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- Jan 5, 2001
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This thread I am hoping will be a hit, since I see alot of good tricks used. Or mind games as LY calls em.
These are from playing other players and some are my own strats.
98
Chris jCD, jD, the jD comes very fast, great for cornering pressure and also is important off a short jump. The jCD destroys many things. Though the jD will get you a cross up you might need.
Chang jCm jCDm both low jump whorage. dD cancelled to back-forward A/C *A recommended* dD dfA is also good, the dfA should be delayed to tease in a rush in or jump, so you either go under the jump with a dfA or rapid A/C to ABCD. This is a good plan.
In 2002 his dd B/D is good cancelled from a sCD, good recovery, comes very fast.. For corner pressuring, move at a corners sweep distance from a opp with his rapid A/C, ABCD cancel it so you can start it again and begin anew. Make sure you use this frequently, and never from a distance. Destroys roll escapes as well as corner jumps.
His hcf hcb dm is good cause if they guard it, it gives you time to move forward with D ver throw *aka 'the choke'*, this is very annoying and a great strat I learned from a player called LAngel.
Robert 98, LY uses his jB/D sC fwdB hcb B/d. This is good pressure, hold start and choose rob, as his former destroys his future version. No close in auto, but his projectiles more then make up for it. Its just as annoying as Heidern's back forward a/c. Its not kaiser wave in size, but good enough cause of speed and recovery.
A asshole player named hellsap has a good strat with roberts fbf B, so you throw a projectile, they roll into the fbf B, ad nauseum, a good set up because it causes players to think twice. Just make sure to use it rarely, as that move is easily defeated.
Saisyu, LY uses jB sC fwd+A orochinagi dm *meant to be guarded, its pressure*, then to dp a. This is good, dont spam it unless you are looking for some kind of crush. So basically, do it once, if you happen to connect it, ring in the damage. He also has some mean cross ups.
Ryo, My pressure strat for cornered's is:
jC (low preffered), sC fwd+A , then as they recovery from the pressure hcb B. This stops alot and causes a struggle for the next jC, which I like to: jC cB cB sA qcf x 2 A. I use this on people who dont know ryo's game. His jC is a very easy cross up to land, and you tap the shit out of the opponent. When someone usually plays a person with a tap style, they gotta watch out for every cross up oppurtunity.
Takuma, when valenti handed me and LY our asses in 98, I paid attn to his Takuma. I can do almost all advanced stuff with tak, but my main issue was his pressure which is top notch. Hell with cornering, this is the way to go. jD sA sA fwd+A qcf a/c, if guarded, who cares.
I prefer to do Tak's cross up D to cB, cB, cB, cA fwd+A dm. You can get up to 8 hits out of this, I have a video example at deadlyrave.com for the kof 2001 minute waltz vid.
Tak also has a good ground game. I've landed his HCB D as a means of pressure, and have had people use his qcf a to hcb B reversed guard.
Heidern
Big problem for practically everyone, I recommend you rarely use his down up b/d. It lags if missed and is only useful for projectile whores who dont know better. His main game is constant back forward A/C's. This is followed by a cD if the opponent comes close. I have found a flaw with many heidern players, who do his down up A/C on a wake up, its best to jump in to guard it in time to set up your own mean stuff.
Orochi Yashiro
Most likely even better then Iori in 98. Which nobody will agree.
His qcf A/C eats near everything in the game, its a problem that we all deal with if we play him. I started using this and heres the issue.
LY would own me with O yash because he has a nice corner game.
The idea is this.
I get knocked down in the corner. I have three options. Two are a guaranteed failure and will result in teh pwnage.
If I jump, O yash has the upper hand for a attack.
If I stand still, move back, or attack. His qcf A will eat each and every thing done. If I trip, he guards leaving me screwed.
If someone jumps in on o Yash, and he guards the j attack, most people follow with some crouching jab pressure.
The best thing to do is continue the assualt of jumping. Cause if you stay grounded close for to long that qcf A will take out ANYTHING you dish, so dont bother.
If you are using O yash, I prefer the cD cancel to hcb a/c. C not recommended unless they are using a far projectile.
The best pressure he has is sCD to hcb A, this is nice to. Moves the opponent back, setting them perfectly in range of that hcb A. Follow with sC fwd+A hcb x 2 C/hcbf A
Or to be a real bastard, they expect you to do the whole combo, BUT.
You can sC fwd+A hcb A (doesnt link, allows to repeat, use it once, most peeps settle there hands waiting for the dm)
This is a trip cause you dont know which to expect. Dont rest your hands either for any reason.
I deal with O yash in certain ways.
low jump jD with Iori or others (beni). I never stay grounded for a long period, unless I want teh pwn. I keep a good distance and wait for him to come to me.
Billy Kane
I'm a kane user, started to get into him.
The pokes are where its at.. Oh yeaaaaaaah
I like to mix it up when I am not afraid of some kula whore from 2002, or a 98 Mary.
So sC fwd+A. Good pressure. Low jC and low jCD are essential. Poke reach of his dA is useful to. Especially against non dp chars. If you do this on ryo, your gonna your ass kicked.
cB cB dp b to jC. Useful. Firewheel applies for cornering.
fwd+B is your friend, I've taken out so much shit with this. Its annoying and its not widely used.
Daimon
Daimon's sB is essential, jCD is. close sD to link is.
sC to hcb x 2 A/C is. I like his cA to dfC, if the dfC takes out a character and a counter, use his bug set up. If you wanna fly strat, hcb B, dfC qcf a.
Goro's dpA is often used when you do a cornering CD hit to get knocked away, to recovery into his dpA. This is very good.
I like sCD cancelled to qcf a/dp A from a distance to. I've taken out many far wake ups by doing the latter.
sB is your friend, use it like a whore.
Iori
Aka mr low jumping jC jCD.
I use these alot. I like to mix to. So I escape almost every damn thing I can with bb+bB. Make sure you master that escape.
Follow with a qcf A/C if your opp is a daimon type, preffered qcf C to null the dpA, even tho it still may hit, may not be worth the trade.
cx whore Iori is a useless char in many situations, because people are so used to dealing with him. his cx j b+B sA fwd+A fwd+A maiden masher etc. Make sure you get the most out of this each time you land it. You wont get many chances against high ups, or any at all.
dp is fast, takes out alot. his cD is a newb tactic, alot of range, good to kill wake ups who are dumb enough not to excpect it. his hcbf A is a god send. It grabs jump ins if timed quick enough. I learned this one from LY, as we have pretty intense Iori matches.
Kyo.
Kyo is my trump card in 98.
I like jB sC qcf DD, hcb D/orochinagi/blah and blah.
bb dwnC is his escape, whore it.
His cx is better then Iori's imo. j dwnC sB sB cB sA qcf x 2 A. Its a weakened form of the 98 dm links in the older cyberfan vid. Does enough damage. Use it when you can. That cx isnt a very hard landing cause of how damn fast it comes, as opposed to Iori's slow and predictable bB.
Use Kyo's qcf A cause of the autoguard it has, takes many things out. his jdwn D is good also.
Add more and more. This thread can be great for newer players as well as people like myself who need really good strats to deal with some of the better players.
These are from playing other players and some are my own strats.
98
Chris jCD, jD, the jD comes very fast, great for cornering pressure and also is important off a short jump. The jCD destroys many things. Though the jD will get you a cross up you might need.
Chang jCm jCDm both low jump whorage. dD cancelled to back-forward A/C *A recommended* dD dfA is also good, the dfA should be delayed to tease in a rush in or jump, so you either go under the jump with a dfA or rapid A/C to ABCD. This is a good plan.
In 2002 his dd B/D is good cancelled from a sCD, good recovery, comes very fast.. For corner pressuring, move at a corners sweep distance from a opp with his rapid A/C, ABCD cancel it so you can start it again and begin anew. Make sure you use this frequently, and never from a distance. Destroys roll escapes as well as corner jumps.
His hcf hcb dm is good cause if they guard it, it gives you time to move forward with D ver throw *aka 'the choke'*, this is very annoying and a great strat I learned from a player called LAngel.
Robert 98, LY uses his jB/D sC fwdB hcb B/d. This is good pressure, hold start and choose rob, as his former destroys his future version. No close in auto, but his projectiles more then make up for it. Its just as annoying as Heidern's back forward a/c. Its not kaiser wave in size, but good enough cause of speed and recovery.
A asshole player named hellsap has a good strat with roberts fbf B, so you throw a projectile, they roll into the fbf B, ad nauseum, a good set up because it causes players to think twice. Just make sure to use it rarely, as that move is easily defeated.
Saisyu, LY uses jB sC fwd+A orochinagi dm *meant to be guarded, its pressure*, then to dp a. This is good, dont spam it unless you are looking for some kind of crush. So basically, do it once, if you happen to connect it, ring in the damage. He also has some mean cross ups.
Ryo, My pressure strat for cornered's is:
jC (low preffered), sC fwd+A , then as they recovery from the pressure hcb B. This stops alot and causes a struggle for the next jC, which I like to: jC cB cB sA qcf x 2 A. I use this on people who dont know ryo's game. His jC is a very easy cross up to land, and you tap the shit out of the opponent. When someone usually plays a person with a tap style, they gotta watch out for every cross up oppurtunity.
Takuma, when valenti handed me and LY our asses in 98, I paid attn to his Takuma. I can do almost all advanced stuff with tak, but my main issue was his pressure which is top notch. Hell with cornering, this is the way to go. jD sA sA fwd+A qcf a/c, if guarded, who cares.
I prefer to do Tak's cross up D to cB, cB, cB, cA fwd+A dm. You can get up to 8 hits out of this, I have a video example at deadlyrave.com for the kof 2001 minute waltz vid.
Tak also has a good ground game. I've landed his HCB D as a means of pressure, and have had people use his qcf a to hcb B reversed guard.
Heidern
Big problem for practically everyone, I recommend you rarely use his down up b/d. It lags if missed and is only useful for projectile whores who dont know better. His main game is constant back forward A/C's. This is followed by a cD if the opponent comes close. I have found a flaw with many heidern players, who do his down up A/C on a wake up, its best to jump in to guard it in time to set up your own mean stuff.
Orochi Yashiro
Most likely even better then Iori in 98. Which nobody will agree.
His qcf A/C eats near everything in the game, its a problem that we all deal with if we play him. I started using this and heres the issue.
LY would own me with O yash because he has a nice corner game.
The idea is this.
I get knocked down in the corner. I have three options. Two are a guaranteed failure and will result in teh pwnage.
If I jump, O yash has the upper hand for a attack.
If I stand still, move back, or attack. His qcf A will eat each and every thing done. If I trip, he guards leaving me screwed.
If someone jumps in on o Yash, and he guards the j attack, most people follow with some crouching jab pressure.
The best thing to do is continue the assualt of jumping. Cause if you stay grounded close for to long that qcf A will take out ANYTHING you dish, so dont bother.
If you are using O yash, I prefer the cD cancel to hcb a/c. C not recommended unless they are using a far projectile.
The best pressure he has is sCD to hcb A, this is nice to. Moves the opponent back, setting them perfectly in range of that hcb A. Follow with sC fwd+A hcb x 2 C/hcbf A
Or to be a real bastard, they expect you to do the whole combo, BUT.
You can sC fwd+A hcb A (doesnt link, allows to repeat, use it once, most peeps settle there hands waiting for the dm)
This is a trip cause you dont know which to expect. Dont rest your hands either for any reason.
I deal with O yash in certain ways.
low jump jD with Iori or others (beni). I never stay grounded for a long period, unless I want teh pwn. I keep a good distance and wait for him to come to me.
Billy Kane
I'm a kane user, started to get into him.
The pokes are where its at.. Oh yeaaaaaaah
I like to mix it up when I am not afraid of some kula whore from 2002, or a 98 Mary.
So sC fwd+A. Good pressure. Low jC and low jCD are essential. Poke reach of his dA is useful to. Especially against non dp chars. If you do this on ryo, your gonna your ass kicked.
cB cB dp b to jC. Useful. Firewheel applies for cornering.
fwd+B is your friend, I've taken out so much shit with this. Its annoying and its not widely used.
Daimon
Daimon's sB is essential, jCD is. close sD to link is.
sC to hcb x 2 A/C is. I like his cA to dfC, if the dfC takes out a character and a counter, use his bug set up. If you wanna fly strat, hcb B, dfC qcf a.
Goro's dpA is often used when you do a cornering CD hit to get knocked away, to recovery into his dpA. This is very good.
I like sCD cancelled to qcf a/dp A from a distance to. I've taken out many far wake ups by doing the latter.
sB is your friend, use it like a whore.
Iori
Aka mr low jumping jC jCD.
I use these alot. I like to mix to. So I escape almost every damn thing I can with bb+bB. Make sure you master that escape.
Follow with a qcf A/C if your opp is a daimon type, preffered qcf C to null the dpA, even tho it still may hit, may not be worth the trade.
cx whore Iori is a useless char in many situations, because people are so used to dealing with him. his cx j b+B sA fwd+A fwd+A maiden masher etc. Make sure you get the most out of this each time you land it. You wont get many chances against high ups, or any at all.
dp is fast, takes out alot. his cD is a newb tactic, alot of range, good to kill wake ups who are dumb enough not to excpect it. his hcbf A is a god send. It grabs jump ins if timed quick enough. I learned this one from LY, as we have pretty intense Iori matches.
Kyo.
Kyo is my trump card in 98.
I like jB sC qcf DD, hcb D/orochinagi/blah and blah.
bb dwnC is his escape, whore it.
His cx is better then Iori's imo. j dwnC sB sB cB sA qcf x 2 A. Its a weakened form of the 98 dm links in the older cyberfan vid. Does enough damage. Use it when you can. That cx isnt a very hard landing cause of how damn fast it comes, as opposed to Iori's slow and predictable bB.
Use Kyo's qcf A cause of the autoguard it has, takes many things out. his jdwn D is good also.
Add more and more. This thread can be great for newer players as well as people like myself who need really good strats to deal with some of the better players.
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