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« on: March 29, 2007, 11:29:03 AM »
Yay for strat threads!!!!
WAKEUPS
Dash in 2A:
Pretty simple since everyone's 2a seems to be pretty meaty when timed right, although this is can be ex-shielded on wakeup if anticipated, and is also subject to wakeup DPs and ex grabs. However this is good to start off with, and it combos into everything she has.
Tk flametounge with a or b:
Great wakeup move, you can't be thrown out of it if a grab character like Kouma does his 214C on wakeup. Not foolproof against Dragon Punches, but if someone whores them on wakeup you can bait and punish with one of the BnBs above. With either of the moves, if they try to jump, 2C will hit them for followup combos. If you have someone guessing, 2a x N into tk flametounge resets the mixup. This works best in the corner. If the move actually hits, you can link into 2C for combos.
214B:
Another really good wakeup option, although not that great midscreen as the pushback doesn't guarantee any followups. If this hits you can follow up with a quick j.B for aircombos. Any aircombo you do ending in a dash throw puts them in the corner and resets the mixup. While in the corner you can either:
214B~tk flametounge
OR
214B~dash in 2a x N
Doing 2C after 214B will also catch them if they try to jump. Also doing 214B~tk flametounge gives you the same mixup options as doing the tk flametounge alone. Any of these can be used as a tick throw as well. TK Flametounge with A actually crosses them up if they're crouching.
j.A:
Since this isn't a true overhead, it's great for fuzzy guard setups, tick throws, or 50/50s. On smaller characters like Miakyo or Satsuki, you're limited in your ablilty to get off many of these on block. Your best option is to make them guess with a couple of them, then either:
-Land and do 2a
-Do j.B (1hit)
-Do j.B~j.2C into combo of choice
If you REALLY have someone scared, you can do one of the flametounge setups~IAD j.A. This works GREAT on larger characters like Warachia or N.Chaos. The combination of all these mixups make her very stupid in the corner, and if someone actually blocks all of this, just start throwing them.
j.2C:
If you happen to knock someone down, regular jump into j.2C crosses up just about everyone in the cast. This is purely for shenanagans, and isn't a consistant reliable strat like the flametounge mixups. But if you're top tier like the Japanese, you can do the next mixup:
Instant j.2C:
I think this is what truly makes this bitch stupid. At any given time while someone is blocking, you can (while staying as low to the ground as possible) do 8~j.2C. This is an instant overhead, gives you combos from any of the BnBs posted above in the earlier posts, and can be done whenever you are on the ground. It works incredibly well with the flametounge and 2a wakeups, as if done correctly, you slap them right in the face with the overhead and combo anyone in the cast for 40-50% of their life. However it is incredibly difficult to do consistantly, but the risk is definitely worth the reward. Oh and since you land right afterwards, ANY of the above mixups become viable again (TK flame, 2a, 214b, etc)
If/When you hit someone, and they're REALLY good at blocking, end one of the combos with 2C~22C(flame carpet). This will force them to try and jump to get out of the corner, or stay there and continue to block your mixups while having their meter drained.
I think this is long enough, I'll let someone else break down her pokes and whatnot.