N8 DMN Posted September 24, 2013 Posted September 24, 2013 I face TE all the time...so I got a ton of combos that lead to his 1 hit corner throw: 0% meter PPKD >Enkasu - 61 PKPD >Enkasu - 62 PPSD >Enkasu - 65 KPKD >Enkasu - 65 throw combos in corner/ throw combos that push into corner: 25% meter- PKS >j.SH >kjFRC>D >Enkasu - 86 PKS >j.SH >kjFRC > air dash> PKD> Enkasu - 88 PKS >j.SH >kjFRC>HD> Enkasu- 91 KS >j.K >kjFRC >air dash> PKD> Enkasu - 81 KS >j.K >kjFRC >HD > Enkasu - 86 50% meter- SH >kjFRC > HD > land > jump > KS > j.K >kjFRC > air dash > KSD > Enkasu - 113 SH >kjFRC > HD > land > jump > SH > kjFRC > air dash > KSD > Enkasu - 117 combos from 6K> mist finer cancel> jump> 25% meter- SH >kjFRC > D > Enkasu - 122 50% meter- SH > kjFRC > HD > land > jump > KS > j.K > kjFRC > air dash > PKD > Enkasu - 178 enkasu coin combos in corner after lv2 mist finer (K), preferrably after knockdown mist 0% meter- coin > iad > KPD > Enkasu - 93 25% meter- similar combos just diff 1 hit endings coin > iad > KSD > land >jump > S > j.SH >kjFRC > D >Enkasu - 165 coin > iad > KSD > land >jump > S > j.SH >kjFRC >HD > Enkasu - 173 coin > iad > KSD > land >jump > S > j.SH >kjFRC > air dash > KSD > Enkasu - 173 random- 25% meter, can use midscreen push to corner- 5K(jump install)>5H > kjFRC > S > j.KSD > Enkasu -163 50% meter corner jump in combos, damage but not too practical j.H> kjFRC > D > land >jump >KS >j.K >kjFRC > air dash >PKD >Enkasu - 194 75% meter variation of above j.H >kjFRC >D >land >jump >SH>kjFRC >HD >land> jump >KS >j.K >kjFRC >air dash >PKD > Enkasu - 253 75% meter TK Ensenga >RC >air dash >KD>land >jump >KS >j.K >kjFRC >HD >Enkasu - 194
qwerty Posted April 11, 2014 Posted April 11, 2014 The good news about this matchup is that you now have actual answers to 2H. Gone are the days of counter mashing 2H! In block strings, you have a few options depending on your frame advantage, listed from safiest to riskiest: - Preemptive up coin (usually have to push him out with FD for this to work) - IB -> Mid MF - IB -> DBT -> DB At neutral as well as in your block strings, Mid MF will beat it clean so long as you aren't too close. Lastly, I discovered a pretty janky OS on accident awhile ago that beats 2H. The input is: [1]K -> S+H~5H If you time 2K to beat 2H, you get the cancel in to 2S 5H. If you time it too early, you get a Slashback and 5H counter hit.
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