Sunday, December 21, 2008

Top ten moves (DR) 2.2

Note that this is my personal top 10 where I tell it as I see it but suggestions for changes and edits are welcome. These moves come in no particular order and might get refined further.

01 - Vacuum Fist Palm (aka the hand) 1+2

Stats: Launch, mid, 18 frames, - 7 on block (safe)

Advantages: It tracks well, hit has a large reliable hitbox that easily hits crouchers and allows on hit it allows you to pick up the opponent with 1+4 into combo.

Disadvantages: Tends to lose against similar moves because while the animation is fast the actual hit is slow to come out. It's the worst launcher for opening up wall combos.

Uses: Throwing out during trench wars, countering certain blocked moves from up close, hitting people trying to crouch or sidestep, hitting people expecting a sweep during mind games.

02 - Demon Slayer (aka forward two) f + 2

Stats: Launch, mid, tech crouch, 18 frames, -17 on block (launch counterable)

Advantages: Excellent for okizeme, extremely reliable hitbox, with small advantage it tends to beat even 8f jabs and it opens up Asuka's biggest combos, hitting people trying to roll away from you, hitting people next to walls. Can be cancelled into any WR move and the Falling Rain throw.

Disadvantages: Unreliable range outside of okizeme and punishing depending on whether the opponent is moving backwards or not. If they are backing up even slightly don't count on this move to connect often.

Uses: Countering jabs from advantageous or neutral situations, free punisher on +17 even at long distance, launching near walls, launching heavyweights in the open, hitting “active” people and back rollers on the ground during okizeme or after connecting df+2+3 throw and as a fake dash to set up the FC df, d, df 1+2 throw.

03 - Side kick: df + 4

Stats: Mid, 12 frames, -6 on block (safe), +5 on hit.

Advantages: Asuka's fastest safe mid poke with good range.

Disadvantages: Poor damage potential.

Uses: Keepout, safe poking, tacking on to the end of strings, as a round ender, after connecting with d+2 (even on block)

04 - Sacred Blade (aka the big sweep): 3~4

Stats: Knockdown, low, tech crouch, 24 frames, -16 (~launch counterable)

Advantages: Immediate okizeme where the opponent has to rise from a backturned position, can come out of strings as well, stupid damage on grounded opponent, virtually impossible to sidestep, extremely low hit box, leaves opponent in a forced crouch position on block which severely limits their counter options.

Disadvantages: Easy to see when used in strings if the opponent is alert, some characters get a free launch on block while everyone gets a free launch if they succeed with a universal low parry, an opponent who is already backturned when hit is turned back the right way again.

Uses: As an okizeme tool whenever the opponent is passive or trying to roll sideways, early counter for just about any incoming move that hits above the belt (even mids and throws), during strings, dealing with sidesteps and sidewalks, when moving in on the opponent quickly.

05 – Heaven’s Hammer: d+2

Stats: Forced crouch (block/normal hit), launcher (counter hit), mid, tech crouch, 18 frames, -2 on block (safe)

Advantages: Great range, fantastic properties as long as it connects in any way, semi-evasive, launches on CH.

Disadvantages: Slow to come out.

Uses: Hitting people from afar, hitting backdashers, countering bothersome moves with evasive properties (such as Lili’s d+3+4), counter hitting jabs from advantageous situations for a launch combo.

06 - Hop kick (aka the jump kick launcher): uf + 4

Stats: Launch, mid, low crush, 20 frames, -10 plus distance on guard (jab counterable)

Advantages: Asuka's (sadly) fastest low crush that launches, reliable hit box which will frequently beat or move past low attacks, incredible damage, good combo potential, free launcher after FC df+2 counter hits.

Disadvantages: SLOW! Too slow to throw out randomly like other hop kicks. Will lose to virtually any hop kick but Steve’s.

Uses: After counter hitting FC df + 2, after blocking low moves, launching into walls, as an alternate round ender from a distance.

07 - Jab uppercut: while rising 1+2

Stats: Mid, 12 frames, -2 on block (safe), +9 on hit (a big launch will beat almost anything)

Advantages: Fast mid with reliable hit box, performing it will also auto escape 1+2 throws on the way up. Excellent defensive tool.

Disadvantages: Limited range

Uses: When trying to get up from the ground during okizeme or forced crouch to counter launch attempts and throw pressure.

08 - Rock Shooter (aka the high crush launcher): db + 2

Stats: Launch, mid, high crush, 24 frames, -10 on block (jab counterable)

Advantages: Semi-evasive (backwards) and will frequently beat jabs, throws and other moves that has forward momentum despite it's slow speed.

Disadvantages: It's meant to beat incoming attacks so the range is poor.

Uses: Winning trench wars, beating fast jabs, baiting moves, destroying throws and other high moves.

09 – Tsubame Return (aka the "bail-out")

Stats: Mid, 12 frames, -7 on block (safe)

Advantages: Fast, evasive, safe. Excellent defensive tool.

Disadvantages: Poor range, poor damage.

Uses: When in doubt, at the end of a round, as a random poke and shutting down rushdown strings.

10 - Falling Towers: df + 1, 2

Stats: poke/hit throw, high/mid, 13 frames, tech crouch at the start, -3 on block (safe)

Advantages: Surprisingly difficult to backdash or sidestep, fast and beats many random moves including jabs from starting range.

Disadvantages: Second hit not guaranteed even if it hits crouch.

Uses: At the start of the round, randomly against evasive actions, randomly doing it again after it was blocked to counter punish attempts.

3 comments:

GEOFF D:< said...

MOST useful guide I've come up against yet, a large amount of interesting information. Thanks HEAPS and keep up the good work =)

HexElf said...

Thank YOU for commenting and giving me further inspiration to improve and keep this blogg going. Check out the new combos for a jolly good time ;D

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