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From: Carlo Ang <cang@acs.ryerson.ca>
Newsgroups: rec.games.video.arcade
Subject: Carlo's Taka Guide (ver 0.1)
Date: Thu, 19 Dec 1996 02:53:05 -0500

Carlo's Guide to Taka-arashi (not quite an FAQ- this was written pre-Mook 1)
By: Carlo Ang


*******************************************
Table of Contents
1)   Comments on Moves
2)   General Tactics
3)   Acknowledgements and general ass wiping
********************************************

1)   COMMENTS ON MOVES

d+P- good for breaking an aggressive opponent's momentum.
Good: 12 frame exec. time is fastest among single low attacks.
Bad: 1 frame contin. Means little window to hit. You must know they will be 
     open low, for this move to be effective.

d+P+K- good as a low approach move.
Good: 2 frame contin. time provides larger hit window.
Bad: 30 frame recovery. 

d+K- hardly worth the while to try.
Good: knocks down on MC.
Bad: 43 frame recov. time means you will probably get punished if the kick 
     does not knock down.

df+P- part of a Taka-rush.
Good: Can follow-up with canned throw, or throw. 

df,df+P- big upper-cut.
Good: can float on a MC, OK contin time.
Bad: recov time.

D,b,f+P- slight delay before execution.
Good: cannot be reversed, big damage possible. 
Bad: recov time.

D,f+P- sends em flying FAR.
Good: FAST exec, good damage potential.
Bad: "charge" time.

f+P- does not look like elbow.
Good: combos to canned throw or throw. FAST exec and 2 frame contin.

f,f+P- BEST move of all.
Good: Cannot be reversed, floats, ff can be buffered while in G. 
Bad: recov time.

b+P- good joust move.
Good: good damage, contin & recov.
Bad: exec time not so great.

b,f+P- body ram.
Good: Cannot be reversed, big damage possible, fast exec, long contin. 
Bad: recov.

P+K- iffy move.
Good: damage, has range, sobers Shun.
Bad: recov

df+P+K- nasty, slight delay at start.
Good: floats on MC, big damage, cannot be countered. 
Bad: recov.

f+P+K- low rush start.
Good: can start low rush.
Bad: lower damage than d+P, does not knock down even with PP's.

b+P+K- eat dirt. Steps towards back side.
Good: Cannot be reversed or countered (so far), long contin time, repositions 
      you, can punch pounce.
Bad: whiff and you are a sitting duck.

(d)P+K+G- reward for finding use of this move.
Good: cannot be reversed, staggers long on a MC, if timed right cannot be 
      blocked at round start.
Bad: a tickle would do more damage.

df+K- good joust move.
Good: big damage, long contin time.
Bad: slow recov in deep.

f+K- good deep.
Good: fast out, intercepts most deep moves, guaranteed pounce.
Bad: pathetic range, slow recov if blocked.

b+K- never use as a kick.
Good: big damage, hits all (in path) except high blockers.
Bad: slow.

P's- most versatile attack.
Good: uncounterable (if blocked), start of many options, fast. 
Bad: low damage even if all 6 hit (considering the visual effect).

run+P+K- best joust move.
Good: big damage possible, good contin and exec, no reverse.

P+G-
Good: nice frame rates. Easy to do.
Bad: low damage.

D,b+P+G- only Aoi, Taka, Sarah have from crouch high throws.
Good: can throw from crouch, big damage, nice frame stats, good flip distance 
      on non-grapplers.
Bad: hard to integrate as habit.

f,f+P+G-
Good: idiot proof throw, could be wall throw.
Bad: no pounce, not so great damage (considering visuals), easy to escape.

b>f+P+G-
Good: big damage, fast out, hard to escape.
Bad: quite vulnerable on miss. 

Catch throws-
Good: damage, has range.
Bad: slow.

**************************************
2) GENERAL TACTICS

Taka's strength is mid-range, up close he's in trouble. At mid-range it 
usually starts off being stone-paper-scissors. Meaning, guess a level of 
attack and start a rush from there. This is a very basic tactic and is of 
limited use against experienced players. But the key here is rushing 
intelligently, ie not vegging out on PPPPPP's. Let's start with a rush of 
PP's. P's are Taka's fastest attack, but very counterable, so creativity is 
called for. Taka has 6 P's in a canned combo, so that leaves you with lots of 
opportunities to G cancel, and change up, I think this is called PPx.  You 
want to do 2 or 3 punches before changing over, because: you want the punches 
to hit (if no high block), you want to bait the opponent to being at a 
certain position, and you want to close the distance (3 or 4 might be 
required). The key is to press the required number of P's fast, so that you 
get the canned P combo that has reducing execution time. So practice PPG, 
PPPG, PPPPG; always being ready to act appropriately on the opponent's 
reaction, and never being tempted to press P some more (vegging out on P's). 
You don't really want to end PP rush with d/f+P or f,f+P, as you are quite 
vulnerable if blocked.

Now comes the fun part, options options! Most beginners will probably crouch, 
so your options from here are to G cancel and switch to either f+P or f,f+P. 
Elbow has shorter recovery but does not float, sumo thrust is longer 
recovery, but leads to something worse. If the elbow connects (and if you are 
in range), you can go for the canned throw f,b+P+G or some other throw (I'd 
advise one of the faster throws- P+G or b+P+G). If f,f+P connects, be sure to 
go for 2 P's (you can only connect 2 P's max on this float), if the 2P's 
connect, a big damage b+K is guaranteed. If the 2P's do not hit, a d/f+K is 
guaranteed. f,f+P is Taka's deadliest move, because it's fast, easy to do and 
does big damage in a chain (f,f+P to P, P, to b+K- that's at least 72 points 
of damage, and all the moves push the opponent forward, b+K pushes the 
opponent on the pounce regardless). If you are deep enough after the P rush, 
G cancel to a throw right away. I suggest one of Taka's single direction 
throws. Go for f,f+P+G only if you are not sure of range (f,f gets you 
deeper), go for b>f+P+G if you are feeling greedy. Most of Taka's throws are 
iffy for a punch pounce, but try it anyway, because you might hit them on a 
roll.

Now the low rushes, you usually start from crouch using d+P+K or f+P+K. Both 
moves have their uses but (just like P's) can't be done liberally against 
reversers. d+P+K is slower but tracks well, it also knocks down on the second 
hit. f+P+K is faster and leads to 2 P's, but does not knock down. It's good 
to go for d+P+K (x2) from a distance, use this as an approach move, on a 
knock down only go for punch pounces. d+P+K is easy to reverse because the 
opponent can judge the L-P reverse based on your position. Mixing in f+P+K is 
better because you set the opponent up on either a L-P rev or a H-P rev. 
Notice that a move done in crouch is a H-P reverse, tricky. To use f+P+K 
well, you have to realize it is completely different from P's. You are 
limited to 2 P's, and must begin f+P+K again for more, not so hard it you get 
the rhythm. This rush can pretty much intercept anything Jacky counters with, 
when one of the punches hit. Practice  also doing f+P+K,P,P f+P+K,P,P ,d. 
Because sooner or later the opponent will start blocking high, if you are in 
d, you cut off a lot of his high counter attacks and can proceed to D,b+P+G 
(big damage). For variety's sake, and if the opponent is beginning to escape 
D,b+P+G, switch to f+P or f,f+P and proceed as if standing.  The use of 
D,b+P+G should also be integrated into punishing missed high crescent 
attacks, only go for a normal high throw if the opponent is escaping D,b+P+G. 
Because the more you integrate D,b+P+G into your high throw arsenal, the more 
you take advantage of Taka's capability of throwing from crouch.

The floats are the next skill to master. As has been previously said, the 
quickest, easiest, and most damaging float is f,f+P,PP to b+K. However Taka 
has other floats that are a little more devastating. The maximum number of P 
hits on a float is 2 for medium weights, 3 could happen on Pai and Aoi. 
Another good float move is D,d/f+P+K (aka D/F+P+K) this looks exactly the 
same has d/f+P+K but is less damaging and faster. If you MC with D,d/f+P+K 
the best to try is f+P,P NOT just PP's. Because f+P,P is a more damaging 
float combo than PP. In the case of a MC with d/f+P+K, just go for PP's, but 
sometimes you could hit with f+P,P. In the end, if you always attempt f+P,P 
on a floater from d/f+P+K or D,d/f+P+K, at the very least the elbow will 
connect, meaning equal damage to PP. BTW, a d/f+K pounce is quite guaranteed. 
If you just want to RO the opponent on a MC D,d/f+P+K float, go for f,f+P or 
b,f+P, not much more damage but a good heave on their way down.

The last thing to master is the nuances of pouncing, yes there are situations 
that dictate a best pounce, other than distance and speed. The best time to 
go for b+K (most damaging, slowest pounce) or d/f+K (medium damage, medium 
speed) is when the opponent's body position is perfectly in line with yours 
eg: after knee or f,f+P or b+P or D,b,f+P etc. Because it seems you recover a 
little faster in these in line moves, and hence get a larger pounce window. 
DO NOT attempt a K pounce if the opponent's body is at an angle to you. 
Because if you miss, you are quite vulnerable and it's tougher to E, hell you 
could even miss a forward/back roller (which b+K and d/f+K hit). When your 
opponent is fallen and slightly near the wall, go for any K pounce (depending 
on your damage greed), because the victim is now rolling with limited degrees 
of freedom (due to the wall). Notice too that b+K bounces on a pounce hit, 
meaning you push em back more. After b>f+P+G, trying b+K is a gamble, about 
70% of the time you will be able to hit the downed opponent, sometimes you 
miss, however this is the only pounce that has range to hit someone downed by 
b>f+P+G.

The fact that Taka does not go down easy should be something a Taka player 
uses to his advantage. So they phased you with a few pecks, your still 
standing, you probably buffered in f,f and can let go of G, hit P to do a 
float and pounce. How bout a P rush to drive them back and reclaim 
initiative? Even f+P+K,P,P is good too. However, opponents might take 
advantage of this property eg knee to throw combo. So what you do is observe 
their fave throws and escape them on seeing a knee (if you see a throw 
coming).

A Taka skill I am trying to master is playing in "crouch mode". Notice that 
Taka STILL has a wide selection of attacks to do from crouching. His high 
block requiring attacks still exists because of all his mid-attacks from 
crouch, yes even f+P+K counts here. His low levels are of course still there. 
Then there's his capability of throwing from crouch with D,b+P+G. So although 
back crouch dashing is gone from VF3, there is still forward crouch dashing 
to use. Against most characters, crouch mode Taka can effectively hurt their 
arsenal, but Taka suffers less. A good low rushing Taka will really peck away 
on an opponent, the f+P+K,PP are a little too fast intercept with most mid 
attacks, even low ones. Hell, mixing in d+P can really mess up reversers, 
notice the difference in reverse height for f+P+K and d+P, but you're still 
in crouch! In brain freeze you can throw the opponent!! Please experiment on 
this Taka crouch mode liberally, and post up your results. Note that you 
should not be playing Taka exclusively in crouch mode, but realize that there 
are 2 mind-sets that go into Taka, crouch mode and normal mode.

Try to learn the escape moves for throws that damage Taka more than other 
characters ie damage with () in Graham's site. For example, when fighting 
Kage, just assume a TFT escape, because the Izuna Drop damages Taka MORE than 
any of Kage's throws.

Notice that ALL moves involving 2 palms CANNOT be reversed. Makes sense, a 
reverse involves grabbing an outsticking limb and pivoting about an imbalance 
in position. However, a double palm attack is symetrical, and hence no 
imbalance (out sticking single limb) to pivot around.  


3) ACKNOWLEDGMENTS
Henry "Moby" Kong- for pointing me in the right direction, and watching 
                   Babylon 5.
Graham Chubb- for showing me new moves as soon as he knew about em.

Yupa- for encouraging me to take up Taka (for the sake of variety among 
      VF'ers).

Big Cat- for flattering me with a request for this write up, and some good 
         Taka discussions.

S(J)Logan- for attempting to mail me the frame rate file. I could not read 
           the garbled Japanese, but thanks for the try.

That "glam" Korean Player in Funland- for being such a self-loving hotshot, 
                                      and a good nemesis.
#4 Yeh- for beating up on me when I got too predictable, and for just being 
        in awe at Taka.


See you all AFTER I get info from the Mook.


	############################## 
	# Carlo's Refined Taka Guide # 
	############################## 

Subject: VF3: TAKA Guide (hotter than SHITE)
From: "Carlo Ang- a.ka. King Mob" <cang@acs.ryerson.ca>
Date: Mon, 05 May 1997 11:57:42 -0400
Message-ID: <336E0376.5456@acs.ryerson.ca>

By popular demand, the latest Taka FAQ! There won't be another one till
more divine inspirations come along.

By: Carlo Ang

If UNIX butchers the formating, any web keepers are welcome to 
reformat for appearance. Corrections are VERY welcome.

DISCLAIMER:
Produced exclusively on CPU play, NOT against top players like: Jo Shun,
Robertson, #4, Lan (Hao), and other imaginary heavyweights  that DON'T
exist. If you're willing to believe the opponents that helped produce
this FAQ DO NOT exist, then neither does this document,  READ ON !! 
~~~~~~~~~~~~~~~~~~~THE TRUTH IS IN HERE~~~~~~~~~~~~~~~~~~~~~

DARTH VADER AND THE DARK SIDE?? Bah! I AM King Mob, master of Chaos
Magic, your order of The Sith is easily DISORDERED !!

APPROACH:
Instead of restating certain rushes and combos, of which are available
at Firestarter's site http://www.ecf.toronto.edu/~chubb/   I've decided
to include just improvements and character specific tactics.

ACKNOWLDEGMENTS:
All you buggers who had THE NERVE to ask me for this during Thesis
crunch time & exams. I'm in Mech. Engineering BTW :)

All the Toronto heavies who've mashed me good enough to help refine my
Taka play, oh yeah SuperDoug & Frank too.

MASON WOOD, who is pretty quiet nowadays :( but still has REMARKABLE
insight into VF. If he were to put equal time as me into Taka, I'm
sure there'd be no more talk about Taka being bottom tier.

UP YOURS EGM OR ANY POTENTIAL SWIPERS !!!


NEW RUSHES(sort of):
d/f+P,PP,f+P- This is the uppercut then the double jab to SgPm canned combo.
This rush pretty much covers all bases. The d/f+P makes victims stand if 
they are crouching in some way, then they're set-up for hit-stun or block-
stun on the rush. If they duck, they'll get hit by the f+P. Use sparingly
against reverse capable characters! If you're fast with the HCT+PG, you
MIGHT get it in, I have once in a blue moon. But a good option is to
just go for d+P and start a new rush.

d/f+P, PPPPPPf+P, throw- The ultimate brain freeze combo, but reversal
fodder! Don't wait for the DbPm to come out, just go for your throw when
you've inputed f+P, as they'll at least be standing when DbPm comes out.
Again, a d+P would be a good option.

f+PK,P,X- where X is either a d+P or throw or f+P or P. This SHOULD start 
being a second staple rush (after PPx) for Taka users. The mid-rush is safe,
delayable, and fast. To get the f+P elbow, you'll need a slight delay, which
is not so bad, because you could MC on the elbow into canned throw (this
is a FAVE KILLER of mine). I'll just add that ANY and ALL of the moves in
this f+PK,P,X rush MUST be mixed in order, number, and speed; you'll beat
those Jerkys at their own game. Variety prevents reversals! Against non-
reversers, you might as well speed up the f+PK,PP , no point in delay.
But to throw off reversers, you either change the attack, or change the
timing of f+PK,PP. Only when the opponent starts E'ing do you use
d+PK,PK.

d+P or d+PK, DF+PK- If the d+P MC's, the DF+PK will beat out most of what
they'll retaliate with, and possibly float them. If the DF+PK is blocked,
assume a HCT+PG, on some veterans I've been able to beat em out. Oh did
I say d+P after DF+PK?

ADDITIONS:
b+K (pounce)- this is no longer guaranteed after HCT+PG or after ff+P,PP
(even if all the P's connect). Some good stick jiggles and button mashing,
allows the opponent to roll out. I'd say there's a 75% hit chance when
the opponent tries hard to roll. So don't use this till you're sure of a
pounce hit, or are going for the kill, switch to d/f+K or d/f+PP if unsure.
The only time now when b+K is guaranteed is after a f+K knee.

Okizeme- Taka's Oki moves are not as varied as Wolf's but he's got some. If
the opponent tries a rising attack, a well timed d/f,d/f+P will MC float 
them, you can then do a knee to a b+K pounce (3 MC BOOM SOUNDS)! The knee
hits forward rollers silly.

Blocked Low kicks- FORGET LOW THROW ON BLOCKING LOW RISE KICKS or sweeps. A
better option is to use D,f+P or D,b,f+P to punish blocked low crescents.
LATER, when you've started using these FC moves, can you start getting back
into the habit of low throwing blocked low crescents, this way you won't
maintain a bias towards low throw.


Running+PK- there are some conditioning games you can play with a running
Taka. Doing deep run+PK causes big damage, which leads to opponents starting
to block on a running Taka. Then you switch to run-f+PG to catch the blocker.
A shallow run+PK gives Taka advantage if the run+PK is blocked shallow, you
gotta purposely do the run+PK hit shallow, then buffer HCT+PG.

Hit/Throws (aka canned throws)- the elbow-throw is the easier. For the elbow
throw, there are 2 giveaway signals: the first is the opponent jammed in a
chin down position (when you neutral the stick), the second is the stagger. 
Both do not require any hurrying, upon elbowing, let the stick neutral and 
WATCH, then do f,b+PG IF you see any of the signals. The uppercut-throw is 
a little harder, I get the impression of 2 signals also, look at the 
opponent's head: you do f+PG when the opponent's chin up hits the apex (this 
is also the uppercut retracted)- two types of chin up, long and short. Short 
chin up is interuptable by opponent's jab, long chin up is guaranteed f+PG. 
Again relax, you've got all the time in the world when you see the chin up,
listening for the CLUNK sound is also a good signal to attempt a f+PG.
Learning the observation skills of when to do the canned throws is most
important with the uppercut, because you can get interupted by a jab if
you just guess a f+PG in the wrong situation. Plus, you KEEP the choice of
doing another attack or f+PG if you learn the  observation skills after 
d/f+P. Long chinup = f+PG ELSE another attack.


SPECIFIC STRATEGIES:
JABBERS- There's a new wave of jab based strategies circulating among the 
Toronto heavies. This involves a STRICT DISCIPLINED barrage of P,G jabs 
coupled with a mix of safe mid-attacks and throws, most common among: 
Jerky, Sarah, Lau, Pai, Jeff, Krap-Kira, and Kage. The coupled mid attacks 
are the SAFE attacks such as elbow or break-guard. Effective jabbing 
neutralizes a LOT of Taka!!!

Against the boxers, you DO NOT want to start blocking with brain freeze, 
not only is the block stun HUGE, you'll be fodder for guard-break (with 
Akira). Most standing moves won't work, as a DE or jab will just intercept 
whatever you do from a jab block or hit. Your only option is to duck, but
using whatever remnants of auto-duck there is, meaning tap d when the
jab commences. Whether you use Taka's auto duck jab, or just duck, that's
your intuitive choice. Beware of course of your opponent's contingencies
against crouch jabbing. Tapping G whether on a duck, or while standing, is 
certainly better than HOLDING G, this minimizes your exposure to break-
guard. Here's a flow chart of options:

Opponent starts P,G -> tap d -> whatever combos of d+P or D+f,P or DF+PK or
                                D,b,f+P.
                             -> D,b+PG they'll probably be close enough if
                                their jabs are connecting.
                    -> tap d+P(you can be reversed or hit by a dodge attack)
                       a MC puts em in LONG hit-stun.                    
                    -> tap d, G (risk being crouch staggered).
                    -> P+E -> any fast retaliatory attack.
                    -> E -> f+P or b,f+P

Akira is my particular bane, between P,G and DE and LBF and break guard,
there's lots of room to get Taka in brain freeze. But there are appropriate
actions against the moves.

If Akira's LBF hits, DO NOT try to retaliate or low throw, ignore it. What
is important is to anticipate the next attack, usually a DE. So, stay high
but tapping G when appropriate, then WHAM away with a knee or ff+P. Or you
can E the attack after LBF and retaliate with elbow or b,f+P or some rush.
Once you've blocked an attack high (via tapping G of course), you can expect
a high break guard, so E the coming break guard and punish em!! By tapping
G, you can use the G tapping to bait a high break guard, just be sure to get
ready to E!

Against jabbers, you can't do f+PK,PP to b,f+PG early, as they'll just jab
you out of the b,f+PG. You'll have to condition the jabber during the
f+PK,PP. Doing more f+PK,PP or elbow, will condition the opponent to block
high. then he's bait for a throw.

WOLF & JEFF- Enter this into your head "knee is not my friend, knee is not
my friend". Also this: Wolf = b,f+PG , Jeff = d/f+PG. Basically, you do
EVERYTHING you can in the way of poke moves, to prevent Jeff & Wolf from
having time to do the knee. A fast barrage of f+PK,PX neutralizes knee and
low kick. NO CHUNKY MOVES AGAINST WOLF & JEFF unless you MC them with a d+P, 
or have conditioned them previously, or blocked a low crescent. STRICT
adherence to safe moves is the key to beating Wolf & Jeff, if you get CUTE
with them, you'll PAY !! 

When seeing a Wolf knee, just assume away on a b,f+PG, to attempt a twirl 
escape or PERHAPS get Wolf into a catch throw. 

With Jeff you're guessing a XPD escape because this has a damage bonus, and
is easiest among his big throws. If Jeff SE's Taka, you gotta do The LARS
METHOD, which is tap b then PG then f+PG; you won't get backbroken (which is
EXTREMELY damaging to Taka). Mason does b,ff+PG with Jeff vs Taka after
SE, to get a backbreaker regardless. The escape to this is a tap crouch, or
just hitting P. As the extra b motion during buffering leads to a less
guaranteed backbreaker, as opposed to a ff+PG buffer.

If you notice Wolf & Jeff biasing towards the knee, bait them with crouch,
then E to punish them!

When you're picked up by Wolf & Jeff, your option is to E or d+P. Every
other option is redundant or useless.

LAU- Similar strategy to Akira and jabbers. Basically, you don't wanna
hang around crouch for too long, just keep tapping for crouch. You're
either neutral tapping G, or your tapping crouch and G. When Lau starts
his rush going, you gotta try to hang in and "hover" between hi and lo
till you see your opening, hovering can only be done by making sure you're
tapping at the right times. Look for some d+P openings, and some E
openings, especially against a coming sidekick or elbow!! Just like
Akira, do not be baited to hold d+G (by Lau's low kicks), they want you to 
block low so they can rush you to death. Tap away to cover your bases!!

CONCLUSION:
Bottom line is this, use Taka's aforementioned f+PK,P,X rush varieties to
condition opponents with fast moves. Once they've been conditioned, you 
can start making them pay with Taka's BIG throws such as HCT+PG or b,f+PG 
or db+PG. Some investment in conditioning leads to a few payback openings, 
and a few BIG paybacks is all Taka needs. NO CHUNKY STUFF PRIOR TO 
CONDITIONING. Only do D,b,f+P if d+P MC's.

When defending, you must be selective of when you tap G against Akira, and
when you SHOULD E. Against non-Lau or non-Akira, you can be a little more
liberal with crouch G. Tapping a comibnation of d and/or G helps keep
the opponent guessing on their rush. Do an E on a duck whiffed part of a 
rush for sure fire retaliation time. 

-------------------------------

GUARANTEED Taka series (the right pounce w/ the right combo):

ff+P,PP -> df+K(pounce): If the PP's hit on the float, AT LEAST a df+K(pounce) is 
guaranteed regardless of terrain or opponent (except Taka). About 90% of the time, 
you can substitute df+K with b+K(pounce) for more damage. 

df+P(MC) -> f+K -> b+K(pounce): upon floating with df+P, a knee is guaranteed, and 
so is a pounce. At f+K, the series can be changed to f+P,P -> df+K(pounce): this 
MAY make more damage, but the hammer does not always hit on the float. 

d+PK,PK -> df+P,P(pounce): BOTH sweeps must hit for both hand pounces to hit. 

f+K -> b+K(pounce): this has NEVER failed me. 

b+P -> df+K(pounce) 

db+PG -> df+P,P(pounce) 

b,f+PG -> d+PG -> df+P,P(pounce) 

df+K (pounce-MC) or b+K(pounce-MC) -> df+P,P(pounce) 

b+PK -> d/f+P,P(pounce): might require slight dash before pounce. 

df+PK(MC) -> b,f+P or ff+P -> df+P,P(pounce) 


--------------- 

80-90% probability series (does not always work but worth a try): 


HCT+PG -> b+K(pounce) 

f+PG -> b+PG -> slight dash -> df+P,P(pounce) 

PG -> df+P,P(pounce) 


-------------- 

Rush stoppers


You must know frame rate of moves in opponent's rush, at execution > 12 frames 
blocked, start rush stop. eg: DO NOT start your rush stop when you know the 
opponent is going to do Jacky's elbow or Akira's dashing elbow- they are both 
faster than Taka's first punch: 

d+P -> D,f+P -> PG or db+PG or f+PG 

d+P -> D,b+PG 

PP -> G cancel -> f+PG or f+P 

PP -> E -> f+P 

ff+P,PP -> blocked -> high throw or low throw: do this only on blocking an attack. 

G -> db+PG or PG: EXACTLY upon blocking deep move > 20 frame recovery, start throw. 
Some assuming needed. 

E -> f+P: best done after ducking high attack w/ long enough recovery. 

After the second high P of Taka, or after f+PK,P Taka CANNOT be intercepted if the 
early punches were blocked. The opponent's option is either a reversal, or 
appropriate block. 

Key is to know frame rates of rush combos, and any canned combos. DO NOT attempt to 
intercept 2nd part of canned combo if you blocked first part!! 

------------- 
Fighting Jeff & Wolf: 



PP -> f+P or df+P -> throw or canned throw or float combo: Use to reclaim 
initiative. 

f+PK,PP -> f+PK,PP -> more f+PK,PP or throw or b,f+PG: Wolf definitely has nothing 
fast to beat the PP part of f+PK. Jeff's options are limited also. This neutralizes 
low kick to throw or knees. Use delayable window of f+PK,P to decide if one more P 
or change to throw. 

E -> whatever: must anticipate knee on the E. 

d+PK -> d+PK or D,b,f+P or D,f+P or D,b+PG: only when you have initiative!! Use 
delayable window of 2nd d+PK to asses and act! 

d+P -> D,f+P -> standing throw or f+PG: use when losing initiative. Will stop ANY 
attempted knee or low kick. 

------------- 


Stage Considerations: 

If fallen opponent near a wall, go for b+K, or AT LEAST d/f+K pounce. Limited 
rolling options or wall contact "improves" homing of pounce. 

Forget low throw on very uneven ground (stairs, ramp). Use f+P or df+P or b+PK 
instead. 

Opponent can be RO'ed in Jacky's stage with ff+P,PP -> b+K(pounce) -> a little 
push, from middle EASY !! 

-- 
~~IDEASinMOTIONremainINmotion~~LISTENbetweenTHElines~~
	http://www.acs.ryerson.ca/~cang
A site on Lilith and other GREAT Toronto bands.


              
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