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VF5US Countermeasures - Shiwapon’s Video Series & Translations

Discussion in 'Dojo' started by Chanchai, Jun 11, 2022.

  1. Chanchai

    Chanchai Well-Known Member

    INTRODUCTION
    First of all, HUGE CREDITS TO SHIWAPON (FOR SHARING THEIR KNOWLEDGE AND PASSION FOR VF) AND @jimi Claymore (FOR TRANSLATING SO MUCH OF THIS AND ALSO SHARING THEIR PASSION FOR VF)! The credit for all of this being shared here, is with Shiwapon and Jimi Claymore. Also credit to @Tricky who provided a good place for the sharing of VF knowledge, away from a lot of the social noise—what I am sharing on VFDC here was able to be well organized because of the separate efforts by Shiwapon, Jimi Claymore, and Tricky Eileen. All I did here is try to put all of this in one convenient place on VFDC for the sake of public access to amazing VF content.

    Disclaimer: Not everything has been translated and it is possible I will put in the wrong video link (something not in the countermeasures series). Please feel free to point out at least the errors in linking and I will correct them.

    About this series: Shiwapon is one of the top VF players in the world and is one of the very best Pai players. Furthermore, Shiwapon has a reputation for amazing defensive skills and knowledge. In this series, Shiwapon has generously provided powerful cliffnotes on concepts and techniques to apply when fighting against each character in Virtua Fighter 5: Ultimate Showdown. The VF World is so lucky to have such a figure like Shiwapon and the English Speaking VF World is lucky to have these translations by @jimi Claymore!

    In this VFDC Thread I have compiled the videos, but also the translations.
    This post contains the list of Playlist and Videos in this series.
    The next 4 posts in this thread contains embedded videos and translations
    Part 1: Akira, Aoi, Brad, Eileen, El Blaze
    Part 2: Goh, Jacky, Jean, Jeffry, Kage
    Part 3: Lau, Lei Fei , Lion, Pai, Sarah
    Part 4: Shun, Taka, Vanessa OS (CIP), Vanessa DS (CIP), Wolf
    * (CIP) = Translation is Currently In Processing
    * (NT) = No Translation (Yet)


    Shiwapon’s Links
    Shiwapon Twitter: @Shiwaponkun
    Shiwapon YouTube: https://youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ


    INDEX OF VIDEOS
    Master Playlist: https://youtube.com/playlist?list=PL8Z5ETjhDEGWjI0RCAiD5fiY0YdWbLDVH
    Akira: https://www.youtube.com/watch?v=JwErxAV4Hlo
    Aoi: https://www.youtube.com/watch?v=oF0o1n79vK4
    Brad: https://www.youtube.com/watch?v=8lQ7Ty54PHY
    Eileen: https://www.youtube.com/watch?v=QlcusqtZyVI
    El Blaze: https://www.youtube.com/watch?v=J05zzpcVOLo
    Goh: https://www.youtube.com/watch?v=F46jeyNxmSk
    Jacky: https://www.youtube.com/watch?v=BftM4KWQ_IU
    Jean: https://www.youtube.com/watch?v=WP_LuudqU_8
    Jeffry: https://www.youtube.com/watch?v=o6C1F6my0QU
    Kage: https://www.youtube.com/watch?v=uAZjth4rERI
    Lau: https://www.youtube.com/watch?v=y8gT6AKk4H8
    Lei Fei: https://www.youtube.com/watch?v=5V91dhtdbm8
    Lion: https://www.youtube.com/watch?v=txTwq8rKruM
    Pai: https://www.youtube.com/watch?v=IjYEJw9uQb4
    Sarah: https://www.youtube.com/watch?v=GVa0G5kAcoA
    Shun: https://www.youtube.com/watch?v=1Hxgo2WyV84
    Taka: https://www.youtube.com/watch?v=aQfqILn2Yg4
    Vanessa (Offense Stance): https://www.youtube.com/watch?v=hqDGxEsm4e0
    Vanessa (Defense Stance): https://www.youtube.com/watch?v=m2maHZskn-M
    Wolf: https://www.youtube.com/watch?v=vVK2nXwk3Ho
    <<UNKNOWN VIDEO>>: https://www.youtu.be/WTQomgzNjWc

    TRANSLATION UPDATE LOG (Newest At Top)
    (April 13th, 2023) Lei Fei Translation by Jimi Claymore Added
    (June 16th, 2022) Sarah Translated by Jimi Claymore Added
    (June 16th, 2022) Lion Translated by Jimi Claymore Added
    (June 14th, 2022) Eileen Translation by Jimi Claymore Added
    (June 13th, 2022) Goh Translation by Jimi Claymore Added
    (June 12th, 2022) El Blaze Translation by Jimi Claymore Added
    (June 12th, 2022) Wolf Translation by Jimi Claymore Added
     
    Last edited: Jun 26, 2023
    Myke, SUGATA, TexasLion and 7 others like this.
  2. Chanchai

    Chanchai Well-Known Member

    AKIRA


    Translation by @jimi Claymore
    0:05 46P+K+G is a dangerous move that can put you in a side turned situation, usually you want to avoid Akira's stomach
    0:10 But if you do that you're going to get hit with 46P+K and 4P
    0:17 Close the wall he have an arsenal of moves to cover a lot of options and do good damage, included guarding opponents
    0:34 Don't forget his regular GB works better here too
    0:38 2_3P+K is a dangerous move that can go under some highs and mids (is frame and stance dependent) works better with weak attacks) you need to be careful with this
    0:47 Now let's see what happens when we try a better mid and a low attack
    0:53 Is easy for Akira to do this move after 2P so keep that in mind and don't try to P(or another high like this) too much
    0:57 Usually his GB beats fuzzy guard
    1:01 After the fuzzy guard you can try to duck this usually works
    1:02 Or you can try to evade after the Fuzzy this is valid too
    1:05 Check what is your opponent doing and try to evade in correspondence at his habits
    1:09 666P is a good rushing move, you need to pay attention if the Akira player can do this move without wasting frames because doing this makes this move really weak vs Backdash
    1:18 But your opponent can just delay his 666P in order to reach the backdash
    1:23 If you see this anti-backdash delay you should aim to ABEAR and get a counter hit
    1:27 You need to ask you this question, is this player able to do 666P fast after 2P or 6P?
    1:32 Be careful with movement because it can be easy to the Akira player get used to your habits and adjust his timing
    1:37 if you don't feel confident trying to attack you can always try to evade Akira attacks first (check what is your opponent doing first)
    1:45 You can get a Knee launcher punish if you evade 43P2or8 P or P+K
    1:56 Some Akira players can do 43P 2 or 8 and do a regular GB instead the stance moves (P or P+K)
    1:59 In this situation you can try to do ECD
    2:04 But if Akira tries this move on sideturned and you try to evade he gets a free stance P launcher



    AOI


    Translation by @jimi Claymore
    0:05 As a general rule 4K and 6P are her fastest half circular attacks, my recommendation is evade towards her back
    0:17 At middle range or the wall is better to evade towards her stomach
    0:27 A lot of her moves doesn't have good range, backdash can be really annoying for her
    0:41 But be careful and try to not abuse this because she still have some moves that can reach you even with the backdash
    0:45 Aoi have a lot of "Get out of jail free" moves in reverse nitaku, but every counter move has a weakness let's see
    0:48 This is her Tenchi i'nyou stance
    0:52 During this stance she can counter mid and high single limbs moves
    1:01 After the parry she can do PPK vs any move that is not a kick
    1:15 An old trick is trying to whiff an attack in order to bait you for a counter or trying the counter after a whiffed attack
    1:20 But Tenchi can't parry low attacks, if you do a low attack vs the stance is treated as a counter hit
    1:23 Tenchi can't parry double limbs attacks
    1:28 shoulder, head even belly attacks can beat Tenchi (don't use elbows or knees)
    1:37 Jump Attacks are good too
    1:40 With the exception of full circular single handed attacks can beat Tenchi
    1:49 4K+G can sabaki high and mid kicks
    2:00 You need to use Punch attacks and Lows vs that move
    2:14 43P is a really fast mid (13f) a double limbed attack that goes under highs
    2:18 She can use this move in order to deal with high strings (mid high, high high), or to interrupt slow moves that can beat Tenchi
    2:25 You can beat this move with a mid in advantage
    2:31 Lows can work too but be careful that the frame data is in you favor here
    2:32 if you think she is going to use that move you can evade and punish
    2:35 Again this move doesn't have a good reach, so backdash is a good idea too
    2:39 236P+K can sabaki high mid hand attacks
    2:42 So is better not try to use elbows that much vs Aoi
    2:45 You need to be extra careful with this move because the combo potential is really good near the wall
    2:53 With the exception of full circular single handed attacks, low, double limbed and kick attacks can beat this move
    3:07 Aoi Counters are really good
    3:09 Although is divided in 3 moves she can sabaki high, mid, and lows with his counters
    3:20 Others characters counter can't sabaki Full circulars or jump attacks but Aoi's counters can
    3:28 In order to beat this counter you need to do Low or high vs mid and so on
    3:36 Again, don't be afraid and try to throw that's is important too
    3:40 44P+K is a high move that pulls Aoi's Body back and is a combo starter
    3:44 It can beat short ranged moves
    3:47 And it can beat your moves if you delay your attacks too much
    3:50 The rule here is check the distance and do a long range move (usually she is going to try to do the move at a distance when a lot of your moves are going to whiff)
    3:55 66K is a jumping kick with really good reach
    3:58 If Aoi thinks you're going to use a low or throw for his Tenchi she can use this move to counter that
    4:03 Basically you can beat this move with highs and mids
    4:12 But if you block this kick you're-13 so just wait and punish is a good idea too
    4:15 2_3P is a move that can go under attacks
    4:18 if you get hit by it you can get a hit throw that switch places with you
    4:21 it can go under highs and some mids
    4:23 you can use mids(with better hitboxes) or lows in order to beat this attack
    4:31 But that move is -13f on block so wait and see is not a bad idea here
    4:34 If you Evade this move you can get a big launcher, so is better to try to evade if you know this move is coming
    4:37 This move have a good reach too so you can get caught if you try to backdash it
    4:40 Since this move switch positions, usually Aoi going to try it when she is near the wall or the edge of the stage
    4:43 And you can be in a really bad position it this move hits you (near the wall, edge of the stage)
    4:47 you can try to beat the 2_3P with a good mid, but keep in mind that Tenchi is also really dangerous here
    4:51 If you don't what to do you can step back, but keep in mind that is easy to get caught(because the 2_3P range)
    4:53 You can try Backdash and evade to avoid this
    4:56 Aoi can interrupt a lot of her moves (sometimes in middle of strings)
    4:58 After that she can use anothe special moves
    5:01 She can try to cancel her move in order to do a powerful throw
    5:05 If you think she is going to do that Try to do a counter hit launcher
    5:12 Of course she can just finish the string, getting hit is not that bad here
    5:14 Or she can interrupt and try to counter you (you need to be careful if your oponent is really good reading)
    5:20 Using low, high circulas is the easy way to attack here, just don't be too obvious (overdo this)
    5:24 Wait and see for attacks and counters is important, but keep in mind that Aoi can adjust timing in order to caught with a good launcher
    5:31 When in doubt, is better to not force yourself in trying to be offensive
    5:34 If the opponent likes to counter a lot it can be quite difficult to attack
    5:36 In this regard, even on advantage is a good idea trying to (evade for example) punish her reverse nitaku
    5:41 In case the Aoi player doesn't press buttons, like i said before you need to put special attention in your opponent's timing
    5:45 6Throw can move you in both directions, is easy for her to get ring outs and wall combos with this move
    5:59 Of course she can do the same with 2_3P or Tenchi
    6:06 Is really easy for her turn the tables with just a throw near the wall (2_3P or Tenchi) so be careful here
    6:15 you simply can cover a this doing a 6Throw escape
    6:18 4Throw can launch you behind, so try to avoid to be in the edge of the ring or near a wall as much as possible
    6:21 But if you get caught by 6Throw...
    6:25 You shake the stagger easily if you only duck (no press the guard button)



    BRAD

    Translation by @jimi Claymore
    0:05 Brad have a lot of circular attacks, and some of them are really good
    0:18 I recommend you to evade towards his back because 6_K and 1P can be really dangerous
    0:25 But you can get hit with 1K+G and 4PK
    0:30 Also, Brad have a lot of full circulars attacks too, so it can be hard to evade him
    0:40 he doesn't have too many tools to beat standing guard
    0:49 Most of brad moves doesn't have good range and good hitboxes, so you can exploit that with moves with evasive properties
    1:10 If you use this moves too much, Brad can start using 3P+K, 2_3P or lows more
    1:25 If he is doing that, you can evade (or wait) and try to punish
    1:36 you can try to guard too, you can get nitaku or punish
    1:51 Brad's nitaku consist in doing 6_K and throws, he can also try to use Lows sometimes
    2:05 You can try to crouch (and throw escape and crouch again), you have the chance to take less damage here
    2:21 In nitaku, he can use elbow and 2P+K to cover this option, so use this move with a lot of caution.
    2:36 Brad special characteristic is his stance, he can move wherever he wants after a specific move
    2:43 For example, Brad's 6P only have K (6PK) to follow but...
    2:48 From 6P he can go into stance and do another move
    2:51 Especially, slipping P+K this move is really fast and can interrupt a lot of moves
    2:56 If you think he is going into stance you can do 2P to stop him
    2:59 But keep in mind that Ducking K+G can beat this move and do a lot of damage
    3:01 You can stop this with P or another fast high, but you may be losing to double slipping here
    3:09 If you don't want to deal with the reverse nitaku, he can do Ducking P+G that's a catch throw
    3:13 In that case Let's do a P-mid string
    3:19 That means that even if the opponent changes his stance is going to get hit
    3:33 If your character doesn't have a P-mid string, you can do P and then wait, that is good too
    3:46 After the elbow (Brad's elbow), if Brad does slipping P+K you can beat this with a 14F elbow (you can also beat this with 15F moves than does more that 21 points of damage
    3:53 For 4PK you need a 13F move if you want to interrupt the slipping P+K
    4:02 Please note that after 4K and P+K if he goes into stance he still on +
    4:19 Also, if you get hit with a move that goes into stance, you can't interrupt that, So let's guard
    4:26 And, due the nature of the attack, a lot of players have the tendency of using it a lot
    4:34 If you evade the move and he goes into stance, you can try to do 3K(mid kick) or something like that on side to get a high damage combo
    4:51 If you try to punish with highs you get the risk of losing vs slipping, so as much as possible try to use mids
    4:59 What do you need to keep in mind vs Ducking
    5:04 Even if you guard, 4K and P+K are moves that put Brad on advantage
    5:14 Ducking P+K is a catch throw so it can beat standing guard
    5:18 P+KP is a mid that can cause a lot of damage
    5:22 K+G is an attack that can beat lows
    5:27 If you get hit by a mid is going to do a lot of damage, so basically you want to worry the mid first, then the catch, is OK if you can't avoid it.
    5:47 Even if possible to chrouch the Catch and punish it with a big launcher
    5:56 After the catch you still have a chance to escape (1/3), so the risk and return is not in Brad's favor
    6:05 Basically we just try to duck or stand here
    6:14 It can be risky but Crouching back dash is a recommendation here
    6:19 Crouching backdash can make some moves whiff, so after that you need to go for a punish
    6:39 But be careful and don't abuse this, because you can get caught by Ducking K+G
    6:45 You can try to Fuzzy the 4K after the blockstun(disadvantage), you may be able to do it, but is really hard.
    7:02 If Brad is on the side, don't go crazy
    7:05 Brad can get on sideturned If you get evaded or get hit by Ducking P+K2P or 8P
    7:13 On side turned if you get hit by an elbow on crouching state, slipping P+K becomes unguardable.
    7:24 You can chrouch the slipping P+K but...
    7:32 Since Slipping K becomes a true combo here, is better to not crouch here
    7:42 Also, if you get hit by elbow on side counter hit, Slipping P+K is guaranteed
    7:53 If you get hit by counter hit 4K on sideturned, Ducking P+K is guaranted, and pretty much the round is over after that
    8:04 Since Brad can also use his (3K), crouching and Abare are strictly prohibited on side
    8:10 Brad's P+K+G is a powerful counter that can counter all kind of kicks
    8:15 Even mid full circular attacks, which is pretty uncommon in this game
    8:22 After the counter 6P+K is guaranteed, and that move can do some considerable damage
    8:30 Brad players are likely to use this move if you go for a side turned mid kick (3K) combo
    8:37 So let's try use more moves that can beat this counter
    8:47 You can punish this if you wait for it, but be careful with Abare
    8:52 Precautions near the wall (parallel to the wall)
    8:55 Be careful when Brad's stomach is facing the wall because 1K+G is a wall combo starter
    9:09 If you evade towards his back (evade towards the wall), you can go for a Punish
    9:14 If Brad's back is facing the wall, He can get really strong options
    9:19 he have 2 options with 3PK a mid and 2K+G a low
    9:26 Evade can be really dangerous because you can get hit with a circular and get a wall splat
    9:41 You need to pay attention because defend can be a little tough in this scenario, but you want to give the impression that you can cover both options here
    9:48 At that time, if you make the right guess, you need to firmly punish.


    EILEEN

    Translation by @jimi Claymore
    0:00 Hello!, Today we're going to talk about how to play vs Eileen
    0:14 Eileen have a lot of fast moves, but in overall with bad range
    0:22 So is important to use Backdash, from time to time
    0:29 You can get nice a whiff punish with backdash
    0:33 Keep in mind that her 3K range is really good, so it can beat backdash
    0:36 If you evade it, there is some time for a punish
    0:40 Is because of that why you need to use Backdash vs her
    0:42 If she is using 3K more, mix fuzzy and evade
    0:46 Maybe Eileen is going to take more risks if you stick with this strat
    0:50 Next, the hand sabaki vs Eileen
    0:52 Eileen main moves are 6P and 6P+K, but she have a lot of hand moves likes this 2
    0:56 Therefore, if you use a hand sabaki on disadvantage here, Eileen is going to have a lot of trouble to attack you
    1:06 At disadvantage you need to show Eileen that you're going to use a hand sabaki in order to make Eileen think twice before doing a hand attack
    1:16 Just in case keep in mind that Eileen have ways to punish a punch sabaki
    1:34 All of this moves are weak vs Evade
    1:42 Because of this if Eileen thinks you're going to use a sabaki, you can add evade to your game plan while you can still using the sabaki
    1:49 Eileen have a lot of strings that have a High follow up, for example 6PP
    1:54 A lot of people of people wants to beat this second hit with 2P
    1:59 And yes you can interrupt with 2P, but you're going to lose vs Jump attacks like 9P
    2:11 And yeah you get hit by 9P and now is Eileen turn
    2:17 So let's crouch and use 2P after we see a high attack and not before
    2:25 Because of that is a good idea trying to crouch more (even if you don't crouch is better not to use 2P)
    2:31 Eileen is a character with a lot of options
    2:35 46P is a move she uses to beat high attacks
    2:38 9P beats lows
    2:40 2_3P+K is for moves with bad hitboxes
    2:43 Her P is fast too so is a good abare move
    2:45 4P+K+G is a 2P(and P) sabaki
    2:49 It can be really hard to attack if we are taking every single counter option, so let's just not think in every option and just attack
    2:55 But there are some stuff that you don't have to do too much
    2:59 For example using P
    3:04 Because 46P is just going to do a lot of damage here
    3:09 After that if you try to 2p at advantage you can lose to 9P
    3:15 You can get mad doing that kind of Attacks because how good is Eileen reverse nitaku for those moves
    3:18 Because of that, first of all let's do a mid attack
    3:23 Basically, any mid that can beat 2_3P is a good move
    3:33 So, Let's find amove that can beat 2_3P+K
    3:41 Also keep in mind that if you try to throw her, you're going to get hit by 46P or 9P
    3:47 In this case you need to use your Yomi
    3:49 First ask yourself if you can even do P or 2P vs the Eileen player
    3:55 Eileen special ability is to cancel or interrupt her own strings after doing some specific moves
    4:02 Because of this, there is only one really countermeasure... don't press buttons vs this strings
    4:10 She can cancel 6PP after the second hit, but this second hits needs to touch you first before doing that
    4:15 6P+KP works in a similar way allowing to cancel after the second hit
    4:20 So, what we can do??
    4:25 The best is evade or crouch the move that she can cancel
    4:34 If Eileen can't touch you with his stance cancel moves, she can't do more moves
    4:47 If you evade, you can go for a punish (you need to do your best to get some damage)
    4:51 First of all, Keep in mind how to avoid to get touched vs moves than Eileen can cancel into stances
    4:56 Eileen have a lot of fast half circular attacks
    5:02 A lot are HIGH ATTACKS
    5:04 At -4If you evade a lot of her circ moves if you ECD towards her back
    5:35 If you do this, the Eileen player is going to be forced to use Throws or 2K+G to beat your evade
    5:45 So let's do ECD in order to restict Eileen options
    5:50 Zenkūhon(236 P+K) is often used to beat guard
    5:52 After this Flip, she go into Zenku K that is + on guard, P that is a launcher, and also she have a catch throw.
    6:00 She have a lot of offensive options here
    6:05 You can go under this stance if you do a well timed crouch dash
    6:13 If you can do it you can BEAT this 3 OPTIONS
    6:20 So let's try to do a well timed crouch dash vs Zenkuuhon
    6:56 As one would expect, you can still get hit by other moves
    7:00 If the Eileen player cancels the flip, you might get hit for a mid of low
    7:11 However, most of the moves are easy to evade
    7:16 So if you think the Eileen player is going to use a lot this flip, try to do a crouch dash
    7:21 If you know Eileen is going to use the Zenkuu Flip, and you try to intercept it with a move (fast move), you can get a big juicy damage
    7:28 If the Eileen player is doing this a lot is important to take a risk in order to take advantage of your opponent's behavior
    7:36 Of course if you choose P for that, you might lose vs another move
    7:40 So even if you are bad with this crouch dash timing, i recommend you to try to do crouch dash anyway
    7:47 Let's continue with 214P cancel
    7:55 Basically this is a move that is used a lot because is really hard to interrupt
    8:10 Sometimes is a good idea to crouch and go for a punish
    8:16 If she touches you she can do another cancel, so let's focus in avoid these move
    8:31 If you do this, Eileen is going to use another move instead
    8:47 All of this moves are weak vs Evade
    9:04 So crouch dash and evade are going to have a good risk-return against your opponent
    9:19 But Eileen have an interrupt move that avoid some attacks
    9:26 Because of that, if you evade PK or another high, Eileen can go into stance to avoid this
    9:33 So, is important to go with a mid with good hitboxes that can interrupt the stance (and punish if Eileen don't do anything) after you evade
    10:16 Eileen have throws to switch positions in both directions
    10:22 Especially after the 6 throw that guarantees P so is easy to get wall combos and ring outs with this throw
    10:43 So, basically don't get close to the wall, if you're close escape more 6 ot try to Abare more
    10:52 Personally, I wonder if i should get near the wall...
    10:58 After all, no matter what throw is she using here, there is some risk after you switch positions near the wall
    11:11 You need to be aware when Eileen's back is facing the wall and focus more on her lows
    11:18 Because she is going to do a lot of damage with a wall splat here
    11:22 If you don't know it she can do an "infinite" here
    11:34 Because of that, let's be careful with lows when Eileen's back is facing the wall
    11:36 And of course be aware that Eileen have mid options to get wall combos too
    11:40 So maybe you don't want to get near the wall as much as possible
    11:46 But maybe you need to do your best to block this low?
    11:54 Ok, that's all!
    1:59 See you in the next video
    12:05 Thanks a lot for watching!


    EL BLAZE

    Translation by @jimi Claymore
    0:05 All circular attacks from el Blaze are really good
    0:20 If you want to evade try towards his stomach, you can avoid more accidents by doing this
    0:26 But if you evade towards his stomach, you can get hit By K
    0:30 You need to be careful at large disadvantage because you are going to get caught with K+G
    0:33 So in large disadvantage, you can't evade El blaze
    0:37 At -6F ECD is not a bad idea
    0:43 Most Blaze move have a really short range, so Backdash is effective here
    0:49 Elbows or moves like that, you need to go for a backdash (and punish)
    0:55 But 4P+K and 9P+KK have a really good range, backdash is weak vs this moves
    1:03 In this case, you can lower the risk with backdash evade
    1:21 Doing Lazy throw escape while crouching is not a bad idea vs 9P+KK
    1:27 We can say 4P+K is Blaze main move
    1:31 After he does this move he turns around, but you can't punish this
    1:35 Since he is turning around, 11F moves becomes unblockable for standing guard
    1:38 You can also get a back throw if you have 9F throw, but wolf is the only one with than and also...
    1:42 Of course Blaze can crush this with Attacks
    1:46 Keep in mind that even 11F is unblockable, you can still lose to his low attack
    1:50 If Blazes does this, let's go for a mid nikatu launcher
    1:55 Blaze player can go for crouch backdash and 2_4P+K
    2:01 As a result, high attacks and short attack can lose to this
    2:10 The worst thing you can try here is a delayed throw or attack
    2:17 Even if you read the back crouch dash, you can still lose to this move
    2:24 Of course you need to go for a long range move to cover this but...
    2:27 In this case when he is backturned he have some fast move that can beat those moves
    2:29 He also got jumping attack move on backturned, so you can just spam lows here
    2:33 Blaze's special characteristic is his ability to run after some moves (RD or Rocket Discharge) and he can attack in this stance
    2:41 If you guard before the run, you can beat the stance moves with P and 2P
    2:48 But, if you P you lose to RD 2K
    2:51 And 2P loses to RD 9P+KK
    2:54 In this case, is a good idea to try P mid if your character have that string
    2:58 With this, you can beat all the options
    3:11 Keep in mind that if you get hit by 9P+KK on guard P mid is going to lose vs RD2K
    3:15 If your character doesn't have this tool, P and then crouch is not a bad idea
    3:24 If your character doesn't have this tool, P and then crouch is not a bad idea
    3:27 If your character have a 12F mid, you can deal with this
    3:30 4PK RD on side is really strong even on guard
    3:32 4PK RD on side after guard you can’t interrupt the mid kick with 2P
    3:40 However, if you guard or evade in order to not deal with this, Blaze can use his catch throw
    3:48 For this move, you can try Fuzzy guard to avoid the throw and the mid
    3:59 But, Blaze also have a low throw from RD (since is a catch you can't escape here) and…
    4:04 Is not a super safe option either because you might need to deal with RD 9K+G too and after that you need to make a guess.
    4:12 If you see this moves, go for Abare
    4:26 You can avoid K and P+G with Fuzzy if you get hit with 4PK, 6K or 46K
    4:54 But keep in mind that Fuzzy is weak vs 2P+G and delayed P+G
    5:21 If you think Blaze is going to punish your fuzzy, in this case is time to Abare
    5:28 If you can make a read for RD P+G and 9K+G, the return can be huge if you go for the max damage
    5:36 RD 9K+G can be really annoying if you guard, but you can deal a lot of damage if you can evade
    5:42 If you can read RD P+G, Throw Abare is a good idea
    5:49 However, even if the return is large the risk is also huge, so you need to think this like a read that you only want to make once.
    5:53 After you evade 9K+G, you want to go for a big launcher or a fast move
    6:00 If you evade RD K on side there is not guaranteed punish, so side guard can be really safe here for Blaze
    6:04 9P+KK reach is way too big, is easy to caught people off guard on middle distances
    6:09 Even if you can to try to intercept Blaze in mid air, you have the risk of whiff your own attack and lose
    6:19 So let's try to Crouch and ECD, in order to fish for a punish here
    6:24 If you try this strat, El blaze can stop the attack (only do 9P+K), and then go for a backturned Attack
    6:32 You can timing your crouching in order to crouch the high and beat his back turned attacks with PK, Elbow or another fast move
    6:37 If you do this to fast you're going to lose vs 9P+KK, too slow and the backturned attacks are going to beat you too, so this high difficulty strat
    6:40 1P+K is an retreating attack that is quite good vs players who likes to play fast
    6:43 Even on advantage, is dangerous to try to elbows here
    6:53 In my opinion, maybe Blaze players love to do it after 1P, 2K+G or the low wake up kick?
    6:53 If you are expecting for this move, Let's do a long range move
    7:00 If you want to make a hard read, you can take a big risk evading to his back and see what move Blaze is doing in order to make the best punish
    7:07 ou can try forward P, you're safe since he can't whiff punish that move, but be careful with 2P
    7:10 RD okizeme is really strong
    7:26 If Blaze ends his combo with KKK, he is going to try to RD okizeme, so Ukemi (Tech) is No bueno
    7:41 Also, ending the combo with 4PK and 3K+G, makes RD Okizeme too
    7:51 In this case if you see this moves, try to not Tech(ukemi)
    8:02 It is better to just lay in the ground, but you need to make a guess vs 6PK
    8:05 After 6PK, if you don't tech, 2P is going to get a free combo for Blaze
    8:10 However, If you tech he can go for RD Okizeme
    8:20 Blaze's moves like 9P+KK and 8P+K are strong vs low attacks because they can jump over it
    8:27 Blaze have a lot of high attacks parts in strings, so you want to interrupt this with 2P but...
    8:34 However if you want to interrupt with 2P or another low, you can take a lot of damage instead
    8:39 So let's crouch and check if Blaze is doing all the string in order to punish
    8:42 8P+K is really good even in reverse nitaku
    8:44 Lows and throws options are going to lose vs 8P+K all the time
    8:50 For people who loves to use this move, let's go for a air combo with elbow or another fast move
     
    Last edited: Jun 14, 2022
    VFnumbers likes this.
  3. Chanchai

    Chanchai Well-Known Member

    GOH

    Translated by @jimi Claymore
    0:05 Evade can be hard to use vs Goh, because his throws and Full circulars are really good
    0:19 And he have a lot of half circulars too, so is hard to tell what direction to evade is the best
    0:29 Basically, if you want to evade try towards his stomach since 66P is really strong, but in general i recommend you to no Evade
    0:32 If you try to avoid towards his stomach, 1K and 66K+G are going to beat you, so you need to evade acording the situation
    0:40 You can try to ECD towards his stomach, but
    0:45 Is going to lose to 66P+G and throws, so is not the perfect tool here
    0:49 Is easy for go to get wall combos parallel to the wall so evade towards his back is not a bad idea in this case.
    0:57 But if you are near the wall and you get hit with 66P that can also end in a wall combo
    1:04 If your back is near the wall is easy to escape by just doing 6 escape LTE (lazy throw escape)
    1:14 If you tech, Goh have a lot of Good okizeme attacks to make you suffer a lot
    1:29 Vs Goh evade, standing guard, crouching all is going to be risky
    1:46 After 3PP and combos, as much as possible try to not tech
    2:00 Goh's 6K on counter hit means lose half or your health bar
    2:04 In nitaku, and if goh have a good timing, if can broke the game(your game)
    2:11 He can delay or not to continue strings, if you don't know what to do try to not force any attack
    2:19 Goh's nitaku is really strong because his throws and 6K
    2:31 In this case K(G) cancel is a good tool to use
    2:37 As a result, you get a neutral hit for mids and you can avoid throws too, so this is going to reduce Goh's nitaku impact
    2:50 Also moves that leave you backturned also beat the throws, and can mess the 6K combo
    2:58 In this case you're going to reduce the damage if you make a big mistake because how this launcher works
    3:05 But is really important to keep in mind that if you get hit by 6P on backturned, Goh gets a free throw
    3:11 After PK Goh can attack from backturned
    3:16 If you get hit by PK then backturned, you can't interrupt Goh's 2P
    3:24 After backturned 2P Counter hit, he gets a free low throw, and does quite damage
    3:29 If you Guard, Evade or Backdash, Backturned P+G is going to beat you
    3:40 And Backturned P+K can also beat backdash and evade
    3:48 In this case vs this options you can try to 33 Fuzzy
    4:07 If you do 33 Fuzzy, Goh can use 2K or just delay his moves
    4:28 If Goh is doing this, is the time to Abare
    4:37 In sideturned(After PK) Goh backturned attacks are really strong
    4:44 You can also get caught by BTP+G after you try to 33 fuzzy
    4:52 You can try to Crouch or Abare, but P+K is going to give you a hard time here
    5:02 Goh gets a guaranteed 46P if you get hit by 2P on side counter hit
    5:11 And is important to remember that he is +1 if you guard 2P on side
    5:23 Goh have a sabakis for a lot of moves, because this it can be hard to make a good read in advantage
    5:50 4P+K+G is a Punch sabaki, moves like elbows or hand moves can be hard to use because this move
    5:57 If you think Goh is going to use the sabaki, you can beat it with Kick or low moves, double limbed attacks are effective too
    6:05 Also, Is not a bad idea trying to delay your throw
    6:09 And if you crouch the P+G part of the sabaki, which is easy, you can get a lot of frame advantage
    6:11 After the crouch, for example you can go for a Launcher
    6:22 2P+K+G is a low sabaki, is used to deal with lows like 2P
    6:24 After the sabaki, he got at least a guaranteed 46P and yeah is going to hurt
    6:28 If you want to beat this move just don't do lows
    6:36 If you want to make a hard read you can go for a Launcher
    6:40 46K is an attack that can sabaki kick moves
    6:44 If Goh can sabaki your kicks he gets a free combo and this combo is going to hurt!
    6:48 In order to deal with this, there is no problem if you use punch moves or low attacks,
    6:55 You will get a counter hit here so go for a nitaku (punch), and take all the juicy damage
    7:05 3PP and 46P+K are main moves and are also strings with high attacks in the second hit
    7:17 You can deal with this by just doing 2P after the second hit but....
    7:28 But like i said before 2P+K+G and 9P+K are dangerous because it can beat your 2P and do a lot of damage
    7:42 Don't force punch attacks, and don't fall to sabakis or 9P+K
    7:49 Goh's K and 3K are good range moves for long distance battles (footsies)
    7:54 So you can easily get hit if you try to catch Goh with attacks
    7:59 Step in guard (edc guard) for example is way better than try a some crazy move that can make you to lose a lot of health
    8:06 If you think you're fast enough try to whiff punish Goh
    8:19 If Goh knows that you're only waiting for a whiff punish he is going to dash and throw so be careful
    8:24 Goh special move is his ability to throw (Tsukami) after certain moves
    8:41 after Tsukami, P+G 2,4,6 and 8 are the 5 options you need to make in order to escape this throw
    9:05 To be honest, having a 1/5 of chance to break seems really hard...
    9:13 In reality you only need to press G to always escape P+G
    9:24 You only need to move the joystick in 2,4,6 or 8 to escape another throw
    9:36 In other words, you cover 2 options P+G and 1 direction by holding G and direction
    9:44 And, Basically, 4 and 6 are the ones you want to cover since they can deal more damage
    9:58 2 and 8 are not great damage, but is good if you want to carry near the wall
    10:05 Do 8 if you want to break 2 and 2 if you want to break 8
    10:12 Goh have a lot of moves that leaves him at -10 (throw punish)
    10:24 Because of that, you may think throw is a good idea here but....
    10:34 But Goh have a throw sabaki (Tsukami)
    10:46 You need to be aware that in any moment Goh can use his sabaki
    11:05 First, let's explain how Tsukami works
    11:11 In order to do Tsukami, Goh needs to press P+K+G at the moment the throw connects (Goh have a 2F window for this)
    11:26 Goh players can use P+K+G (tsukami) while doing another moves (P+K+G moves)
    11:40 They want to use 4P+K+G the most for try a Tsukami
    11:43 So be careful because you can get a sabaki for punch attacks and throws
    11:50 In this case, like i said before use a move that can beat 4P+K+G
    11:54 And, you can delay your throw (keep in mind Goh players most of the time aren't going to be ready for get a throw here)
    12:04 However, if you delay your throw that means Goh can Abare here
    12:13 2P+K+G tsukami can deal with low attacks and throws
    12:22 You can deal with this with attacks that aren't low(some lows can work too) or delayed throws
    12:37 Next! 6P+K+G Tsukami
    12:40 This one leaves Goh in a crouching state, so high attacks are going to whiff here
    12:50 You can try a Low attack or a delayed throw, you can also go for a juicy mid launcher too
    13:03 Tsukami P+K+G option
    13:08 In this case this one is an attack, so if you try to attack you can get a counter hit
    13:18 But you need to be careful with delaying throws because you're going to lose here
    13:22 Next! 46K in order to deal with people ready for P+K+G
    13:25 Since Goh is using 46K, Throws, delayed throws and kick moves are going to be a bad idea
    13:34 So let's go for a punch counter hit here
    13:44 And finally, some Goh players can't or do like to do tsukami
    13:47 In this case, you need to figure out what can be the best plan here because guard becomes and safe option now
    13:54 To be honest you need to do throw or delayed throw as fast as you can and keeping and eye on your opponent's habits


    JACKY


    Translation by @jimi Claymore
    0:05 Since 6_K can do a lot of damage, i recomend you to avoid Jacky's Back
    0:12 But if you evade towards his back, you can get hit with 4P, so be careful near the wall
    0:15 And his Full circulars are really good, So in general you can't evade Jacky at all
    0:21 His best throw is back(4) so is better to escape in that direction most of the time
    0:26 Near the wall Front(6) does a lot of damage, so escape 6 near the wall
    0:33 A lot of Jacky strings are a high attack after the first move
    0:42 Therefore, you can beat a lot of this string with 2P but...
    0:49 Jacky can also deal with this with Backdash and P+K
    1:02 First of all, While doing 33 Fuzzy, Let's try to do a punish after a whiff high attack
    1:23 Also, you want to show Jacky that you don't fear his strings at all, by doing 6_P and Mid kick(or the move for your character)
    1:29 Usually is easy for Jacky to go for a backdash punish
    1:37 In this case, don't forget to use 6_P or mid kick too.
    1:44 Jacky also have really good moves like 2_3P and 6P+K, and can work in a lot of situations
    1:48 If you lose control and just mash buttons you can get hit by this attacks, and that means say goodbye to half of your life
    1:56 If you don't feel confident about what to do, stick to throw escape, better be safe than sorry
    2:07 How to deal with Jacky 1P+K a string that can give you a lot of trouble
    2:11 The second hit causes a stagger if you crouch, and even on block is hard to defend against this string
    2:14 You need to watch closely here because he can just stop after the first hit and go for throw or a low
    2:24 In this case i recommend you to guard the first hit and then do a ECD
    2:27 This will make easy to deal with throws and lows
    2:33 Jacky also have 4P+K+G, this move can sabaki some mid punches while doing a backstep
    2:41 If you're not careful and just use a move for nitaku that Jacky can sabaki, something really bad could happen
    2:48 In order to deal with this, use another move like Lows or kicks more
    2:59 If you want to make a hard read, go for a Launcher that works on neutral hit
    3:05 But, if you try to use a short range move, this is going to whiff, so be careful
    3:11 Points to take into account when you're close the wall (parallel)
    3:14 When Jacky's back is facing the wall, 1K+G is your 1# priority
    3:21 If you get hit by 1P from an angle, he can wall combo you, and do at least 70%
    3:26 However, if you try to crouch, some mids can cause wall combos too
    3:30 And if you try to evade 46K+G can be a wall combo too...
    3:32 So there is no a good answer here, so be optimistic and try to watch for the low more
    3:35 This is Character is really good in okizeme too, so basically if you don't tech is OK
    3:40 But, if you get hit by 6PK you need to make a guess
    3:44 If you tech, you need to deal with the jump set up
    3:47 But if you don't, he can do an OTG combo with 2P that can do a lot of damage
    3:52 By the way, he also have a move that is really good for both options


    JEAN


    Translation by @jimi Claymore
    0:05 Jean have a lot half circulars
    0:14 First, i recommend you to evade towards his back in order to evade 2K or 1P
    0:19 But, if you evade towards Jean's back you can get caught with 4P
    0:22 Near the wall and on side turned are really strong moves so it can be really dangerous to evade to Jean's back
    0:33 Jean also have a lot of strings
    0:35 So you can get caught in a lot of strings even if you evade
    0:48 In such case, after the evade you need to wait a little before pressing G
    0:54 If you don't hold guard, the second hit of the string will whiff, so let's go for a punish after that
    1:04 Keep in mind that if you press G the string is going to track you.
    1:12 Jean can delay his strings so the moves can track you even if don't press guard
    1:15 Jean also have strings that are high full circulars, so if you think he is going to use that is better to duck
    1:18 Jean also have a Really strong punch/low sabaki
    1:25 You need to be careful with this move because Jean can use it anytime
    1:34 If you're near the wall try to avoid to use punch moves
    1:41 Also a lot of Jean's strings are a high attack after the first hit
    1:49 But it can be risky to try to interrupt this strings with 2P
    1:51 Backdash, and low sabaki are moves that you're going to see often in order to deal with this
    1:59 Is the same in the wall, you're going to have a hard time so be careful
    2:05 So, as much as possible, try to punish after you see a high attack in a string
    2:15 Also keep in mind that is also a bad idea to wait for high strings for too much, you can get caught in a charge attack.
    2:24 Also Jean have a lot of moves with a lot of push back
    2:27 After you guard this moves, if you try a short range move is not going to reach Jean
    2:39 Be careful because you can get a whiff punish here, so don't do too many short range attacks
    2:49 If your character have a mid kick (3K) with long range (Jimi notes: Akira doesn't have one) Mid Kick is going to be your best choice here
    2:55 To go down, if you make a read and you know Jean is going to backdash, chasing him a try nitaku is not a bad idea
    3:03 But if you chase Jean every single time, Jean can do Abare to beat your dash
    3:07 If you don't want to take too much risk here you can try to crouch dash or EDC and guard, this is going to reduce the "accidents"
    3:20 Again, if you want something to beat Abare and don't get a whiff punish, try to do 6_P
    3:28 Of course doing this is not ideal sometimes because doesn't work vs 2P or Sabaki
    3:34 Jean special characteristic in this game are the charge attacks, if you block a charge attack mean a big advantage for Him
    3:41 This charge attacks allows Jean to keep attacking after you guard, it is mainly used to keep the advantage on oki
    3:48 Jean can also use 2 special moves if you guard the charge
    3:51 A mid string that can do good damage, and also is + on hit
    3:54 And a low string, that is a combo launcher on hit
    3:58 You can avoid this two moves by evading towards Jean's back
    4:04 If you think Jean is going to charge, you can try abare in order to interrupt this
    4:14 Jean can charge this moves in order to get meaties, so you can't abare here.
    4:20 Like i said before, the best you can do vs charge is trying to interrupt
    4:25 By all means, you need to think this as a reverse nitaku situation (when you're at -6) and do your best!
    4:29 If you don't want to try that, you can always do ecd
    4:33 but here seems you're getting hit with the charge - full circular..
    4:36 To deal with the full circular you need to do another crouch dash after the ecd
    4:44 You can try this trick vs a lot of Jean strings
    4:56 Jean's main move 66P
    4:58 This move cause a special hit, if you get another hit it is going to be a counter hit
    5:01 You can't evade here too, so Jean can use highs and lows, the perfect nitaku
    5:16 If you get hit with a mid attack is going to do a lot of damage, so i recommend you to guard this
    5:25 For 2K on counter hit is -4 so you can fuzzy that if Jean doesn't do the second hit.
    5:31 Now let's check this, Jean's 46P+K is a guard break, and he can go for it after this special hit
    5:36 So let's keep in mind that Jean is going to try to do a guard break and be ready for that
    5:41 Throws: for jean only forward can do some damage, back doesn't do too much
    5:50 So Basically if you hold 6, throws aren't going to do too much damage to you
    5:55 For this reason Jean can try to 46P+K (GB)
    5:59 It can be hard to duck this move on reaction, so let's try to focus in which situations is likely going to happen
    6:05 Usually you can expect this after 66P - dash, so be aware of that when you see Jean doing this.
    6:17 Be careful, because near the wall lows can do big combos
    6:24 If Jean's back is facing the wall, he can combo with 1P, 1K+G, 2K+G
    6:45 Here, is good idea to be ready to low guard
    6:50 On the contrary, is a bad bad idea to crouch if Jean's stomach is facing the wall
    6:58 Also if you evade towards the wall you can make a lot of this moves unsafe for jean
    7:07 However, don't forget to crouch because you can get hit with 2K+G!


    JEFFRY

    Translation by @jimi Claymore
    0:05 A lot of Jeffry circular moves are slow, so is easy to avoid this move if you do ECD to his back
    0:17 After you get your rising kick guarded, you can do the same to avoid most of Jeffrey moves
    0:28 With exception of the get up disadvantage frames, you can do this all the time (ECD towards Jeffry's back)
    0:33 If you evade towards his stomach, you can get caught with K and 3K+G this moves are really dangerous
    0:41 Also, evaiding too much and you are going to get thrown abusing this is strictly prohibited
    0:45 A lot of Jeffry moves are slow, when you evade even strings P and 2P are guaranteed
    0:54 After you evade you can do a easy punish with P, but be careful because jeff strings can beat P
    1:02 If you don't know what to do, just evade and do 2P that is good too
    1:13 Keep in mind that some strings can beat evade 2P
    1:26 So try to get used to Jeffry's strings so you know when to crouch or guard in order to Punish him
    1:36 How to deal with Threat stance
    1:42 Jeffry can go into this stance Pressing P+G+K standing or during a string
    1:56 When Jeffry says "Come On!!!" you better want to duck that
    1:58 After you crouch this stance, let's try to launch
    2:07 Is easy to get a counter hit if the opponent wants to keep attacking after the stance
    2:14 If you guard this move, Jeffry is on advantage, so you can't interrupt P or K
    2:18 If you guard, you can get a staggered with P+K and 6P beats guard
    2:22 if you want to avoid this and try to avoid K+G can hit you, so it seems this is a 3 options set up...
    2:25 But ECD can cover all the options here
    2:35 But if this stance hits you in he gets more advantage and ECD doesn't work vs K+G anymore
    2:42 Therefore, if you get hit you need to guess K+G, K and P+K becomes the perfect (santaku) 3 options set up
    2:49 Also on sideturned, you can't ECD K+G too
    2:52 In this case is the same, you need to deal with mid, full circular, and guard break
    3:05 Also, even if you guard K+G, Jeff still +6
    3:09 2K and 4P+K cannot be interrupted here, so don't try to abare
    3:21 How to deal with 1P+K
    3:25 If you guard 1P+K, Jeffry can use some special moves
    3:31 After that He can do a combo launcher with P
    3:36 A Half low circular move that covers his stomach
    3:41 And a catch throw with P+G, so he have 3 options
    3:45 You can cover all this options with EDC towards his back
    3:53 For some reason if you try to evade at the end of your disadvantage frames, you will only crouch the throw
    4:02 But if Jeffry delays this, you can get hit after the ECD, so there is a 3 options set up
    4:15 Vs Delay you can try to Jump back, this reduce damage to P and covers the other 2 options
    4:25 Jeffry's Backdash is quite good, from here he wants to make you whiff in order to get some damage
    4:36 If you see a 2P or another fast move, is a good idea to try to use 3K (mid kick) try to add this to your arsenal
    4:43 If your character doesn't have a good mid kick for this, you can try to use 6_P
    4:48 Jeffry have good tools for Okizeme, 2K+G, low throws and some good mid attacks
    5:13 He can't do too much if you don't tech
    5:20 2K is a nasty move because it can take half of your life with one counter hit
    5:26 You need to be aware of this move at long distance and when you're facing nitaku because is (easy) for jeffry to use this moves in this circumstances.
    5:31 Is really easy to get caught by this move so if you don't know what to do, you need to be patient
    5:44 So don't move too much, hold lazy throw escape and this is going to prevent some accidents
    5:53 What to do After 2K on hit
    5:58 After 2K he can do a special throw
    6:02 This throw can caught you if you backdash or guard
    6:11 If you evade, crouch (fuzzy) or Abare you can avoid this
    6:27 But on counter hit he have time to do the throw, so you can't abare or crouch.
    6:38 In this case, pray for the best and try to evade or Attack
    6:42 Jeffy can do a lot of combo damage, some of them can take like 40 to 50%
    6:51 Usually Jeffry are going to try this in reverse nitaku, so you're going to have a hard time trying to throw him
    7:02 If you see that your opponent is doing too much Abare, start attacking more instead of throw
    7:06 A circular attack is good because you can cover abare and evade at the same time
    7:12 Keep in mind that Jeffry can do 1PP and 2P too, this lows can be a little dangerous so be careful
    7:17 After Ukemi or Rising kicks you need to be ready for reverse nitaku too, because Jeffry can also try to abare in those situations
    7:31 Take Care vs Abare, you can wait for this too, also keep in mind that you are going requiring special attention to 2K too
    7:38 Basically, keep in mind that trying to throw Jeffry implies taking risks
    7:44 Near the wall, special attention with throws!
    7:47 Jeffry's 4P+G throw can launch you in 3 directions front, left and right
    7:59 It can do more than 100 DMG, so you really want to throw escape here
    8:26 In half fence stages you can get a ring out, so you want to throw escape here too
    8:38 44 P+G can carry really far to the other side and it can be really dangerous too
    8:44 If can be a combo starter if there is a wall behind Jeffry
    8:52 This move can do ring out if you're too close to the edge too
    8:57 So do back throw escape when you're near the wall or close to the edge
    9:03 6P+G is really good near the wall too, but 4P+G does more damage, so try to find the balance here in order to throw escape
    9:18 By the way, even if you escape 6 you're only at +5 so be careful
    9:25 But First at all, near the wall or the edge, you try to escape 4


    KAGE


    Translation by @jimi Claymore
    0:05 Kage have a lot of fast circulars, so evading can be tough
    0:17 If you want to evade, i recommend you to evade to his stomach in order to evade 4P
    0:23 Especially if you evade 2KG you can get a big punish here
    0:28 But if you evade towards his stomach, you can get caught by 4K and 4K+G
    0:35 But both moves are slow, so they are weak vs Abare
    0:42 But keep in mind that this moves are more used for Okizeme so Abare is not going to work here
    0:49 Kage forward throw(TFT) does a lot of damage and can carry the opponent a lot
    0:57 This throw can get wall combos and throw, so lets escape foward
    1:06 On the contrary, is back throw have a really good carry for the back
    1:10 So if Kage is really close to the edge of the ring, trying to escape back is our priority here
    1:21 However, in reality, shadow can change positions with his forward throw too
    1:29 You can get a ring outs and wall combos from both directions
    1:37 Is a good idea to not push too much Kage when you're near the wall or edge of the ring
    1:41 What to do vs Jümonji
    1:45 Kage's 6P is a single move that doesn't have any kind of follow up but...
    1:50 If you hold 6P, you can enter into jümonji stance
    1:53 After this he have a fast PK move (he can interrupt 14F moves if you guard the elbow)
    1:57 K+G can attack and jump over low attacks
    2:00 Jümonji P+K can sabaki punches and high kicks (can't sabaki mid kicks or lows)
    2:05 He can sabaki kicks with P+K+G
    2:09 Also he have 2K a low full circular, So Jümonji have a lot of options
    2:12 If you don't want to deal with this mix up, don't attack after the elbow
    2:19 I recommend you to do ECD if you don't want to deal with Jümonji
    2:23 You can avoid of all of his attacks by doing this
    2:41 Be careful, because if you press a button after the evade P+K can track you
    2:45 If you can react to this move you can take a little risk and try to not press anything after that move
    2:54 Some of the moves that can go into Juumonji, can be used to go into shippuujin stance too
    2:59 You need to be careful with Shippuujin, because opposite to jumonji, you need to evade towards Kage's back here
    3:03 You can cover all his options if you evade towards his back, but keep in mind that 2KK can track you.
    3:11 You can try to no press a button or crouch after the evade in order to deal with this too
    3:16 After evading, you can punish with a Knee class move
    3:20 Also, Shippuujin P+K is a guard break
    3:25 After that 2K+G is guaranteed, in this case is when most kage players are going to use it
    3:29 You can avoid this by evading towards Kage's back and crouching to avoid another moves
    3:34 Kage's 3PP is a reverse nitaku option, that a lot of players tend to use
    3:43 When you have advantage, you need to be careful with high attacks and throws because this move can beat those options
    3:53 So let's do more mids and lows here
    4:03 By the way, this move loses to special high attacks, so feel free to add that to your arsenal
    4:08 Also, since the second hit is a high you can crouch and get big damage
    4:18 Kage's 4K+G is used as an option to beat evade towards his stomach, guard and slow abare
    4:23 Since is a slow move, even if you get a counter hit elbow, you have enough time to do a knee launch move and win
    4:31 In Nitaku, Kage can use 2_3P
    4:38 But 2_3P is weak vs backdash
    4:47 So mix Backdash, Abare and Guard in your defense here
    4:51 But, 4K+G damage is 35, really low if you compare it to throws
    4:58 But let's keep in mind that if we crouch this move we get a lot advantage so is worth to try to avoid it
    5:08 If we crouch too much, Kage can do Elbow, 66P+K and K+G
    5:15 however, if you evade this move you can go for a big punish
    5:25 Kage side turned throw can lead to wall combos, is a really dangerous throw
    5:33 KP or 4PK near the wall and you can say good bye to a lot of your health
    5:45 As much as possible, let's do the side throw escape
    5:51 Remember Kage's options near the wall
    5:54 If Kage stomach is facing the wall, kage players usually go for combos with 4PK
    5:58 Also, is really easy to get a wall splat with 2K+G if your back is near the wall
    6:01 From 4K into juumonji if Kage's back is parallel to the wall he can go for wall combos too
    6:10 So basically, avoid to his stomach in order to avoid "accidents" near the wall
    6:25 Kage players can expect this and delay the attack in order to force you to a failed evade
    6:34 In this case you can try Tainai Evade (crouch dash - evade or crouching and then evade) is a good idea to add this to your defensive options
    6:49 I'd would say you need to always evade towards Kage's back near the wall because his 2K+G deals a lot of damage but..
    6:56 If you try to evade to Kage's stomach, he can get a counter hit with K
    7:02 It is also important to just guard and don't try to force an evade in order to get out there
    7:07 But he can use 44K+G too, so maybe you need to be ready for this Attack too?
    7:12 Kage can use wall in a lot of ways and his one of his strongest points
    7:17 We need to be ready for moves like "off to the wall" (wall attack or wall flip) when Kage is close the wall
    7:20 This wall attack can break guard too, so don't think you're safe by just guarding
    7:25 And this move is a full mid circular and can do a lot of combo damage
    7:30 If Kage is close to the wall let's stop him when he turns around
    7:40 If you try short range moves, it can whiff and this could end really bad for you, so understanding the distances is very important here
    7:45 If you have some distance with Kage, you can avoid this by doing a Backdash
    7:52 However, depending on the distance, backdash could not work, so it can be a little hard since you need to know distances very well
    7:57 4P+K is another off the wall attack, that have the special ability of turning around the opponent's back
    8:00 If you guard it, Kage can do wall combos or even get a ring out
    8:03 In this scenario, if you have a considerable distance to the wall, i recommend you to do Backdash
    8:10 And go for a side crumple with a mid kick (3K)
    8:15 But also have the option to Chase this move (forward dash) and punish it
    8:20 But, if you try this you may get with with 4P+K+G
    8:23 So Basically, like i said before, if you're too close Attack, too far go for a backdash
    8:31 But, keep in mind that some moves can lose to backturned P
    8:36 And he can even do the 4KK string after he turns around so you need to make a guess here
     
    Last edited: Jun 13, 2022
    VFnumbers likes this.
  4. Chanchai

    Chanchai Well-Known Member

    LAU

    Translation by @jimi Claymore
    0:05 Lau have a lot of circular moves, so it can be risky to trying to evade him all the time
    0:12 If you aren't at great disadvantage, you can try to ECD to Lau's back (hold 2G)
    0:22 Keep in mind that at -6 6K+G can beat your ECD
    0:25 And if you try to do ECD to his back you can get caught with Lau's 2K+G
    0:27 This low can be really unsafe for Lau try to evade his stomach if you guess right you can deal a lot of damage
    0:32 If Lau's Back is facing the wall you don't want to evade to his stomach (or away from the wall)
    0:43 Lau have a lot of good high moves
    0:51 So ducking at that time can be a good idea to avoid a lot of Lau's mix ups
    1:00 let's say for now that Lau can't deal too much damage if you keep crouching
    1:11 Kokei Countermeasures
    1:15 Kokei have mids, a full circular, a GB to destabilize the opponent defensive options
    1:28 If the Lau players likes to use kokei attacks at the instant he enters into stance, you can do ECD to cover all the options
    1:38 4P+KP and 2_3PP are moves that can go into kokei if you get hit you can't do ECD
    1:44 After this you need to make a guess (3 duck and get hit, evade and get a counter hit or guard and get your guard broken)
    1:50 if Lau enters in Kokei on side turned EDC is going to fail, so he can get his 3 choices here too
    2:02 If Lau is aware that you're doing ECD vs his stance he can do a little delay in order to keep the offensive
    2:13 Trying to attack Lau in this situation is a good idea
    2:19 Lau have a lot of high attacks and high strings so trying 2P is valid
    2:27 You can interrupt Lau PPP strings with 2P, simple but really annoying for Lau
    2:47 Of course Lau can just throw a 8K+G in order to jump the 2P if the player knows that you want to do that
    2:53 Lau have a lot of moves to deal a lot of damage, his guard break is slow and a lot are highs
    3:02 That means that 2P can deal with a lot of his moves (until -7 is OK)
    3:10 But if you're at -8 2P loses to 4P+KP so be careful
    3:14 Lau have a lot of trouble in nitaku a lot of his moves leave him on disadvantage, and a lot of his moves are weak vs ducking
    3:24 if he uses this moves lets guard and evade him
    3:27 Lau strong point is the ability to lock you in guard with 4P+KP
    3:32 he can get a counter hit 4P+KP if he gets a good timing with your attacks
    3:38 keep in mind that he can abuse if you're waiting for his strings attacks(like 6PP)
    3:43 if you're afraid of 4P+KP you can try to guard and/or duck more in order to reduce the risk
    3:52 but Rau have 6P+K+G his guard break
    3:54 If you want to cover this you need to check if your opponent's delays and try to evade Lau
    4:00 But keep in mind that a delayed throw is really good vs this tactic
    4:04 Occasionally Lau can mix up Throws and GB so is a good idea to try mix low guard and evade
    4:10 on side turned K+G high full circular is really strong even on guard
    4:14 if he gets a counter hit with this move on the side you can't block Stance 3P
    4:18 For that reason as much as possible on side turned, avoid to evade or try to abare too much vs Lau
    4:21 But sometimes you can get a side counter hit with this move in that scenario you can duck in order to lower the launcher(and make the combo harder)
    4:27 and reduce the damage
    4:29 if you try challenge this move you can also get a stance P+K which is way more painful
    4:32 Precautions near walls
    4:35 Lau have a lot of tools when he is parallel to the wall
    4:40 Specially 66P+K, in this game this move have a real destructive power, if you get hit you lose half life at least
    4:48 If Lau's back is facing the wall, trying to evade to his back(outside the wall), ducking, or short range moves, are definitely NOT GOOD(no bueno)
    5:07 Lau also have dangerous tools if his stomach is facing the wall Like 6K+G, be careful and try to no evade too much near the wall
    5:17 on the other hand is hard to see the guard break coming in this situation
    5:25 he also have the disgusting option of doing 4P+KPK if you try to duck (the GB) to get a nasty combo
    5:34 the best you can do here is trying to evade, but keep in mind is really hard and takes a lot of risk
    5:37 214P is also really deadly near the wall
    5:39 if your stomach is facing the wall Lau can do a big damage combo with 6PP
    5:49 and yeah is YOUR character stomach not Lau's stomach
    5:55 near the wall, holding 4 throw escape is a good idea



    LEI FEI

    Translation by @jimi Claymore
    0:00 Basically if you guard all the time nothing is going to happen to you
    0:12 Dokuritsu Shiki 2K and Kyo Shiki P+K beats guard, but this options doesn't do too much damage
    0:19 Especially for Doku 2K, you can avoid of big damage if you can escape the stagger
    0:23 But his forward throw does a lot of damage
    0:33 his back throw only does 50
    0:37 In other words, if you don't know what to do just do forward throw escape
    0:44 Again if you don't know what to do, too much 2P and evade can be really risky
    0:53 So if doesn't matter if you don't understand Lei stances, your best bet is forward escape and standing guard
    0:57 6P for example, is his main mid so the best thing is to evade to his stomach
    1:06 3P+K, K, 6K+G for example are moves that covers Lei's stomach, but even if you get hit is not that bad
    1:15 6K is a fast fullcircular, so depending on which part of the stage you are this evanding can be a really bad idea
    1:21 At -4 if you ECD it can be really good
    1:26 how to deal with kyo 6P and 3P
    1:30 If you gard 6P or 3P, ECD can be really effective
    1:33 Doing this means that you don't get hit by ECD
    1:34 Be careful because sometimes Lei can go for a string so be ready
    1:41 So keep in mind that the second hit can hit you if you try to attack after the evade
    1:45 Again if you don't know what to do, 2P can be a good option
    1:51 But keep in mind that Kyo K is going to beat that
    1:56 Kyo into Doku for example, can be used to hunt players who likes to 2P Kyo, so be careful here
    2:00 Warning if you get hit by 6P, ECD doesn't work
    2:04 If you get hit by 6P on side you need to make a guess, KyoP, 6P or P+K
    2:16 On side turned 6P CH makes Kyo 6P guaranteed
    2:21 However, if you don't want to deal with 6P avoid to his stomach, keep in mind that 6K is going to beat you and you can say good bye to 70% of your health
    2:27 In short, no evade, no Abare, and no crouch and also do forward throw escape
    2:32 236P+K is a Punch sabaki
    2:36 Near the wall, the damage is big, so you need to be careful when you are close to walls
    2:42 Kick moves, full circulars, double limb moves, low attacks for example, are going to get you a counter hit
    2:50 Keep in mind that moves like 9K are going to beat your lows
    2:53 Lei Fei Doku stance, can make you regret to use moves like P, 2P or punch moves
    2:59 If you try to attack with this moves while Lei is doing doku, you're going to lose
    3:05 A move that cannot be countered can be really good here
    3:08 But LeiFei can punish you for doing that and even if he make a read if you try to evade
    3:13 Lei Fei -15F moves are more "easy" to punish than other characters
    3:20 If you can read throw or slow attacks, the return can be huge so Abare is not a bad idea here
    3:41 If you guard Hai Shiki PP+K, Lei is +9 and can carry to the wall
    3:47 Is OK if you can evade the second hit
    3:54 Lei at middle distance can do Hai P+K (Hold)
    3:57 Since is a Guard Break, As much as possible try to evade
    4:01 If you try to evade an attack, you actually can get something that you are not going to like
    4:06 Punch sabaki and mid attack counters are good here, but be careful with the timing
    4:11 In addition, in mid distance he can go for a roll that is pretty much a nitaku option
    4:19 You can do 33 fuzzy if you can react to this roll (since the throw is faster than the kicks)
    4:30 If Lei delays this moves, the throw can beat your fuzzy
    4:38 But if you see this move the perfect counter is just attack before Lei can do something
    4:47 How to deal with 6K (how to deal with kokoshiki)
    4:52 Koko K can beat highs a lows
    4:59 Koko P can beat High and mids punch or kicks (except full circulars)
    5:06 If you wait until you see the K, you can attack Lei Fei here
    5:09 Evade koko is also effective
    5:24 Backdash is also good
    5:36 If you evade too much Lei can change his stance in order to beat this
    5:48 Lei can use back attacks if he cancel his stance
    5:51 This time he is changing stances to Hai, is good if you can see this and attack, but is really hard to do...
    5:56 Precautions near the wall
    5:58 Near the wall, mids like 66P and lows like 1K+G are likely the options Lei players are going to use
    6:05 However, if you try to evade, 6K can also wall combo
    6:09 If you feel confident with your reaction time, let's focus on lows and doing forward throw escape
    6:16 If you think you're too slow to see the low, try jumping
    6:22 Be careful with 66P+K parallel the wall, try to evade towards Lei stomach here
    6:27 88K+G also is used to wall combos, so be careful here too
    6:31 I recommend you to Evade towards his stomach in order to cover the 2 options
    6:36 If Lei's Back is facing the wall and you get hit with 6K you can say good bye to 70% of your life bar
    6:40 Here is better to keep calm and not to try to evade
    6;44 Also be careful with Doko since this move can chance Lei's foot position
    6:49 In that case, try to attack before or try to evade towards his stomach


    LION

    Translation by @jimi Claymore
    0:05 Lion have a lot of circular moves. so trying to evade is quite risky
    0:23 in this case if you want to evade, my recommendation is to evade Lion's back in order to avoid 8K+K and 8P (this one is a combo launcher(
    0:27 But if you do that, you need to be careful because 41236P is going to hit you, this low can be problematic
    0:33 Lion's 2_3P is a uncommon and dangerous mid attack that can go under some attacks
    0:38 Is easy to use for "wait and see" situations (fishing for failed evades for example) and is really dangerous when you hesitate
    0:45 I know that you might get frustrated by his low game too, but patience is the key to win!
    0:51 Also, trying to crouch here is a not bad defensive option here
    0:54 After 2P for example a lot of lion players like to use backdash, using elbow or something like that can be a really bad idea
    0:57 After 2P or Elbow if you get a hit with a long range mid kick(3K) it can be really good for you
    1:00 If you think evade can be dangerous, you can play a little safe with 6_P
    1:04 If your character mid kick doesn't have a good range (Akira for example) adding some "wait and see" or fishing for a punish is a good idea too
    1:08 Lion have a bunch of moves that he can use when he is at disadvantage
    1:10 4PP is an attack can avoid highs
    1:15 2_3P can go under highs and sometimes mids (this is specific with moves and frames)
    1:17 8K can beat lows
    1:21 214P is an attack that can sabaki kicks
    1:25 And to add to the equation, if you want to use a mid(Punch) to beat this sabaki, you're more likely to lose to backdash
    1:29 For now, let's not use move like P and 2P too much
    1:34 If you don't know what to do, is better to evaluate how much moral or aggressive is the Lion player
    1:42 but like i said before, Lion can do the same to you, wait and try to get a 2_6P so be careful
    1:46 Lion players usually do 8K a lot, so evade towards his stomach can be dangerous
    1:50 First of all that move can jump over 2P so the general rule using 2P vs Lion is forbidden
    1:53 And is used a lot vs players who knows the strings, want to do a fast attack (2p) to not waste a small frame advantage, etc
    2:01 If you think Lion is going to do this, try a fast move(not a low) and go for a combo
    2:08 Guarding his circular lows means a lot of + frames for you, when you guard one of this do the best punish
    2:19 There is proper way to deal with all the lows even the ones with strings, sometimes you even have more than 1 option, but you need to get used to it little by little
    2:44 On sideturned, Abare, Crouching, evading towards Lion's Back can be a really bad idea because he have 3K
    2:51 On the other hand Lion have strong lows (even better near the wall) too so guard can be risky here
    3:00 vs 41236P trying to evade towards Lion's back is not a bad idea at all
    3:04 Also near the wall if you want to attack lion, doing a short range move it can be really risky
    3:08 You could try mid kick(3K) to put some pressure to Lion, but…
    3:12 If Lion evades, he gets a free P punish and near the wall that means a free wall combo, so is dangerous
    3:15 the best option here is to try to do a move with a good reach but safe on evade
    3:17 or you can just not attack and try to get out of the wall(use edc)
    3:23 How to deal with 4P+K+G toro teihozen
    3:25 he can go into this stance with PK and 4K
    3:27 this stance can sabaki P and some highs
    3:29 You need to be careful here because if you try to do P for example, you might get a sabaki - combo
    3:34 With ECD you can evade the fast attack and avoid the full circular (even if you get hit)
    3:41 How to deal with 6P+K+G Toro Sofu
    3:42 Lion Players loves to use P+K, a guard break that guarantees 9K or 44K (9K is for wall combos)
    3:50 But is a high so you can crouch
    3:53 If you are expecting this move you can crouch and go for a punish
    3:58 But if you do this Lion can also use P this move is a mid that causes staggers on crunching opponents
    4:00 PK or KK are almost guaranted with this stagger
    4:03 Both are linear attacks so you can evade them
    4:08 Toru sofu KK can leave you in side turned so be careful and evade towards Lion's back in order to avoid that
    4:13 Lion can protect his back with 6P, in general if you aren't close to the wall, you don't need to worry too much if you get hit
    4:16 If you don't want to guess you can just leave the G button and get hit
    4:23 Yes you're going to take damage so you need to check your life bar and position (you don't want a ring out too) if you want to try this.



    PAI


    Translation by @jimi Claymore
    0:00 Introduction
    0:14 First of all don't tech all the time
    1:47 Be careful about the lightweight’s punch (11F punch)
    3:02 Let's explain how to beat Pai's options
    7:48 How to deal with Pai's Hakkeshou stance
    9:08 Anti Bokutai tips
    12:38 Let's try to crouch more close the wall
    14:09 As much as possible, avoid get counter hits
    16:23 End
    0:00 Hi!, Today i'm going to talk about countermeasures vs Pai
    0:14 first of all, Let's talk about the most impotant thing
    0:20 About fighting Pai.. (avoid teching too much) let's focus on this a lot
    0:24 This character have a move that is + on block for Okizeme (46K+G 4+)
    0:29 In addition, she have a low attack that is hard to see ( this move is +2 on hit)
    0:34 And she have Low throws to add to the equation
    0:39 Her Okizeme is really strong with this 3 options
    0:44 So, if you don't want to deal with this mix up, don't tech and keep on the ground
    0:56 The worst thing that could happen is to get a weak down attack, so is better to not trying to tech too much only to get hit
    1:02 I wonder how annoying will be for Pai if you don't tech in the whole game...
    1:07 however, there is 1 case when you should think about keep in the ground or tech
    1:10 This happens after you get hit by 46KK, in this scenario if you don't tech...
    1:15 If 3P hits you after that move, you're going get a lot of damage
    1:19 After you get hit by 46KK, i would like to tech as much as possible
    1:27 However if you Tech a lot you're going to deal with the mix up
    1:30 Because of the if you have enough life, maybe you can choose if you don't want to tech here
    1:36 First of all, if Pai doesn't use that move, don't tech and try to avoid the mix up
    1:47 Pai have a fast P(11f) 3P+K(12f) and is easy to interrupt moves and get advantage with this moves
    1:56 For example, you have common setups like P - Elbow
    2:01 To this string, if you guard P you can interrupt the elbow with P or 3P+K
    2:12 If you know the frames of your opponent's character, you can interrup a lot of this moves
    2:17 Keep in mind that this moves are always going to lose to P - 2P and P - P also vs Strings that cannot be interrupted
    2:27 "I'm going to Abare and you can't stop me!"
    2:29 That's the kind of attitude Pai wants to show to his opponent
    2:37 Also, I think there is a lot of people who likes to use 16F (or more slower) moves after they get a 2P
    2:41 Keep in mind that this also loses to 11F P
    2:46 In this scenario, 2P and 15F moves are going to prevent the Abare
    2:55 This Pai's strong points, First at all know your frames before attacking
    3:03 This character, have a lot of get out of jail free cards
    3:10 A moment ago i have said that P and 2P are good to deal with Pai, but to be honest she can even crush those moves
    3:15 But is hard to apply this in small disadvantages
    3:18 Let's explain about moveset weakness and change the tactic according to the opponent
    3:25 First the mid counter (high counter)
    3:29 This Character can counter with 1P+K and 4PK, Basically this move is self explanatory easy to use beats highs or mid
    3:36 This counter does good damage, and it combo with 9KK so you can get like 50 DMG
    3:45 You can get punish if you love to use a lot of elbows, this counter changes the position and also does damage so take that into account
    3:51 The middle kick counter is dangerous because you can wall combo with it, so you don't want to lose games because you can't tell when a middle kick is going to be a bad decision
    4:00 So? what you can do vs someone with so many counter options...
    4:07 First if you don't want a mid counter hit, do high attacks
    4:15 Second, Lows, she can't counter that
    4:18 Full circulars, high or mid, she can do nothing against that too
    4:23 So if this player loves to try to counter you all the time, show him/her who is the boss and crush that counters
    4:31 Next 2_4P (Ensei Raigekiken) This move can go under some moves
    4:39 This move can even beat mids, so you can lose even vs Elbows
    4:43 This moves puts Pai in nitaku even on normal hit
    4:49 What you can do vs this move, if you it is coming trying to use better range mids or lows is OK
    4:55 For example low circulars are always going to beat this move
    5:00 After that, you're going to get a counter and beat the 2_4P (with exceptions)
    5:08 For characters with short range like Brad, you need to check out what moves you can use
    5:13 Next 1P (Rikensui)
    5:17 This move pulls Pai's body away, so is easy to beat short range moves and does quite damage.
    5:34 Because of that if Pai knows that you love to do short range moves, you can get a lot of combo damage with this move
    5:39 As for Countermeasures, First at all is trying to use moves with good range
    5:43 Mid kick for example can crush a lot of the moves, but keep in mind that maybe some characters have better options for 3K?
    5:52 You can also do Low attacks
    5:57 Another good countermeasure is just wait
    6:01 If you guard this move, is +13, so if you wait you can go for a punish
    6:09 This move is also a high if you think Pai is going to use it you can crouch
    6:13 However, if you're at advantage is not worth ducking just for one move
    6:20 But if your opponent is spamming that move, then is OK to give it a try
    6:22 Basically, Pai would use 2P abare, P abare or 3P+K according to the situation to prevent this.
    6:30 Because of that, no matter what you try you can't cover all her moves, so there is no perfect countermeasure for her.
    6:39 So if you want to cover this options, you can try to avoid in your own advantage
    6:55 In this way you can get rid of the reverse nitaku options
    7:00 Since you're not using your advantage, you will not be able to attack when is your turn
    7:05 After that this situation both players have not done anything, so the one with better timing is going to win
    7:20 Because of that, i think is better to attack at your own advantage
    7:26 So, let's try to use a good move against opponents who likes to use a lot reverse nitaku
    7:33 In this way, i think it would be better if you can use a nitaku launcher that can beat some the reverse nitaku options
    7:40 If you do this, is going to make things harder for the Pai player, and is going to be low risk for you
    7:48 Pai have a stance (Hakkeshō) it can be used after specific moves (this stance have a P sabaki)
    7:54 This stance have a P move that is + on guard
    7:57 Also a low that gives you a lot of advantage if you hit your opponent
    8:00 And a catch throw that gives you a lot of advantage too
    8:04 Therefore, it looks like a strong stance at first....
    8:07 To be honest this stance is quite easy to see and I can't do nothing against 2P here
    8:19 Even on counter hit you can stop this with 2P
    8:26 You can get a lot of damage by doing a Kick Launcher
    8:34 Because of that, if that stance comes way to fast, you can do 2P or Kick
    8:40 But there is only one time when you need to be careful with this stance
    8:45 If you see this stance in oki, you can expect the perfect nitaku
    8:51 But like i said before (if you don't tech) she can't do too much in this stance too
    9:00 So Basically, no matter what you do is OK don't tech
    9:08 Next, after moves like 3P you can enter into Bokutai stance, let’s talk about it
    9:13 From this stance she have a move that does a lot of damage P+K
    9:18 A full circular low that causes knock down
    9:22 A really fast mid, so is really simple to just make your opponent guess between mid or low
    9:28 Here you need to look carefully, because she can enter after doing P, i'm going to explain what to do vs the bokutai knee
    9:36 First of all, you can interrup the P string after the PK on hit
    9:45 But you can interrupt, P+K and K using fast moves
    9:53 however, since PK can do a lot of damage, i think is better to not try to abare
    10:04 Yeah, you can get caught by the Low attack, but that move doesn't really do too much damage
    10:14 Supposing that you want your opponent to make some risks for this stance
    10:19 Let's do a backdash before the PK
    10:24 After that you can avoid the Bokutai K
    10:28 For Bokutai P+K is the same, after doing this you need to use a long range move for punish
    10:33 So, doing backdash from time to time is really good risk-return here!
    10:43 However, doing backdash isn't a "one size fits all" technique because P can reach you
    10:52 If you can get a good punish after a backdash (a character with long range big punish), is going to make Pai to think twice here.
    10:57 Something else that you can do is trying a mid counter
    11:06 Bokutai P+K and Bokutai P damage can be really high, doing a mid counter hit can cover both options
    11:11 Of course, you can't avoid the low attack here, but you are avoiding the mids options
    11:21 I wonder if you only you need a character with mid counters
    11:26 Next, let's talk about bokutai on side turn
    11:30 This time Pai have a lot of advantage, so backdash doesn't work here anymore
    11:33 Because of this, there no choice here mid or low you need to make a guess
    11:42 And even if you guard the low, this move is -13 on side so you can't elbow punish it (or launch her)
    11:48 In this case if you try to elbow punish Pai, you can get countered by her mid counter
    11:55 So if you don't do a 2P, low throw or a 13F mid you may not get any damage
    12:01 When it comes to what to do, this are all your options
    12:11 But First of all, the mid attack can do a lot of damage, so for now just do standing guard
    12:30 For now keep in mind that Bokutai P+K can end the round.
    12:34 I wonder if you don't have to crouch never (in my case i'll crouch from time to time)
    12:38 Next, let's talk about Pai options near the wall
    12:40 She have various options near the wall
    12:42 Her best setups are "when there is a wall on her side" the wall is parallel to her
    12:47 In this case she have a high 4K+G and a low 1K+G for wall combos
    12:55 It can be really dangerous if you get hit, so try to crouch from time to time when Pai is on the side.
    13:02 However, crouching can be more or less unsafe since Pai have wall combo tools for mids too
    13:10 About opponents who wants to get wall combos with mids, i'd like to low guard and try to escape as fast as possible
    13:20 Otherwise, trying to Abare with something fast is a good idea
    13:23 For example you can beat this with 2P since that move is really fast
    13:33 If you try to abare at a really big disadvantage, 1K+G on counter hit can get a wall splat
    13:43 Here is hard to make the right guess, but as expected even if you're at big disadvantage, you need to try to crouch from time to time.
    13:58 I wonder if you try to guard the 1K+G you can give the impression that your defense is stronger than Pai can handle
    14:09 And Finally, for Any character in the game
    14:13 Vs Pai this is also really important "Avoid getting caught with counter hits"
    14:20 Some of her moves are really good at counter hit so avoiding this can change the flow of the battle
    14:25 A good example is 1K+G, this will knock down the opponent at counter hit
    14:30 On normal hit you don't get a knock down, and even on hit you're at big disadvantage.
    14:35 Also 2_3P+K is a good example too
    14:38 Again on normal hit, this move only gives advantage, but is a combo launcher that does alot of damage on counter hit
    14:43 If you get hit, you give Pai a chance to do even more damage after with okizeme
    14:53 Because of this, if you get hit by counter hits you can lose really fast (obvious)
    14:57 Maybe you're asking yourself what to do here, but for example you can stick to fundamentals attack at advantage and don't Abare
    15:06 Also avoid to evade all the time too
    15:12 First of all, avoid doing abare and evade all the time
    15:18 Put yourself in Pai's shoes and start thinking like this "Ok is this a good time to try this move?"
    15:20 After that you maybe have an idea when to Abare, to crouch or just stand there and do Throw escape
    15:24 But be careful in give free counters to Pai, and know what is better to and not just give the turn to Pai
    15:32 So, at first, Let's put in this way no evade too much, no Abare too much
    15:38 After that like i said before is a good idea to try to crouch from time to time
    15:44 Is highly unlikely that you can get big damage if you chrouch, so try to add this to your arsenal
    16:00 Well, If Pai does a low throw it can be risky
    16:04 Most of time you're not going to see low throws, i wonder it is possible to give the impression that you're going to low throw more here.
    16:14 But for now, be aware and try to avoid counter hits. the most you can do this, the better
    16:24 OK! that's all for today!
    16:28 Please watch my other character countermeasures videos!
    16:34 Thanks a lot for watching!


    SARAH


    Translation by @jimi Claymore
    0:05 Sarah can get combos with KP and 8K+G on counter hit my recommendation is evade towards her back
    0:15 Close the wall She can use 4PK to get wallcombos take this into account when you're evading towards her back and be careful
    0:20 You need to guess for her 6PK
    0:23 The second hit is a guaranteed combo on counter hit
    0:28 But if you guard, is -18 enough for a good launcher
    0:31 If the Sarah player knows that you are going to guard, Sarah is going to do the elbow and try to throw more
    0:36 In this case she can also do a little delay in order to keep the ofensive (since the player knows you're waiting)
    0:42 But if you guard the Knee on crouching you get +8f
    0:45 She can do a high attack after, so crouching should be not a problem (but it depends since she can delay it this one too)
    0:50 Sarah can just do 6P and try something else (like a throw or another elbow)
    0:58 That knee on counter hit is scary but sometimes you need to try interrupt 6P don't forget that
    1:02 Her basic moves doesn't have good range, backdash is really strong vs those moves
    1:08 3K range is short too, so is hard for her to catch backdash
    1:12 But Sarah can do 2K+G or 4K+G or another tool (she also have 9K) in order to beat the backdash
    1:20 In This case those moves are really weak vs evade so you can do a punish (and sometimes a big one punish)
    1:31 vs Flamingo i recommend you do to ECD towards her stomach
    1:42 Some moves are strings so that means that you can get hit it you try to attack after the evade
    1:45 After the evade if you let go the G button you can avoid the string (you can still get it if the string is properly delayed)
    1:55 Flamingo 66K is a full circular mid, after you evade the first hit you need to block the second one
    1:59 Flamingo KK is better to try to hit her after the 2nd hit when she is vulnerable
    2:00 3PK is her only move on flamingo that you need to evade towards her back
    2:05 On Sideturned you can't ECD FL K+G
    2:09 You can't evade FL K+G if you get hit too
    2:13 If you feel confident with your reactions (and movement skill) you can try EDC and low guard in order to not get hit by any move
    2:31 But keep in mind that if you don't feel confident or don't have the skill, don't do it because you can lose almost half or your life
    2:38 If you're trying to do ECD too much Sarah can aim to get a hit after the failed ECD.
    2:48 If that is the case, you can try to Abare in order to get a counter hit combo
    2:54 if you don't know what to do (ECD or Attack) you can try 2P, it can stop a lot of FL moves
    2:59 but 6K beats the 2P after 4K and 4P+K
    3:01 Sarah can also go for P+K in order to beat the 2P
    3:04 If you're near the wall is a really bad idea to try 2P vs Sarah (you can say 2P is strictly prohibited here)
    3:09 How to deal with Forward Slide & Backward Slide (FS,BS)
    3:11 BS can sabaki Punch Attacks
    3:13 You can try to use kicks but most of them loses to FS P
    3:19 2P ycan interrupt both stances
    3:23 In wake up (okizeme) you can't interrupt FS with 2P you need to deal with the stance here
    3:30 After you evade moves that put Sarah in flamingo you can attack her
    3:33 You can try a Side crumple if the Sarah player wants to continue the offensive
    3:35 Keep in mind that Sarah can do 2or8P+K after your evade in order to avoid the mid kick
    3:43 If you evade and PK for example you can go for a counter vs 2or8P+K
    3:47 Again in this scenario she can do 2K+G in order to beat your PK
    3:51 If you want to cover all the options you can simply do P and then try to crouch
    4:04 Sarah’s Flamingo Oki is really strong
    4:12 So you want to stay on the ground most of the time
    4:16 But After 6PK or 3K+G she can do easy OTG combos
    4:25 If you think she is going for a OTG combo you do an ukemi(recovery) and punish her
    4:31 But in this case you still need to keep an eye against FL 2or8P+K
    4:40 Here you can also try the P Duck set up!
     
    Last edited: Apr 13, 2023
  5. Chanchai

    Chanchai Well-Known Member

    SHUN

    Translation by @jimi Claymore
    0:05 Shun is character that the more he drinks the more powerful he also get news moves if he drinks enough
    0:14 He can have easy drinks with throws so he is going to try to throw you a lot for drinks
    0:18 Because of that at the beginning of the match you need to Abare more
    0:24 And of course He can get drinks with attacks, he even can sacrifice combos in order to get drinks
    0:30 Some of your moves can sober Shun, let's use them in this match up!
    0:38 You should combo Shun after the KO if you do the proper combo it can sober shun a lot
    0:42 Keep in mind that depending which move you use to win the round, it can change what kind of sober combo you can do (if you can do a combo here)
    0:46 if you get a middle K(3K class move) he goes into this posture which mean you can sober him a lot with a good combo (usually you get max sobber here)
    0:50 is easy to get combos after P and 2P round finishers
    0:54 If you get the KO with another move try to connect a sober move at least (OTG sober combo)
    0:58 Some of his move have a super long reach, you can get a lot of damage if you force yourself into close the gap
    1:09 There is no reason to take such risk, just do a EDC and hold G
    1:12 Choukarou countermeasures
    1:15 This stance have a full circular, a throw, and mid attacks
    1:24 you should try to crouch backdash and launch vs this stance
    1:33 But the P+K can beat that
    1:36 K+GKK(Shun can use this after 7 drinks) can also beat the crouch backdash Launch, so be careful
    1:40 in this case (after the P+K) you can try a punch/mid counter, or evade you can get a laucher if he finish the string
    1:55 of course crouch backdash is a really bad idea near walls or at the ring edge.
    2:00 Taka crouch backdash is really slow so this doesn't work for him
    2:07 Throws and 1KK are fast moves to get knockouts
    2:16 You can try to crouch after the fuzzy or try a ECD (hold the 2G) let's see how it is done
    2:32 Shun doesn't have an real elbow(6P is -3 on hit standing and crouching), so ducking is a good idea too
    2:35 but keep in mind that he have anti ducking moves like 4P+K or 3K
    2:41 Remember this moves are really unsafe on evade
    2:55 Shun have 2 really strong half circulars 1KK and K+G the pair covers both directions
    3:01 This moves are fast so you need to make a read in order to avoid them
    3:04 K+G is a half circular mid you can evade it towards Shun's stomach
    3:06 this move is super unsafe on evade
    3:13 1KK is a low half circular, you need to evade toward Shun's back if you want to avoid this
    3:16 You have some options if you block this low (in video is block and then Knee launcher)
    3:20 Try to get the max damage if you evade this move, is better if you can do a sober combo
    3:25 If the shun press G after the 1KK Shun is going down
    3:27 You can whiff launchers when he is down
    3:30 But if you try a throw you can get a backthrow after this
    3:34 And of course Shun can get launched in a backturned position too
    3:38 If you feel you're slow for that punish you can try to do a down attack (you can use some regular moves here)
    3:42 Soukokukyuu countermeasures
    3:48 All can be avoided if you evade towards his back
    4:10 BT Soukokukyuu countermeasures
    4:13 this stances have low mid attacks and a sabaki
    4:20 if you put attention to Shun movement you can avoid almost all the moves
    4:26 but sometimes can be really hard because this stance is fast (and really hard too see)
    4:28 If you miss the evade, Avoid ducking vs this stance Shun can do a lot of damage with his mids here
    4:34 Be careful if you try to whiff punish shun because he can bait you into his sabaki
    4:39 if you get a evade try to do the proper punish
    4:47 if you evade the Rainbow sabaki, is better to try double limbed launchers if you character have one
    4:49 Or just evade and wait until the move is over
    4:51 Sleeping stance countermeasures
    4:54 if you block 9KG you can't interrupt the kick
    4:57 this stance have a catch throw if you try to evade you're going to take some damage
    5:00 try to evade towards his stomach ECD and duck vs this stance (Shun back before the stance)
    5:03 Vs Stance KPK if you evade the first hit and then do 2P you can get a combo
    5:08 if you hit Shun with 2P after he miss his catch throw he is going to be in a float state you should try to combo him here too
    5:13 In general evade 2P beats his options but you can check the move after the evade and do the proper punish
    5:19 Shun can delay his KPK in order to beat the evade 2P
    5:22 Backdash evade towards Shun's back (stance) Backdash is a good option too
    5:37 If Shun does 9K you're in a big disadvantage, you can't ECD the catch throw
    5:43 because of that i recommend you to use the backdash evade
    5:49 even if you're losing keep in mind that you can avoid a worst scenario
    5:51 If shun gets a 3K KO on you that means a lot of drinks for him
    5:56 P and 2P can lead to a lot of drinks too
    6:05 there is no point of trying to block 1KK too much here, is better to lose the round than give him a lot of drinks for free
    6:08 Is also a good idea not using moves or string that loses to 2P
    6:12 1or7P+K+G is a move that pulls Shun's body and he can attack after that
    6:16 For now, if you try an elbow(6P) Shun can do a really damaging combo
    6:20 You can get hit even if you try to follow Shun
    6:23 The easy way to deal with this is P and then duck
    6:30 Shun have a jumping Attack in order to deal with lows 6K+G
    6:32 First of all is a bad idea trying to 2P Shun too much because of this move
    6:38 46P is a 11f punch a really good move
    6:39 keep that in mind when you're at offensive
    6:41 he can do a mid attack and cancel into BT Soukokukyu after 2 drinks
    6:43 when you're guarding this move you need to be careful with that stance
    6:52 Remember his throw game is really good and is worth the risk for him
    6:56 After 6 Drinks he can do 41236P+G this throw deals a lot of damage
    7:03 After 10 drinks he can use 63214P+G a really powerful backthrow
    7:10 His 6Throws puts him in your back and then he can launch you, this move can lead to ring outs
    7:29 Sometimes even P+G can lead into Ring out
    7:34 If Shun is near the wall you don't want to follow him
    7:42 Shun can also use this in his favor if he is in trouble, he can just run to the edge of the stage in order to get drinks
    7:47 In this case we can pursue Shun while ducking
    7:51 Even if you're crouching you can get a ring out with 8K+G(mule kick) if this is the case is best not to take the risk
    7:58 In order to fight Shun try to remember what he can and can't do according to the number of drinks
    8:02 He can use 46PP+K with 2
    8:10 he can cancel the P+K to go into stance
    8:13 At 4 drinks he can use 4PP, PP4PP, 46PP+K
    8:21 if you get a counter hit in the last hit Shun can get a combo
    8:36 You need to be careful because he can mix up the last mid with 1KK or throws
    8:45 In this case you can try to do a ECD and hold 2G
    8:49 Is also a good idea be ready if he wants to try the BT Soukokukyu
    8:53 At 6 Drinks or more Shun can use 236P a normal hit launcher
    9:01 This move is good for nitaku and have a good range (for whiff punish)
    9:09 Is dangerous to use Short range moves after 6 drinks try to not use too much 2P at this point
    9:13 he can use 41236P+G at 6 drinks
    9:22 At 8 drinks 236P gets a second hit and now it can do more damage
    9:30 You want to duck the second part of this attack
    9:33 2P can interrupt this move but it loses to backdash you need to be more careful here
    9:36 He also gets the second part of 43P+K good range and can do good damage
    9:40 And this move is safe on block
    9:42 Again ECD and hold 2G can help you a little here
    9:51 At 10 or more he can do 214KK a low combo launcher he loses 5 drinks with this move
    9:56 If think this move is coming you should launch Shun
    10:10 He can also use 214P is a mid launcher, cost 3 drinks
    10:05 This launcher is +4 on block for Shun a really rare move
    10:08 This move can launch you even on crouching state so he gets a real mix up with 214KK
    10:11 He also gets a full circular mid 214P safe on block cost 2 drinks
    10:13 This move is in case you want to avoid the mix up


    TAKA

    Translation by @jimi Claymore
    0:05 Taka can't get knocked out, for moves that are 19 or less points of damage, but you can still get frame advantage
    0:15 He is also slower to get into chrouch state, at +5 you can do the Throw mid mix up (nitaku)
    0:23 But Keep in mind that Taka have a really good Abare game so be careful
    0:25 My recommendation is: just evade towards his stomach
    0:36 You can evade towards his back but be careful because some strings can track you
    0:46 Near the wall 4PP+K destroys evade towards his stomach and you need to focus on this move in this scenario
    0:53 However, near the wall also evade towards his back can be dangerous so guard should be your first option
    1:02 Some characters have string combos that only works on taka (some normal another on recovery counter hit) so keep this in mind and don't miss a punish opportunity
    1:11 After 2P Taka can do 4P+K or Throws for nitaku, this is simple but really strong
    1:20 If your character have a 11F and 10F punch you can interrupt this 2 options
    1:30 Against 4P+K counters are also a good idea
    1:34 Since the range of this move is not that good, move with evasive properties are a good choice too.
    1:38 Punch sabakis is also valid here
    1:43 Moves that can sabaki punches and also are attacks can destroy taka Nitaku
    1:46 Be aware that punch sabakis and counters are weak vs throws so be careful
    1:56 And Taka can use 6K more if the player sees that you're using a lot of punch sabakis
    2:02 If Taka uses 6K you can evade and punish to turn the tables
    2:06 In a lot of scenarios, you can get at least a P so don't miss!
    2:16 Taka have a lot of good moves if he manages to hit you, so in disadvantage Abare can be really good for him
    2:22 So you need to be careful with taka abare after Tech, after wake up and after guard.
    2:36 If you don't know what to do, try to do full circulars or strings to beat the abare
    2:45 Taka can delay his wake up timing after roll
    2:52 So getting Taka after tech roll is hard and can get you in a lot of missed attacks often
    2:59 You can get a better oki if you attack just after the tech



    VANESSA
    (Offense Stance):

    Translation by @jimi Claymore
    0:05 OS Vane have strong half circular attacks in both directions
    0:10 If you evade towards her stomach, you get hit by 6_K and you can say goodbye to at least 40%
    0:14 If you evade towards her back, you can get hit by 2K+G and you might lose around 100 DMG
    0:20 In particular, 6_K is really fast can't be interrupted with 2P (or 12F moves)
    0:24 If you want to just stand there holding G, you might be caught by her catch throw
    0:28 if you don't do too much evade and try to Fuzzy you can reduce the problem a little
    0:34 However, 2K+G and catch throw can hit you
    0:42 A lot of situations are like this, you can take a risk with crouching and fuzzy crouching in order to also make Vane gameplan more risky
    0:51 Of course she can use 6P, P+K and 66K so there is no such thing as a all in one safe move here
    0:57 Vane's 66K is fast and he main mid for this stance
    1:00 This is good vs opponent's who doesn't like the catch throw
    1:07 66K is a string attack who have 2 variations
    1:11 The P ending is a mid attack, and is -13 on guard
    1:18 The K ending is a high full circular, and you can't punish this on guard
    1:21 But since is a high attack you can crouch
    1:30 Also you can interrupt after the first hit with a 13F move
    1:35 Of course, if you crouch after the second hit or try to attack, you're going to lose to the P part
    1:41 If you don't want to make a guess here, after you block the first hit, you can do ECD
    1:44 You can avoid P and go for a punish after that
    1:48 if your opponent try to delay the K part, you can crouch(ECD) and go for a punish too
    1:55 But if your opponent, does the string fast, you can't ECD
    2:02 Catch throw and mid launcher are really good in Okizeme
    2:16 So Basically, Don't Tech!
    2:29 If you get hit by 6PK, she can OTG with 2K so the never tech vs Vane trick is not going to work here
    2:34 In this case if you tech, you can try to punish this move if you think Vane is going for the OTG
    2:38 A lot of Vanessa strings are high in the 2nd and 3rd hit
    2:52 And, even if you guard some of this strings, Vannessa can continue in advantage
    3:03 For that reason, you might think that do 2P is a good idea to deal with this.
    3:09 But Vane also have 9P a move that can jump over lows
    3:14 If you want to avoid this let's 2P after we see the high attack
    3:28 If you feel that your punish is not that good, first at all you need to stop getting hit by 9P as much as possible
    3:32 OS Vane have a lot of moves with really good pushback even on guard
    3:35 After this, is she tries to backdash, the distance is going to be huge
    3:38 If you try to use short range moves, you get a higher chance to get a whiff punish here
    3:45 Backdash 6P+K is really fast, and you can lose vs this move even if you read and try to chase it
    3:49 Mid kick (3k) is a really good move for this case, or you can do 6_ P too
    3:53 After 2K+G or escape after the catch throw, you need to be ready for backdash
    4:00 At small advantages or when you have some distance between Vane, is a good idea not to try to force attacks
    4:12 At small advantage, you need to be careful because you might lose even if you try to do long range moves vs Abare
    4:16 Vane can cancel some of his moves and go into intruder step
    4:22 From IS, she have a mid with P and K, also a catch throw to complete his options
    4:31 If you read her transition to IS, you can beat this with just attacking
    4:34 And, since the she is going to do it before a high attack is OK if you crouch and wait for the stance before you attack
    4:44 Since IS K is a jumping attack, doing 2P to beat this stance is strictly prohibited!
    4:50 Also, you need to be careful with slow high moves because sometimes you can miss
    4:54 We can beat this with something like PK or a 2 hits string, also mids are good idea here
    4:57 If you get hit by moves like 4K, you can't interrupt the middle attack
    5:05 If you get hit by 4K, is a nitaku situation for Vane
    5:09 Precautions near the wall (parallel)
    5:11 When Vanessa's back is facing the wall, 1P is your #1 priority
    5:22 Watch vane movement then guard now you're at nitaku
    5:26 If you can check Vane's back and the go to punish this move is a good idea too
    5:34 Some players knows how to use 2K+G in order to beat people who likes to evade towards the wall, abare and sometimes get a combo on neutral hit, so be careful
    5:37 You need to check to Intercept position when she is lying down
    5:39 She lays low (way too low) and moves that doesn't have a good hitbox are going to whiff vs this stance
    5:46 If you try this kind of attacks vs Vane on okizeme, you are more likely to take damage for doing that
    5:52 let's be careful here and try to do a move that can deal with Tech and IP (Intercept Position)
    5:59 If you try a low attacks you can get a Sabaki with P+K, so that means Low for Okizeme are "No Bueno"
    6:02 You can lower the risk by doing mids here and realizing that this stance could happen anytime
    6:05 Keep in mind that you're in disadvantage if Vane does this stance after a combo with a lot of hits
    6:13 If you change your combo for something more Okizeme friendly, you are going to have a better time vs IP

    (Defense Stance):

    Translation by @jimi Claymore
    0:04 Vanessa's main mid is 6P, so let's evade towards her stomach to avoid this move
    0:12 If you try to do this at large disadvantage you may get caught by 3P+K, so be careful
    0:19 But since she doesn't have a guard break, is not a bad idea not trying to evade at all
    0:22 Defensive Style have a lot of reverse nitaku options, so lets see the weak points of this moves
    0:28 46KP is a high attack that can sabaki punches
    0:33 After the hit you get some decent damage and she get enough advantage for nitaku
    0:40 It can't sabaki kicks, but you it can get counter hit vs those moves
    0:43 Lows are strong vs this move
    0:52 Fullcircular (no one hand fullcirculars) are also good
    0:58 But, if you try slow moves you're going to lose vs 3P, so be careful
    1:02 You can wait and see if vane is using this move, then you can crouch, that's a good idea too
    1:10 46P+K is a high and mid kick attack sabaki
    1:17 So let's take this into consideration when you're in side and want to do a mid kick(3K)
    1:21 Punch moves and lows are good vs this move
    1:28 But this move can't sabaki full circular moves
    1:33 1P is a low sabaki attack
    1:39 Since this makes vane crouch while doing the attack, this move is really strong vs high and low attacks
    1:45 Mids are really good vs this move
    1:53 And this move can't sabaki low full circulars
    1:59 So is a good idea to not 2P and doing punch attacks a lot
    2:01 3P is 10F the fastest attack in the game
    2:07 This move can interrupt the P 6P and 2P nitaku launcher setups
    2:18 So let's use moves that cannot be interrupted even with this
    2:25 Of course you need to mix up your set ups so this is a yomi game vs the sabakis in the end
    2:31 6P is the main mid for DS Vane
    2:36 Like i said before, if you evade towards Vane's stomach it can be really good but there is a problem with this
    2:39 If you try to attack after you evade the 6P, is easy to get caught in the string
    2:47 If you don't press G(or press a button), you can make the string whiff and then go for a punish
    2:57 however if you don't press a button is really weak if Vane just stop the string and do something else, so let's not abuse this
    3:01 When you guard 6P, you need to make the habit of doing ECD in order to make easier to deal with the rest
    3:10 Sometimes you need to be ready to deal with uncommon stuff like 6P 6P or more weird reads
    3:19 Sometimes you need to attack after the first hit, don't forget that
    3:26 DS Vane is really good in okizeme, she have good attacks for wake up and low throws
    3:37 She doesn't have a good punish for lying down, so don't tech too much
    3:49 DS Vane can go into intercept position with 1K+G and 9K+G
    3:53 Depending of the hit we need to use something different
    3:55 For 1K+G you can interrupt if you use a move of 15F or less
    3:57 If the damage is 24 or more you can interrupt with 16F
    4:03 If your 16F doesn't do good damage is going to lose
    4:05 And Vanessa, can escape with with quick roll but....
    4:07 Some strings can catch this roll
    4:10 If Vane does 9K+G stance, you can use moves of 14F or less to interrupt
    4:17 You can try a 15F move but if this move doesn't do at least 24 of damage is not going to interrupt
    4:19 Vane can avoid this with quick roll
    4:22 Again if you have a string here you can chase this roll
    4:25 Also keep in mind that move with bad hitboxes and high attacks aren't a good idea here because they can whiff
    4:34 Also Vanessa can go into intercept position even when she is lying down
    4:36 She lays low (way too low) and moves that doesn't have a good hitbox are going to whiff vs this stance
    4:44 If you try this kind of attacks vs Vane on okizeme, you are more likely to take damage for doing that
    4:50 let's be careful here and try to do a move that can deal with Tech and IP (Intercept Position)
    4:56 If you try a low attacks you can get a Sabaki with P+K, so that means Low for Okizeme are "No Bueno"
    4:59 You can lower the risk by doing mids here and realizing that this stance could happen anytime
    5:02 Keep in mind that you're in disadvantage if Vane does this stance after a combo with a lot of hits
    5:10 If you change your combo for something more Okizeme friendly, you are going to have a better time vs IP



    WOLF

    https://youtu.be/vVK2nXwk3Ho
    Translation by @jimi Claymore
    0:05 Wolf have a lot of circulars that have good disadvantage, but it can deal good damage if you get hit
    0:18 In general in close range you want to avoid 63214P by evading towards Wolf's stomach
    0:27 But if you evade towards Wolf's back you can get hit by 3K, 3K+G or K
    0:37 If you do Evade cancel and depending how much disadvantage you have, you can guard 3K or 3K+G
    0:50 But at large disadvantages, if doesn't matter if you evade cancel you're going to get hit anyway
    0:57 ECD can help you to evade high moves, but it also make easy to get hit with 3K+G
    1:06 Near the wall K Counter hit is a wall combo
    1:10 Near the wall, is better to evade towards Wolf's back and keep and eye for the KK string
    1:15 A lot of Wolf's circular moves have a huge disadvantage if you evade towards his back, so don't forget to punish after you evade!
    1:25 Wolf have a lot of good throws, so is dangerous to evade too much
    1:39 If you're are having trouble evading, do instead Fuzzy and lazy throw escape
    1:51 Wolf's moves have big gaps after the second hit, most of his second hits in strings are high attacks
    1:58 If you evade most of the time P or moves at the same speed are going to be a punish because he can't interrupt or guard them
    2:04 Taking this into account if wolf try to do a string he can't interrupt (evade 2P) 2P
    2:19 But, Keep in mind that if you try evade P, you might get hit
    2:38 For that reason, try to do your best to know when Wolf is going to use a string with a high follow up and then use 2P to stop it
    2:47 If you know Wolf is going to use a string with a high follow up, crouch and go for a good punish damage.
    2:56 Depending on how much frame disadvantage you have at the moment you're evading, 9P+K might be able to beat your 2P
    3:06 Like i said before, Wolf's throws are really strong, really good.
    3:21 And then, Wolf also have 6K to mix it to his usual gameplay
    3:25 And he also have a catch throw too, so Fuzzy and lazy throw escape aren't that safe too
    3:34 If you have confidence in (your skill) how fast you can input (throw escape then 2) try to crouch (This is really hard to do)
    3:41 As result even if Wolf guess right you can still escape one direction
    3:49 Since you're crouching you are going to get a notmal hit
    3:55 Also this technique is really strong since you can escape catch throws and do a throw escape at the same time.
    4:03 But keep in mind that Wolf can do a lot of damage with 4K+G and 3K+G even on normal hit, so don't get overconfident by any means here
    4:19 In this case when you see this, is better to just guard or evade
    4:37 By the way, Wolf catch throws are slow, he also have a really slow throw even on big disadvantage you can crouch
    4:45 So getting stubborn in trying to crouch at disadvantage is not that bad idea
    4:47 Wolf's 63214P for example is a move with bad hitbox, if you have a move that can go under mids you can use it here
    5:03 If you do this too much, Wolf is going to use more moves like 3P, 9P or 6K in order to beat this
    5:14 In this case, your best bet is just guard or evade if Wolf is doing this moves
    5:26 Wolf also have R.A.W. a special move that works like a sabaki
    5:33 It can beat punch and kick moves, and he enters in a special grab state while doing this
    5:49 This stance can only sabaki 1 hit, so any string with a fast second attack can hit him
    5:55 If there is a long interval between the string attacks, RAW can caught you before the second attack hits wolf
    6:05 Jump type moves, Knee launchers and head attacks are moves that can beat R.A.W
    6:14 R.A.W. can't counter moves that gives you knock out on hit
    6:24 Full circulars except single hand circulars, lows and double limbed attacks are effective too
    6:28 You want to be careful when you throw escape and try to do a mid kick because this move can be really good here
    6:38 So let's do a move that can't be countered
    6:50 Like i said before, Wolf have a lot of strings that have a high attack after the second hit.
    6:59 Here you want to crouch if you think Wolf is going for the high attack
    7:07 If the wolf player knows you're waiting for a high attack he can stop the string and go for another option
    7:16 If you notice that Wolf is just doing 1 hit you can do 2P in order to cover a surprise attack and the following hit
    7:26 Keep in mind that if you do 2P Wolf can beat this with moves that can jump like 9P+K
    7:33 And is not uncommon to see 2P+K causing trouble if you mash to much 2P
    7:55 You can avoid this risk with Fuzzy and not to trying to attack
    8:10 Is good if you can punish reverse nitaku (abare) or whiff punish some of the strings
    8:20 Wolf have a lot of options for reverse nitaku here, but you need to keep calm and no show fear vs his strings
    8:31 However, taking the risk of getting hit by a string or no is something that depends in how much life do you have
    8:36 Now let's talk about dangerous throws that you should identify
    8:41 46P+G and ground throw, are moves that the direction depends on your opponent habits
    8:50 If you don't know which direction pick, choose the one that can end the round (remember that)
    9:01 After 46P+G, P+G is the most dangerous if there is no wall nearby
    9:05 After P+G, Wolf have a guaranteed combo launcher, you usually want to escape this most of the time
    9:10 This move push you forward, so if you are near the wall, wolf is going to get a wall combo
    9:17 This throw have a really good pushback, so you can get caught by surprise with some wall combos and ring outs
    9:22 After 46P+G 4P+G is the next most dangerous throw, this move moves you behind Wolf
    9:27 This moves also carries you a lot, so if there is a wall behind wolf, no matter what escape this one
    9:31 If you don't throw escape is going to be easy for wolf to get Wall combos and Ring outs
    9:36 After 46P+G, 6P+G switch positions and can do even more damage
    9:43 Wolf can do a lot of damage with 6P+G but....
    9:55 Usually you want to avoid P+G
    10:04 This one leaves you backturned to Wolf
    10:09 Is the same here, you need to know when this move is going to get a huge wall combo damage or a ring out, and hold P+G
    10:14 How to escape low Wolf's low throws
    10:22 Wolf have 2 throw options, 3P+G wich does good damage, and 2P+G this moves does the same than 46P+G 4P6+G
    10:32 Also, the throw changes depending on the ground state
    10:45 Remember 2P+G is really good if you're laying face down, some attacks can force this state
    10:53 After you hit for some of this attacks, 2P+G carries you in the direction your character is facing
    10:58 46P is guaranteed after this, so you need to be careful when Wolf have a wall or a ring out option in his back
    11:11 2P+G 46Pcarries a lot so sometimes you can get some unexpected results too
    11:19 If you're facing upwards, 2P+G just gives Wolf advantage
    11:27 Near the wall, you get more frame disadvantage and damage
    11:36 If you don't escape 2P+G you can get some disgusting results depending the stage
    11:54 Wolf have low throws, catch throws and good mids, so he is really good vs tech recovery
    12:06 If you try to recovery, you may take a lot of damage from this attacks
    12:23 So is better to not recovery in order to not get additional damage
    12:34 If you don't recovery, you might get hit by a down attack, but is a little price to pay sometimes
    12:48 Wolf have a lot of down attacks, if you recovery from time to time, you can punish wolf
    12:58 3P+K down attack does a lot of damage, and is a good move vs roll wake up
    13:08 In this case if you do a backroll you can escape this move, try to punish with a long range move
    13:16 But another down attack is going to hit you so be careful
     
    Last edited: Nov 13, 2024
    MarlyJay, VFnumbers and jimi Claymore like this.
  6. Chanchai

    Chanchai Well-Known Member

    Update: New translations by Jimi Claymore for Wolf, El Blaze, and Goh have been added!
     
    Dreamboat likes this.
  7. Chanchai

    Chanchai Well-Known Member

    Update: New translation by @jimi Claymore for Eileen has been added!
     
    Dreamboat likes this.
  8. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    Wow great stuff Jimi! This is gonna really help. :)
     
    Chanchai likes this.
  9. Chanchai

    Chanchai Well-Known Member

    Update: New translation by @jimi Claymore for Lion has been added!
    (Sarah is coming soon!)
     
  10. Chanchai

    Chanchai Well-Known Member

    Update: New translation by @jimi Claymore for Sarah has been added!
     
    jimi Claymore and Dreamboat like this.
  11. SUGATA

    SUGATA Well-Known Member

    PSN:
    SUGATA_RUS
    Thank you very much, dude!
     
    beanboy and Chanchai like this.
  12. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    saintly work
     
    Chanchai likes this.
  13. Chanchai

    Chanchai Well-Known Member

    Update: Lei Fei’s translation by @jimi Claymore has been added. I’ll get this project completed soon. After all of the translations have been put up, I’ll be adding a post in each character dojo forum with a link back to this thread too. This should make the countermeasures more easily findable as useful information and this was a recommendation from @akai awhile back so I am happy to do it ^_^
     
    SUGATA and akai like this.
  14. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Great work @Chanchai for pulling all of this together, and @jimi Claymore for the translation effort!

    Much like Shiwa's tactical guides, I think these would make for great wiki pages.
     
    Chanchai and 40i4 like this.
  15. Chanchai

    Chanchai Well-Known Member

    I think so too!
     
  16. VolcanoShed

    VolcanoShed Well-Known Member

    Myke and Chanchai like this.
  17. Chanchai

    Chanchai Well-Known Member

    I will try to post them up this week. Jimi did give me the translations but they have to be reformatted for posting since they are in an Excel format. I'll get them up soon!
     
    VolcanoShed likes this.
  18. Chanchai

    Chanchai Well-Known Member

    UPDATE:
    • Vanessa Defense Stance translation has been entered!
    • Vanessa Offense Stance translation has been entered!
    AGENDA:
    • Formatting will be tweaked.
    • After updates to formatting, I intend to make posts in each of the character forums with the same content (with nice formatting) for ease of accessibility and to also encourage the content to be linked in the wiki as well!
     
    Last edited: Nov 13, 2024
    VolcanoShed, SUGATA and akai like this.

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