get hit with your wall combo.

Use 66K+G to catch backdashes or cause wall splats.

If you don't have time for K+G, 66K > K also yields a side turn.

CH K+G > PPK is guaranteed, then you can get 2KPK afterwards if they don’t tech. Even if blocked, you can use PP for pressure, though the K is unsafe and only good for frame trapping.

Side hit 66K+G should be lead into with an evade before it, this will give you better positioning and then the 66 cancels a potential failed evade.

Can use PPPP on side hit for +3 on block. Once you've conditioned the opponent to block when side turned, throw out a 66P+G.

After a wall stagger, can either go for a strike or 66P+G timed to them getting out of the stagger.

If your Takedown followup is broken, you can gamble on a 9K to punish certain moves despite being at -3 because of the range of said move. You are slightly further away if neutral P+G is broken, so it requires them to walk forward a bit to connect. Possible, but has a bigger risk of whiffing than if 4P+G or 6P+G are broken. It’s safer to just 44K+G in those situations if you think the opponent will use a fast move to attempt a punish.

After takedown 6P+G, the opponent is left at roughly a 45 degree angle counter-clockwise (left turn). After takedown 5P+G, the opponent is left at roughly a 45 degree angle clockwise (right turn. After takedown 4P+G, the opponent is left at roughly a 45 degree angle clockwise (right turn) and you also switch sides if done near a wall.
Since only one type of normal throw exists when you are on the opponent’s side, using the 66P+G catch throw in those situations could be favorable if they respect the fact that you could pressure them and are reading a strike that they plan on guarding instead of trying to mash out of a potential normal throw attempt.

If the opponent fails to react to a charged 41236P, you get a stagger on block into a guaranteed 9K launcher if they don’t break the stagger in time.

Use 9P, 5P > 3P, 2K+G, 66P+G, and 236K to blow up fuzzy defense.

It’s generally better to use P > K instead of mashing PPP since it leaves you at frame advantage on hit.

You can punish side steps with 2K+G and buffer P+G during it (on hit) since on CH, it leads into takedown.

You can bait the opponent’s forward movement with a backdash, then use 66P+G to grab them before they can do anything.

OS 66P+G rings out. Doesn’t seem like it will cause you to fall out before the opponent, either.

Don’t attempt 41236P+G near a ledge or else you’ll fall out. Use 46P+G instead if you need a 6 break near a ledge.

Start using Fake lancer (66K ~ 6P+G) to mix people up instead of always going for 66K > P or K

If you block a wakeup kick in OS, you can attempt a raw 66P+G since the opponent is probably blocking now.

K > P > 4P > 6P+G is a safer setup to takedown that leaves you at frame advantage, but you can’t use Intruder Step P or K from it.

After Intruder Step > P or K is blocked, you can 2P to counter hit the opponent

Blocked Intruder Step P/K > leads to a 50/50 of sorts. If the opponent does a 5P starter to punish, you can go through it with 2P. If they use a 2P to punish, you can go through it with 9P.

P+K > P is +1 on NH if the opponent is standing, but +6 if they crouch, so you can get a 66K > P afterwards.

Stagger > dash up 63214P+G instead of 66P+G does a little more damage, but risks two breaks instead of a guaranteed takedown.

Have to gamble on 4P and 5K for tracking on either side. 5K tracks the same side as the forward foot and 4P tracks to the opposite side of the forward foot. 4P also switches your foot orientation.

66K is an i16 move, so you can use it after a successful evade.

After blocked OS 9P, get guaranteed 2P on all characters and even guaranteed 6P on all non-11f characters, which you can combo with 6P > K > 2KPK.

If OS 66KP hits, you’re at +3, so you can setplay into 6P

After blocked OS K+G, have enough frame advantage for a K > P > IS attempt.

After a successful OS K+G or 66KK, you are at big frame advantage and the opponent is sideturned, so you get a free 9K/Throw attempt. Even if they block 9K, they can’t punish it.

OS 2KP > 6 IS is another mixup option you have to make lows more dangerous and to force more IS entries.

OS 46K > CH confirm into 6P+G functions like DS 6K > P+G. Best setup I can find for this is to use after a stagger, such as after rolling kick.
Can immediately sidestep into 66P+G Lancer after failed evade
OS P+K mid hit check into K followup, > 2KPK
After conditioning the opponent with 66K > P/K, start using 66K > 6P+G fake lancer to fake them out.
After conditioning the opponent to 2KPK, start using 2KP > Intruder Step
OS jump descent K is -5 on block, so attacking after it is risky. Can 9P to stop 2P or 2P to stop 5P, but both of those risk getting counter hit.
Can preemptively stop 2P in OS with 5P > G > 6P. (Don’t have to actually hold G, can just delay 6P)

Applies to both styles:

Use 44K+G > 2 more to switch stance and create distance

Wait until very last minute to switch stances before round start to give the opponent less time to process the action

Even if a side throw is broken, Vanessa is left at +2 advantage and can continue pressuring the opponent. Will generally want to use DS 4P+K or OS 6P+K

After instilling fear in the opponent with jumping 50/50s, start using empty jump throw/mids since they will likely be worrying about the high/low instead of a throw.

You are at -6 after a throw is broken, so don’t mash, just block. Side throw breaks leave you at +2.

When at frame advantage, attempt to prevent interruptions instead of always going for trades and use moves that are under the frame value instead of equal, e.g., if I am +4, use a 14f mid since no 10f moves can interrupt me that way.

Use PKG after falling to get up faster, just tapping G does not work.

Don’t need fully charged 44K+G to combo, can just do the regular one. Use it to catch wakeup kicks. It even works after you do a down attack, as you’re spaced just close enough to whiff punish the kick. Just react to their wakeup animation and then input it like every other wakeup punish.

Sidestep 3K hit followup is 66K in DS and 66KK in OS

Don’t hesitate. After successfully blocking a strike, don’t forget to start attacking again if you don’t think it’s a frame trap string. If they’re just sitting there, there was no such string and you just gave up your turn. Low strikes tend to be minus, so you can attack after these.

After a successful sidestep, use DS/OS 3K as your strike option instead of 5P since nothing is fast enough to stop it and it hits mid. Buffer said strike/throw during the side step.

By entering a throw escape command during the recovery time, then pressing and holding G, you can have both commands active to block a striking attack, or escape a throw. But in most cases, you can only escape throws performed while you are still recovering.

When a counter hit occurs, not only is there a sound effect, but a yellow flash occurs, so be on the lookout for this.

For guard/throw OS to work, it’s better to hold G (and the direction), then also hold P later, don’t just tap it or mash it, have to keep holding it to keep it effective since the break occurs later in the animation.



Okizeme

Defensive Style:

6P+K+G, 66K, and 1P+K will catch most options on wakeup, but you may need to do a backwards jump or a backdash for proper spacing first.

You can grab tech rolling opponents with 2P+G if you're close enough while they roll, but the timing is tight, have to do it after the roll once they start rising from the ground.

If the opponent lands in the face up, head towards position, such as after 63214P+G, you can 46P+K Sabaki their wakeup mid kick and follow up with 6PKK

Can go under mid wakeup kicks with 1K+G. Can go over low wakeup kicks with 9K+G

Meaty 4P can catch mid-kicks.

DS 6P+G allows 8P followup

Offensive style:

Can crush most wakeup attacks, both mid and low with 9K, but it’s a big risk due to being unsafe.

Can counter a wakeup low kick with 7G > K for a stagger.

Knock down > empty jump > OS rolling K

Catch back rolls with 66K+G

66P is good near a wall since it leads to a wall stagger, which can be followed up with a combo.

If the opponent does a wakeup kick after a back roll and you’re close to them when it occurs, you get a guaranteed OS 6P+K punish into KPP

After an ukemi, catch the opponent with the nitaku of either 66K+G or 66P+G.

Quickly enter Intruder step with 4K > 6. This can be used to make ukemi catches harder to react to. It also has less startup time and gives less frame disadvantage after the dash than K > P > Intruder Step in general.




Applies to both styles:

Your general way to bait and punish telegraphed wakeup kicks is 44K+G, or 444K+G for opponents with longer limbs that you need to backdash away from to not get clipped.

Rising attacks done after the opponent does a back roll are -15, so you can land a big punish such as a guaranteed throw attempt.



General System Info

Only KO hit breaks breakable walls

Throw breaks are based on your side. e.g., you input them based on what the input would be on your side. So if you think the opponent did a forward throw, you also input your own forward throw to break it.

Side throws are broken to the direction where the opponent is approaching you from. If they’re on your character’s left side, you use 4P+G. For the right side, 6P+G.

When recovering with a side tech roll, press G after getting up to avoid having the opponent auto track you from a held G press before you rise.

Can crouch dash by holding down and just tapping the right button while not letting go of down. Can do this to get an easy crouch dash > G after a side step.

Can hold G, then press P while still holding in order to break throws while also being safe from strikes.

You can press G to clear the buffer, so this is a simple way to frame trap the opponent with P > G > P strings that are plus on block and loop into themselves, which have to be crouched to avoid. Can do P > G > 2P from this to stop them from trying to mash out that way as well.

Evade while holding G, then tap P to block followup attacks while also potentially breaking throws.

Execution

Input OS walking 6K as 236K to buffer it and make sure you always get the right move.

Hold G, then start holding down P later to get both a guard and throw break

Optimal stagger recovery: Rapidly press the 4, 2, and 6 buttons. Pressing P and K or the 8 button are extra effort for no reward. Only pressing 4 and 6 gives you a slower recovery.

To get an easy DS WS P, just hold down 2 and tap 66, which gives you 33. You will never miss WS P if you use this input, then release the movement buttons and press P.

Can hold a direction preemptively and then mash PKG for the tech to happen as fast as possible.

Combos

Defensive Style:

Basic punish is 5P > 5K

6P+K+G launch combo > 6P+K+G > 6P+K+G > P > G > 6PKK. Drops on heavier characters, so on them, just use P > G > PPK as the ender.

6P > 3K (CH) into slightly delayed P+G. Input the throw all the time since you won't get a whiff anyway

3P+K > 2P+K > 6PKK (69 DMG)

Intrude Hook starter: 2/8G > evading P (CH) > 6PKK

Charged kick combo (DS): 44G+K > 2P > 5KK

1P+K to set up WS P, or if it counter hit, 1P+K > 2P > 5KK

Can also setup WS P with 2K+G

While Standing P setup: 5P > 33P (this will interrupt anything the opponent does). If the opponent doesn't stagger break, you get the combo of 5K > 5PP > 5K

P or 4P > 4P+K for easy setup of CH launch into 6P > K > K

DS charge kick combo: 44K+G > 6PKK (only works on Taka if you have a full charge)

Charged Kick setplay: blocked 44G+K (max charge) stagger > 6P+K+G > P > 2P+K > 2KPK

Wall Intercept combo: Intercept K > 2K > P+G

Intercept setplay: Intercept K > 6P+K+G > Throw. Near a wall, you get more damage from just Intercept K stagger > KK or K > 2K > P+G, but you can roll after the former for better positioning. The roll itself is unsafe, but may surprise opponents.

i17 punish: 3P+K > 2P+K > 6P > K > K. Get more damage with 3P+K > 2P+K > 4P+K > PPK, but requires a very fast input of the PPK.

Frame trap setplay: P > G > 3P > throw

CH 1P+K > 2P > K > K

Not enough time after DS 66P+G at wall to set up wall splat combo, even if the opponent doesn’t use stagger recovery, so just follow it up by mashing 6P+G for knockdown that leaves them in the corner

Wall CH 4P+K starter: CH 4P+K > K > 2P+K > 6P > 3K > 4P

General DS Wall Stagger combo recipe: 44P+G with back to the wall, 3K, 2K+G, or 4P for stagger, then 3P+K > 2P+K > 4P+K > 6P > 3K > KK. Might drop on heavier characters, so omit the 6P > 3K on them.

Wall kick combo: (66K to turn around) Facing Wall 6P+K+G > 6PKK

If the opponent is too far from you after 44P+G into wall stagger for 3P+K, use 3K > dash in PPK to still get damage.

Setplay DS 9K+G knockdown > immediate 6PKG roll forward > slightly delayed low throw to catch side tech.

+6 to +9 launch from DS: WS P > WS P > 6PPK (can also just follow up the first WS P with 5K > 5PPK, which is a bit easier) Mid launcher, but input can be awkward.

Alternative +6 to +9 launch from DS: 3P+K > 2P+K > 4P+K > KK (just use 6PKK after 2P+K on Taka, use 6PKK ender instead of KK on light characters) This is a high, so it can be ducked.

Additional +6 to +9 option form DS: 6K (ch) > P+G arm lock

Counter Hit Heavy Hook combo: P+K > P (CH) > 2P+K > 4P+K > KK (do 2P+K > 6PKK Taka.)

Parrying Combination setplay: DS 46K > P > 3P+K or (6K > P+G)

DS 2K > P combo: 2K > P > 6P > 3K

Setplay: DS 4P > 66K/6K mixup. If the 6K counter hits, you get your throw combo into arm hold afterwards.

CH WS P confirm: WS P (stagger) > WS P > P > 4P+K > KK

After DS Punch autoparry, you have enough frame advantage to attempt a CH 4P+K launch > 6PKK

Setplay: DS blocked 4P > 66K > K > 2P+K > 6P > 3K > P+K > P > 3K

Wall setplay: DS 22P+G wall stagger > blocked 66K+G > 46K > P > PPK > 1K+G > throw

DS 2K > P is a true combo on counter hit but not on normal hit. Follow up successful hit with P > 6P > 3K.

Setplay: DS 46K > P allows for followup of P+K or 6P on 12f characters or 6K on 11f characters.
Punish Jacky’s 7K flip kick with DS 6K+G > PPK


Offensive Style:

Basic launcher combo: 9K > P > 2P+K > KPK (2KPK seems a bit more stable)

9P starter: 9P > P > 2P+K > KPK

Mid-weight launcher combo: 9K > K > P > Intruder Step K > 4P+K

Charged Kick setplay: 44K+G stagger > 9K if you think they can’t break free, 66P+G otherwise.

2P bait into punish: OS 3K (> G to clear input buffer) > CH 7P > P > 2P+K > K > P > K

Alternate 2P crush: 5P > 3P > 6P > P > K

After blocked OS 9P, use throw or 6P+K (CH) > KPK

Intruder Step > P > 2KPK

Intruder Step K/Empty jump K > stagger > 2P+K > 6P+K > 2KPK (apparently techable). Can alternatively just throw after the stagger or even 4K > 6P+G if you think they are good at breaking staggers.

Safer takedown setup: 5P > K (kara) > 6P+G. Input the 6P+G right after inputting the K so it won’t come out and feints the opponent into continuing to block.

Intruder step setup from low: 2K > P > 6 > P+G or (P > 2K > P > K)

Intruder Step K starter: 9P > P > 2P+K > KPK if you think they won’t stagger break. 66P+G catch throw if you think they will.

Corner carry/ring out setplay: K+G > K > P > Intruder Step K stagger > 9P > P > 2P+K > KPK

General OS Wall Stagger Combo Recipe: after 66P (faster mid), 4K (slower mid), or 2K+G (low), use 9K (Faster, unsafe) or 66K+G (Slower, safe) > 3P > 1K+G > P+K > K > 66KK. Connects far easier with 66K+G, so probably better to just use that.

After 66P, you get a wall stagger into 9K > 1K+G > P+K > K > 66KK

P+K > K wall slump > 2KPK

3K gives a crumple on side CH, which leads into 2P+K > 2KPK, so don’t be afraid to throw this out after a successful CH K+G

Side hit 66K+G will crumple on normal hit and leads the combo of 66K+G > 66 > 2P+K > 2KPK

Charge kick combo: 44K+G > 3KPK (only works on Taka if you have a full charge). Get more damage with 2P > 2P+K > 2KPK, feels a bit less consistent.

Intruder Step Explosion Hook combo: Intruder Step > P > 2P > 2P+K > 2KPK

CH launcher: 66K > 2KPK

3K+G > P+G works on normal hit, so set this up after using highs to hit the opponent and you read a crouch.

Knock out opponent near half fence with OS 9K > PPK

Intruder Step setplay: IS > K stagger > 9P for pressure/combo on hit or block, 66 > 9K for launch combo if you don’t think they will be able to break the stagger. If they seem good at stagger breaking, just use 9P since it’s +2 or go for a 66P+G. Even K+G could work depending on how wildly the opponent mashes their stagger since it will leave you at +4. If you think the opponent will break the stagger, 9K is still a high risk, high reward option that will potentially grant a counter hit combo if they try to press a button in that situation.

Arm hold setup: Blocked 4P or (P > G to clear buffer) > 6K > P+G. The 4P is +3 while P is only +2, so the latter is more risky unless you think they’ll use a mid instead of their own P. Does not work as well with characters that have a 5P faster than 12f, so not as effective Eileen, Pai, Lion, Kage, or Vanessa (3P is 10f).

PPK frame trap into launcher > 2KPK

Counter hit 9P combo: 9P (CH) > K > P > Intruder Step K > 3KK

Setplay into nitaku: Blocked 9P or 5P (both leave you at +2) > Throw or 6P+K CH > P > 6PPK. Doesn’t work on characters with moves faster than 12f.

OS 9G > P is Vanessa’s only plus on hit low in Offensive Style. Get the followup setplay of 6P+K or throw

(2P to set up) 236K (CH) > 1K+G > 5KPP (80 DMG)

9K > 5P > 2P+K > 3KK for characters above middle weight (70 DMG; start mashing 3k after the 2P+K and omit the P on Taka-Arashi)

9K > 5K > 5P > 6K > 3KK for characters middle weight and below (87 DMG)

2K+G into slightly delayed P+G to enter takedown from a low. Input the throw all the time since you won't get a whiff anyway

9P > 5P > 2P+K > 3KK for characters above lightweight (64 DMG; Start mashing 3KK after the 2P+K)

9P > 5K > 5P > 6K > 3KK on Eileen and El Blaze

5P > 3P (CH) > slightly delayed 2P > 2P+K > 3KK

66K (CH) > 5P > 6PPK (easier if you omit the 5P)

Setplay: Jump descent low P > 236K (CH) > 1K+G > 5KPP

44K+G starter: 2P > 2P+K > P > 66KP

Setplay: after takedown is broken, keep up offense with backdash > elbow 6P+K to punish whatever the opponent attempts to punish the break with.

6P+K starter (heavyweight): KPP or KPK vs Jeffry open

6P+K starter (lightweight): delayed P > 2P+K > 3P+K > K

9K starter (middleweights): K P > 6 > K > (3KK for damage, start buffering the direction before this) or (66K > P for better knockdown and a 3K attempt if they don’t tech for more damage)

66KP CH starter: 3KK

66KP Crouch Hit Stagger starter: KPP

Hunting Kick Counter Hit combo: CH 66KK > 6PPK.

Setplay: OS K+G blocked > P+K > K > 2KPK (not guaranteed). Use 66P on 11f characters. From there, 6P+K > KPK also works, but hits high. 66P may just be preferred for all characters since it offers +6 on counter hit and has better range. 6P is even better and doesn’t accidentally take extra frames on 11f characters.

Setplay: OS 9P > 6P (mid) or 6P+K (high). On CH, get a throw attempt after the former and a KPK combo with the latter. Can also just do a P or K followup after 6P, depending on if the result was hit or block. Use 2/5P on 11f characters. Tap G to make the followups connect a bit easier.

Higher damage launch combo for lighter characters: OS 9K > K > P > IS K > 2KPK

Setplay: OS K+G > PPK > 2KPK

OS 2KPK and 2KPP are true combos on counter hit, but not guaranteed on normal hit. The last K in KPK is a bit slower than the last P in KPP, but is a mid.

Taka specific launch combo: 9K > 6K+G > 66KP or FC 3KK

After hitting the opponent with OS 2KPK near the wall, you have enough time for a final 2K.

Sidestep catch setup: Blocked OS K+G > 2K+G to catch sidestep > P+G
Frame trap: Blocked OS K+G > 6P (works on both 11f and 12f characters since it’s i14)
Frame trap: Blocked OS 9P > 6P (Only works on 12f characters, have to use 5/2P vs 11f characters) > 2P+K if that hits on 12f characters, on 11f, use 4P+K
Punish Jacky’s 7K flip kick with OS 1K+G > 3KPK
Matchup specific stuff
Akira Yuki

Aoi Umenokouji

Can OS K+G through Aoi's PKG counter or just throw her out of it.

Brad Burns

When Brad ducks, don't mash buttons. He can P+K > P frame trap into uppercut launcher.

Eileen

El Blaze

Goh Hinogami

The best way to deal with Goh's Tsukami is to hold [G] which will always escape the neutral follow-up, and then enter either [4], [6], [2] or [8] such as to oppose the direction you think Goh will drag you. By combining the neutral + direction escape inputs, you have a 1 in 4 chance of success.

Jacky Bryant

Jacky’s Fire Darts (WR K+G) is a linear +6 on block EX High, so if you fail to side step it, duck it, or hit him during the startup, don’t press any buttons afterwards, or else you’ll be counter-hit.

Jean Kujo

Jeffry McWild

Kage Maru

When Kage enters the Jumonji stance, he autoparries single limb high attacks, but can use OS K+G to hit him out of it or just use mids/lows/throws.

Kage’s flip throw is a 6P+G break, so if the opponent likes doing this, start breaking like that.

Lau Chan

Lei Fei

Lei-Fei's Dokuritsu Shiki stance (stands high on one leg with hand above head) auto-parries highs, but can use OS K+G to hit him out of it or just use mids/lows/throws.

Lion Rafale

If you ever catch Lion backturned, just use 3P+K > 2P+K > 6PKK. If he’s crumpled, immediately go into 2P+K > 6PKK instead

Lion’s lunging mid punch moves like 66P and P > 6P are -8 and -13, so don’t be afraid to press a button after you block these.

Pai Chan

Sarah Bryant

Get a guaranteed throw punish after Sarah’s Rising Knee (WS K)

Shun Di

Shun can't be thrown while drinking, so just hit him.

Shun gets more options once he gets to 8 drinks, so avoid letting this happen.

When you see Shun do the throw where he spins around you and then drink at the end, it’s neutral. If the opponent uses this often, start using neutral breaks. The throw where he flips behind you is the forward break.

Taka Arashi

Vanessa Lewis
Intruder Step is minus, so when you see Vanessa do it in an attempt to mix you up, just punish it with DS/OS PK or even OS 9K

Wolf Hawkfield

Can mash to tech Wolf's giant swing and get up faster

Info that applies to multiple characters (CTRL+F “characters”)

Pasted: Nov 22, 2024, 10:49:41 pm
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