Taking your percentages!

Discussion in 'Junky's Jungle' started by Blondie, Nov 3, 2002.

  1. Shadowdean

    Shadowdean Well-Known Member

    Throw escape, kick wolf in the nuts..then laugh like hell.....well, the 2nd two actions are not nessisairy.
     
  2. CreeD

    CreeD Well-Known Member

    glad you like the thread, I thought it'd died /versus/images/icons/smile.gif

    I struggle on the stick and as soon as I am able to move, I generally do a turn towards high punch. This will stuff any attempts wolf makes for a back throw, and may interrupt him if he tries a slow attack like a knee or short shoulder. If you DON'T attack, wolf can and will back throw you (or if you struggle and tap guard, you'll turn around and eat a regular throw).

    If you attack with anything stronger than a punch, you're risking trouble... backturned d+K (sweep) tends to be slow and low-throwable if blocked. For some characters, a turn towards high kick is better because it's their fastest attack. Shun di, lau, and lion have backturned high kicks that are actually faster than the fastest punches in the game. If you're going to gamble by smacking wolf with a fast attack, it might as well be a rewarding one that does some decent damage and knocks down.
     
  3. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    I will try to experiment with what you told me (especially Lion TT kick).
    My first reaction was to block low in order to:
    - block d/f +P+K ( used quite often)
    -Escape High throws
    -Reduce the damage of a possible knee combo as I will not float as much as someone standing

    BUT I found that with this solution I often get caught by a frankeinsteiner (due to the time it takes to turn and crouch ?). So I'm searching for another one I'll experiment with yours in traning.
     
  4. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    I have experimented a few things in training,with Lion, especially the Knee/Frankensteiner gessing game

    After the double claw if wolf goes directly for a knee (without dash) sometimes it misses (stance ?) thus even if you crouch (even backturned) you 're safe. /versus/images/icons/tongue.gif


    If the he dashes and goes for knee you can struggle and interupt with a TT punch but not a TT kick or you would be MCed (AFAIK). /versus/images/icons/crazy.gif
    (You have to be cautious here because the "struggle time" is very short so don't struggle too long or else you will turn around and execute a standard P or K which would probably be MCed.)


    However the TT kick alows you to interrupt a Frankeinsteiner for a easy b,f+P+K,P,P afterwards, so it's kindah interessting to discourage your opponent. /versus/images/icons/smirk.gif


    So all in all my options here would be to alternate between:
    -Struggle just a bit into a TT punch (or kick if you feel confident).So you cant interrupt knee, throw, catchtrow, lowthrow. In this case you are open to a commonly used d/f+P+K, and perhaps a well timed b,f+P+K (it goes under punches if timed correctly ).

    - struggle just a bit and guard low, in order to avoid high throw,catch throw,d/f+P+K and to reduce the height of a knee float combo. In this case your enemy is low throw which are quite painful, but not many people goes directly into low throw the first time so you should abuse this option until your opponent proves he is clever enough to low throw you. Here again u have to be cautious with the struggle time if you mash the stick for too long your character will probably turn around THEN crouch which would result into a successful Frankensteiner for wolf (that's what I had problem with in the first time /versus/images/icons/crazy.gif )

    Forgive my poor english
     
  5. CreeD

    CreeD Well-Known Member

    Hi again french akira =P

    If wolf does a knee right away after the double claw, it always misses. Lion is too far away. Stance doesn't matter, because after the double claw, you're always in the same stance. So TT kick will win. But...TT kick will lose if wolf does b,f+P+K immediately.
    ---

    I think I've found the best solution vs. wolf's double claw pickup. If lion struggles and does [8][P][K] against wolf, then wolf's knee, shoulder ram, dash knee, and throw attempts will all miss. In fact I cannot find a single attack that will hit lion out of the u+P+K, and I cannot find a way to punish him afterwards... even when I know it's coming. Lion is just too far away. So from now on, I'm always going to use u+P+K after the double claw.

    Against jeffry it's a little different. If jeffry does his pickup and then a fast [3][K], it beats u+P+K. Jeffry's f,f+P,P can also hit here if lion tries to do anything but guard (u+P+K avoids the first hit, but not the second). So against jeffry's pickup you must guess between struggle and guard or struggle and TT K to beat a throw.

    Jeffry's db+P+G is the same way, but not quite as strong. u+P+K avoids jeffry's df+K. It loses to jeffry's f,f+P,P (second hit only). So against jeffry's db+P+G, I think it's best to use u+P+K and risk the small damage.
     
  6. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    Thanks for the info Creed, I don't know why I didn't think about it earlier. Moreover after a sucessfull fade-away [8][P][K] I suppose you have a oportunity for the TT kick if wolf missed his Knee or [4][6][P][K]

    So it's kindah a great options thank you. /versus/images/icons/laugh.gif
    However, other characters aren't got this kind of fade away move, so what would you do if you were playing Akira for example.
     
  7. CreeD

    CreeD Well-Known Member

    My first thought was akira's knee, but after some practice I think I've found a good option for everybody:

    Struggle, then press and hold [9_][P]. This will always avoid a knee, b,f+P+K, or any other slow attack... even if wolf dashes first. It also avoids long range moves like b,f+P or uf+K... again even if wolf dashes first.

    It's not perfect though, wolf can dash and do a quick b+P or f+P+K to knock you out of the air and get a guaranteed u+P (45 pts damage). In Evo, you can tech roll after the b+P or f+P+K, but it's probably difficult.
    My strategy would be to use UF+P until the opponent proves they know how to stop it... then switch to using a backturned attack to hit them when they try [f,f --> b+P].

    When I play wolf I just take the u+P pounce instead of that pickup :p

    PS: I think everyone might have some pretty good fade-away attacks like lion's u+P+K. By accident I found wolf's uf+P will avoid the other wolf doing [pickup -> dash -> b+P]. I also found lau's uf+K will avoid basically everything wolf can try... maybe wolf can run for a while and grab lau at the end of the uf+K, but I don't think anything is guaranteed (so far).
     
  8. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    Great /versus/images/icons/cool.gif moreover the hop kick would probably go over a [4][3]+[P][K] for a stylish escape /versus/images/icons/blush.gif
    I'll try it in training.
    Thanks
     
  9. OffBrandNinja

    OffBrandNinja Well-Known Member

    I was reading back in the threads and came across the old gem, so I decided to make an attempt to resurrect it.

    So, defensive follow-ups for:

    <font color="yellow"> Character: Sarah </font>

    <font color="yellow"> Situation: Entry into Flamingo that gives her small-medium frame advantage </font>
     
  10. Oioron

    Oioron Well-Known Member Gold Supporter

    I would do Lion's meteor punch which will sabaki some (if not most) of Sarah's Falmingo followups. To be safe, I do [4][P]+[K]+[G].
     

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