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« on: February 13, 2010, 12:59:45 AM »
It's true that it's less safe, but it works more reliably than after 5C because you have so many options after 5B that they expect 214B less. Of course, this is after they respect your pressure.
The minor frame disadvantage after 5B5A doesn't mean anything if you're close to your opponent because you have so many option-selects. It was my main blockstring that I had a lot of success with versus decent players.
Here's a breakdown of a blockstring with the 5B5A backbone. 2369A can be replaced with IAD jA/jB, each have their pros and cons.
2A:
1) 5B5A
2) 2A
3) 2369A
4) walk throw
2A delay 5B5A:
1) 2A, stuffs attacks and jumpouts
2) delay 2A, stuffs attacks and jumpouts. Wait for 5A to recover, if you time it right, they should only have one frame to mash out of this gap. Resets your moves.
3) 2369A stuffs most attacks and late jumpouts and resets knockback and gives a j2C mixup since you're so close
4) dash throw, great place for a tickthrow since you don't have to wait to get into range before you throw, and the initial frame disadvantage lets you input your throw earlier, still risky of course.
2A delay 5B5A delay 2A:
1) 2A, since the 5B5A moves you forward enough to throw out another.
2) 2369A
3) 5C5B / 5C214B mixup
4) dash throw
2A delay 5B5A delay 2A delay 2A:
1) 5C5A
2) dash 2A, which is much safer because early 2A mashing from your opponent will whiff, resets knockback and punishes late jumpouts.
3) 2369A
4) 214B since they are no longer within 2A range, and it's hard to react with so many other options that Akiha has.
2A delay 5B5A delay 2A delay 2A delay 5C5A:
1) delay 4C/2C, this will catch jumpouts easily, so once you scare them with it, your other options become much stronger.
2) try to keep them in corner with jump neutral and lean forward attacks or jump forward attacks. If they respect the above, they'll react to your jump by most probably jumping and holding block, by then you'll have a huge advantage to push them back into the corner, even with just jA mash.
3) sj2369A or j2369A into dash 2A, dash 5A5E option select or etc.
4) dash 5A2A, catches mid to late jumpouts out of respect for your other options, you should notice if you're going to hit as antiair before you cancel into 2A.
5) dash 5B, catches late jumpouts, less vulnerable to mashouts than 5A2A.
2A delay 5B5A delay 2A delay 2A delay 5C5A delay 4C
1) 236chargedB, catches people who like to jump backward in the corner or mini resets unsuspecting folk.
2) 236C into a ghetto reset.
3) 22C, try to keep them in corner, all the knockback gives the flamepit more area to cover. Remember you can detonate in the air. Makes games more hype.
You have five to six places to choose when resetting pressure with multiple ways of doing so in this single blockstring.
I still suggest learning a 5C5A based string and the 2B2A and 5Bdelay2A starters when you have knockdown to keep things more random.