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h1gz

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  1. Actually I forgot to list a lot of things that I do, and tk cse was one of them, along with throwing out 5D mix ups during a normal cse, and just 2d, delay jump air dash into them while they're getting up instead of jumping over. I haven't tried the jc 7 before, so I'll try that, but I have a feeling that it's going to get stuffed a lot. Some of the guys I play with go to Evo for 3S and have stupid good reflexes (Lev is one of them), so I'm not sure how often it will work. Thx for input though!
  2. Been messing around with Ky lately, but I'm having trouble landing things. Getting the occasional knockdown isn't too hard to get, but after that what do I do? The people I play with usually block all of my mix ups and I've run out of ideas. Let me just list the mix ups I do and plz tell me if you have any suggestions! 1. (close) 2D, delay jump meaty j.s, land 5k, 5h, 236k or 2d (VT if close enough, char dependent) 2. (close) 2D, delay jump, 214D, throw 3. (close) 2D, delay jump, meaty j.s, jc j.s, j.h (only works if they block high. If no fuzzy guarding no work) 4. (close) 2d, delay jump, land 5k knockdown combo 5. (close) 2D, jump over j.k, IAD cross up j.s, 2D 6. (close) 2D, jump over j.k, IAD into them while getting up j.s, land into knockdown 7. (close) 2D, jump over j.k, land 5k into knockdown In case I get a 2 hit 236k or a far 2D I usually just jump in and try either #1, #3, or #4. I know that I have a little trouble timing the auto cross up guarding frames, but even when I know for a fact that I waited long enough they just block anyway. Also faust ducking messes up half of these wake ups because I am teh sux. I tried after a 2D, jump j.d, j.s or j.k but this has a really bad tendency to get backdashed. Any suggestions?
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