cefrancis88 Posted October 22, 2008 Posted October 22, 2008 6K is very useful for pressure & covering ground. Also good for tick throws(frc).
4r5 Posted October 23, 2008 Posted October 23, 2008 6K is actually a pretty crummy for pressure and moving in. It's about as slow to hit as your 6HS, but without the range to keep you safe from retaliation. And if you're on that voice set that makes Johnny yell, it makes it even more reactable. Plain old dashing leaves you safer and with a wider set of options. But I do like that ROAR. 6K is more of a ground-to-air poke. There are times when people might misinterpret 6K as a dash-n-throw attempt, only to get hit out of their jump-escape.
cefrancis88 Posted October 23, 2008 Posted October 23, 2008 I didn't know that. Now that I think about it, from the videos I watch, they mostly use it for ground-to-air. I use 6K alot to try and mix-up my blockstrings/pressure approaches.
Ryujin Posted October 23, 2008 Posted October 23, 2008 Hey, when comboing 2D MC 5K5S does that work on everyone? Ill keep practing, but i almost feel like lvl 1 isnt enough. I saw that vid where the JO did 2D MC and like 5h 3 times, i was like Hax!!! Any mindgames I can play on someone waking up? I saw this vid with a low db frc but that vid got taken down or something.
4r5 Posted October 24, 2008 Posted October 24, 2008 I use to have a list for this, but I can't find it. The lighter characters, you can do something like 2D>MC1, 2P-c.S, or 2D>MC1, 2K-c.S. On counter-hit, the usual 2D>MC, K should work, might also work on a couple of the small chars too, non-CH. Though I'm not really sure this combo is worth doing at Lv1. To what end would this combo bring you? At Lv2 the combo can setup MF Loops or Mist+Lv2 setups, and it's easier to do. On heavier characters, I think maybe just Robo-Ky, you have to do something funny, like you do on light chars at Lv1. Something like, 2D>MC2, 2K-c.S. Then at Lv3, I think you can just do 2D>MC3, K on everyone. This is all just off the top of my head, by the way, if it wasn't already apparent. In the video you saw, I assume the JO player was baiting a throw, then countered the resulting HS (from whiffing the throw) with a tkDB. Or if he guessed wrong and there was no throw, the throw bait and counter setup now turns in to a mixup. As for mind games, it's just a matter of knowing what your opponent is going to do (whether from previous conditioning, reading tells, or habits, etc). Then letting him believe what he wants to do is the right thing to do. And then counter the thing he is about to do. If what you're actually asking for is for mixups. Throw a Coin, then either do tkEnsenga, or hit him low, or throw. For something that doesn't involve a Coin and isn't based around an incredibly punishable option, there's the tkDB you saw from the vid, which can also be used to bait, and counter, a throw. But does need 25% to make safe and produce any sort of reward. For something that isn't risky and doesn't use meter, there is the classic: stand at 5K range, then either 5K, or dash throw. Insert pause and/or stick wiggling for added yomi.
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