alex notes:
basically to play ideally you should be a robot that forces meaty lariat into a raw 50/50 powerbomb or s.mp mixup as much as humanly possible.
most setups are attempts to make it as braindead as possible (the button that’s meaty on quickrise becomes a timing whiff for normal rise).
frametraps (tested on chun cr. jab [3f]):
= jumping short [deep]-> immedaite s.mp (counterhit) -> whatever
= jumping strong [deep] -> immediate fwd+hp (crush counter) -> df.hp -> knee (ex knee midscreen), mixup on block
= cr.jab, s.jab
= cr. jab, cr.jab
= s.strong, s.jab
= fwd+hp, s.strong (xx mp chop on counterhit, or confirm link into super)
= s.hp xx hk slash elbow (trades, immediately do knee to juggle, ex knee midscreen)
note: after cr.lk, any button loses. cr.lk sucks.
note: in corner, doing walk back -> stand hp xx heavy elbow combos on counterhit (shimmy!) and leads into cr.hp -> knee into oki, gross
oki
after aa knee
[quickrise]
= dash stand mp (meaty)
= dash hp powerbomb (meaty)
[normal rise]
= dash whiff s.mp, whiff s.mk, fwd+hp (meaty crush counter)
after forward throw
[quickrise]
= stand hk (meaty), df.hp -> knee on crush counter
= immediate lk slash elbow (meaty), combos into cr.mp on counterhit (can v-trigger -> sweep)
[normal rise]
= stand hk, whiff cr.lp, immediate fwd+hp (meaty crush counter)
= immediate lk slash elbow, whiff s.mp, immediate fwd+hp (meaty crush counter)
after powerbomb (all including ex) (same as forward throw, but powerbomb leaves you very slightly further away so you need to use df.hp to juggle after crush counter lariat)
[quickrise]
= stand hk (meaty), df.hp -> knee on crush counter
= immediate lk slash elbow (meaty), combos into cr.mp on counterhit
[normal rise]
= stand hk, whiff cr.lp, immediate fwd+hp (meaty crush counter)
= immediate lk slash elbow, whiff s.mp, immediate fwd+hp (meaty crush counter)
after ex flash chop
[quickrise]
= dash, slightly delay fwd+hp (crush counter) -> df.hp -> knee (ex knee midscreen), mixup on block
= dash, slightly delay cr.mk (xx vtrigger -> fierce xx etc.) [low]
= immediate mp stungun (hold away) [throw] [safe on delay rise, but alex at frame disadvantage]
= very slightly delayed mp stomp [high]
= corner only: immediate whiff cr.lp, immediate fwd+mp overhead (meaty) [high]
[normal rise]
= dash, do fwd+hp three times (third one is meaty) (have to delay slightly)
= very slightly delayed mp stomp, whiff c.mk, immediate fwd+hp (meaty)
after mk, hk stomp (lk stomp has longer knockdown?)
[forces hard knockdown!]
= immediately whiff fwd+hp, immediate second fwd+hp (meaty crush counter)
= immediately whiff cr.hk, meaty hp power bomb
= hold up, empty jump (‘safe jumps’ ex sbk), press a button and you get hit