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Kokei P tactics

Discussion in 'Lau' started by Chibitox, Feb 23, 2008.

  1. Chibitox

    Chibitox Well-Known Member Bronze Supporter

    Yep this is good, I tend to often do the first two hits then:
    -If opponent was lanched--> finish the string.
    -If opponent was guarding --> 50/50 between the last canned hit (which is very delayable, and non sabakiable) or cancel stance and throw.
    The good thing in the second scenario is that if the P+K string ender doesn't hit in the air it acts as a normal /forums/images/%%GRAEMLIN_URL%%/d_.gif /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif wich means you have a combo afterwards, this makes an ok risk/reward ratio.


    A note on KK: surprisingly KK is +5 on block, there is a also a possibility to combo with /forums/images/%%GRAEMLIN_URL%%/f_.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/k.gif if the second hit is a counter hit for a nice 70pts damage (orks on akira don't know abut the heavies). With this combo you can often carry the opponent to the wall for even more damage.
    This tend to hit more often than you'd think, then when opponent begin to crouch after the first hit you can play mind games with /forums/images/%%GRAEMLIN_URL%%/uf.gif /forums/images/%%GRAEMLIN_URL%%/p.gif for example ^^.
     

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