Gah, distracted by pornography. Story of my life.
Urien (King of Unblockable!):
- (Anywhere outside of corner) low fierce, EX Headbutt, low fierce, strong Reflector, roundhouse knee-drop, [toward+mk as preferred guard break]
Ok, the beginning is just excess combo damage. The second low fierce sets up the mirror, as for some reason it’s extremely hard for people to time a ground-roll after it, especially with the super-pause. The knee-drop is the most expedient way to get over the carcass. When they get up, they’re in the mirror, so you can break with anything you want, really. Toward+mk is generally preferred, because it pushes your sprite into the opponent while the opponent is being pushed off of the mirror. So, since you’re moving toward them, they stay in the mirror, so you can just low fierce them again.
- (opponent near corner) [any 4-hit tackle/juggle series], mk tackle xx jab Reflector, back dash, roundhouse tackle (whiff), roundhouse knee-drop [guard breaks]
This is the classic Corner of Love, made famous by our good friend Tokido. You can start a ground-based corner juggle [low fierce, EX tackle, mk tackle xx lp Reflector] or just start the hardcore anti-air juggle [strong/fierce fireball, rh tackle, EX tackle, mk tackle xx lp Reflector] and append it from that. You should only do five hits preceding the mirror, as otherwise you risk angering the gods of the Juggle Quota (being 6 hits). So, being the sixth hit, the opponent can no longer be juggled, so you aim the rh tackle directly at them as though you WERE going to hit them. During that tackle, buffer a knee-drop, and hit them in the back of the neck or knee, meaty as possible. The knee-drop hits one way, the mirror hits another, their block crumples like the French at the first sign of war.
- (outside of corner) low fierce, EX Headbutt, low fierce (1-hit) xx strong Reflector, dash forward, (jump away from opponent) jumping roundhouse [breaks the guard], low mk, low mk, standing strong, st. strong, st. jab, st. jab, low fierce
All praise be to Muthasuckin’ Adverse. This time, the beginning is necessary, to properly set the juggle count (the opponent needs to fal THROUGH the mirror). The second (1-hit) low fierce is canceled into the strong reflector, which resets the opponent. You then dash under them while they flip over, then jump backward (away) to set up the distance properly. The opponent then has flipped and fallen through the mirror, at which point you kick them in the back of the head with a roundhouse (youre still jumping, right?). Then they get pushed off of the mirror, still in hitstun. This is the FUN part. The rest of the combo is you bouncing the opponent off of the mirror, chuckling all the while. Timing is imperative on the bouncing [low mk, bounce, low mk, bounce, strong, bounce, strong, bounce, jab, jab, bounce (mirror breaks), low fierce, go to town].
- Completely Useless Thongbwai Secret Guard-Break
(With your back as close to YOUR corner as possible) low fierce, standing strong, EX Fireball xx Tyrant Slaughter, low fierce [the fierce guard breaks as the EX Fireball slaps them in the back of the head. This is the best way to waste meter with Urien I know of, except for mirror corner combos. Whoot.
This is a completely junk combo, and if you win with it, your opponent will have no choice but to take up basket weaving. Hes simply not cut out to be a Street Fighter.
Anyhoo, low fierce, standing strong, pause about a tenth of a second, EX Fireball xx Tyrant Slaughter (cancel the fireball at the earliest possible frame). Theyll bounce a few times off of your Tyrant tacklin, then hit the ground. When they get up, the slowbie fireball will amble its way right into the back of their head, at which point you break their guard from the opposite side with anything you want, actually. Low fierce is generally what I use by default, as you can continue comboing from it.
Oro:
- [strong/chicken juggle]x2, standing strong (2-hits) EX Fireball, crossup jumping mk
As the EX fireball starts on one side of the opponent, the game reads it as an attack from that side. When you crossup, the opponent changes directions, but the attack still technically comes from that side. So, since youre attacking (by way of crossup mk) from one side, and your EX boogie (regardless of its present position) comes from the opposite side, the guard breaks right open when and if you attack with them both at the same moment.
- Standing strong (2-hits), fierce fireball xx Fierce SA2, EX Chickenman to cross over the corpse, [I use standing mk to break the guard against the floating SA2, then standing strong to continue the pattern.]
The fierce fireball ends the juggleable state, which allows them to fall through the SA. Regardless of if they roll or not, you will hop over their carcass when you use EX chickenman, as they cant stand up before you fly across them. The SA then catches them in the back of the head as they stand, and as aforementioned, you cant block in both directions at once. So, there, then, and yet, anything you throw at them will break the guard. Standing mk is a solid, quick hit, so I use that. The SA has a few hits left in it if youre quick, so you can use standing strong after that to start over, or just to do some chicken-juggles and build more meter.
Ibuki: Lets get COMPLICATED!
Get just inside shoto-sweep distance on your opponent. Super jump toward them, and toss a jab dagger as soon as you hit the crossover point, directly above the opponents head. This is the spot right before your directions reverse and youd have to parry backwards. A quarter-second after you toss the dagger, Ibuki will move forward and cross the crossup axis, thus reversing her directions. So swing the stick a quarter circle backward, back toward the opponent, and hit jab again. Magically, Ibuki will auto-correct her direction and begin raining sexy teenage ninja death upon your opponent. Unlucky for your opponent original dagger is still floating lazily toward their neck, and when it hits, the guard WILL break! Yay!
Ok, pretty self explanatory. You toss the first dagger on one side, then when you cross over to the opposite side of the opponent, you begin the SA. As the first dagger, from Side A, hasnt struck yet, the concerto of daggers from opposite directions pops the guard.
Yang:
- (corner the opponent) strong, fierce, back-fierce xx SA3, [opponent wakes] standing strong xx short teleport, low jab x N [The image trails from the standing strong should pop with the low jab, thus Breakin that ish down)
- (anywhere) Floor opponent, activate SA3. Roundhouse dive-kick across opponent, standing strong [to guardbreak], low roundhouse. Lather, rinse, repeat.
These arent actually breaks, they just freak out the opponent, causing them to have no idea where the hell theyre blocking from.
As Sei-Enbu gives Yang the gift of multiple hits, his afterimages are still striking the opponent while you wreak havoc from different directions. High-low, left-right, etcetera.
So, err, yeah. Addendum.
Unless explicitly proven otherwise, I believe that Yuns reverse-crossup-divekick IS in fact unblockable. Like so:
Jump across enemy, press the stick in offensive crouch TOWARD the opponent (behind you), and do a short dive kick.
The opponent is forced to switch directions at the exact moment of impact, which makes their block completely null and void. It shares several common properties with the others, so Im listing it. Yeehaw.
N Armed with this new information, Im going back to Necro and Twel(e)ve. Unf.