Stance character. Have to interrupt stance transitions. |
SSR in neutral (df1, 2,1, db1, df2, ...). |
Against stance transitions oB: For SEN, and minus transitions, |
you can df1 check and still duck the PC. From heat f3+4 and |
DEN3 you have to hold the mixup. |
For DEN and LEN, just play according to transition frames. |
DEN.Transitions: df3(+8oH,-4oB) | f1,2,3(-5oB)|ff4,2 (+9oH,-7oB) |
db1+2~d(+7oH,-8oB) | ws2(-1oH,-12oB). i11h, i17m, i22l. |
SEN. Transitions: HT f3+4(+10oH,+5oB) | DEN3(+5oH,+5oB) | |
df2(+9oH,-3oB) | DEN1(+4oH,-3oB) | f1,2(+6oH,-5oB) | |
f2,1(+6oH,-5oB) | ws2(+6oH,-5oB) | db2(+6oH,-5oB) | |
b3(+11oH,-5oB) | DEN3+4(+4oH,-7oB). i12m, i17 PC, i17 low. |
LEN. Transitions: ws3(+4oB) | 1,4(+1oH,-12oB) | |
DEN4(+1oH,-12oB) | db1,3(-1oH,-12oB) | 2,1(+8oH,-6oB, forced) |
3(+6oH,-11oB) | ws2,3(+6oH,-11oB). i11m(ws4), i16m, i16l |
Can go from DEN->DEN, DEN->SEN, SEN->DEN, SEN->LEN |
−15 pushback | df3,3(-15) | | ||||||
−15 | 3(-17) | f1+4(-18) | uf3(-26, time your punish) | ff4,3(-16) | fb2,1(-18) | ws2,3(-15) | | ||||||
−14 | f4,1,2,1 | SEN3 | | ||||||
−13 | f1+2 | db2,3(except max hold) | db1+2 | uf,n,4 | ff2 | | ||||||
−12 | 1,1,1 | 1+2 | f1,2,3~b | f2,4 | fb2 | ws1 | (db1),2 | | ||||||
-11 / -10 | f4,1,2(-10) | df2~b(-11) | b2,1(-10) | DEN1+2(-10) | |
uf3+4,1+2 (the jumping throw) is 1+2 break. |
d3,1 | b2,3(mix) | b3,4 | (ff4),2 (first hit whiff) | |
db2,3*(+13) | WR3(+6~+12) | ws3(+0 / +4 LEN) | DEN1(+1) | SEN4(+2 if absorb) | SEN3+4(+0c) | |
d2(+0c) | |
df1(-1) | |
1,2(-3) | uf3+4,4(-4) | |