VF4 / Pai [ print friendly ] [ command view ] Arcadia Issue 58 - Pai Chan
Writer - Yanaga
Source - Arcadia 58
Translation - Noodalls
Take okizeme and ukemizeme to the limit
Utilising the long active frames of some moves, we introduce
okizeme and ukemizeme. The damage you do directly isn't that high,
but if you use it will it will limit the options your opponent
has.
Moves that are easy to pressure with that you'll want to use for
ukemizeme
When you pressure the opponent's side tech-roll heavily, you'll
take away their ability to do anything but guard. Pai has many
moves that have long active frames allowing her to pressure the
tech-roll, so use them according to the situation.
The easy to use mid attacks are  and   + . 
is easy to pressure with, and its attacking frames last 3 frames.
Also, if you hit with this they won't be able to duck the follow-up
throw.   + also has a long active time and is easy to
pressure with. At close range their is a risk of flying over the
opponent, so use it when you have a little distance.
After hitting you can attack from a special situation. WS +
and  are easy to use. If you pressure with the latter half
of the active frames of WS+ + you can duck-guard and then
stand guard to beat out the opponent's throw/elbow nitaku on guard,
or on hit you can use BT + to beat out even the light
weight opponent's . If you connect with  latter half of
active frames on guard you are at a small disadvantage and on hit
you are advantaged. If you use the stance change to bokutai well,
even on guard you can do an evade cancel or  to continue
attacking powerfully.
For low attacks, according to your opponent's tech-roll direction,
or + works well. Judging the direction they roll in is
difficult, but against opponent's who always roll in one direction,
or when there is a wall or ring edge such that they will roll in
one direction it's easy to pick.
Photo captions
- (WS + shown) compared to other moves the priority is a
little small, but your attacking options increase so you should use
it.
- ( shown) Whether or not you hit half way through the
active frames is difficult to determine, but going onto a throw
anyway is a powerful choice.
Crushing wakeup attacks
Long active frame, strong attacks are good for crushing wake-up
attacks. If you use them well, you will limit the opponent's
ability to use wakeup attacks.
Moves that crush well are   . It has 7 frames of active
attack, and if you use it with about the right timing it will work.
If, more than right up close you use it from a little distance, on
guard or whiff it will be unpunishable and so be low risk, but you
won't be able to continue the attack if you do successfully crush.
Focussing on the situation after crushing them, WS + and
+ are recommended. Also, if you get a wall stun,
BT + hit + will string. However,if it whiffs you will
get backthrown, so be careful.
The execution is slow, so it's hard to get it to connect, but if
you connect  during the active frames, a standing is
guaranteed, so be comboing  you can get just short of 70
damage.
Tidbit
- When   + only connects the second hit, the situation is
even to slightly disadvantaged. You can do fuzzy guard to avoid
many things, but abare'ing with the fast executing BT +
isn't bad.
Posted by
noodalls
on 06/03/2005
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Edited by
Myke
on 03/04/2005
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