lol poor chipp. This is an animu thread now! mwahaha (always was?
)
Someone please add to Gazzet Friggin McRemix Wiki. Word it however you like.
-Fist Rune Active
236A and 236C moves leave opponent in untechable downed state. OTG followup options are avail.
-Kick Rune Active
623A and 623C not air or ground techable. OTG followups avail. on landing
-press and hold A, B or C (about 3 secs) ~ release (all)
Bazette reals back and swings forward with a (mean) hook. Instantly downs and OTG relaunch is possible (eg 5B). With Fisties active this move becomes overhead (must be high guarded). OTG is still an option.
What’s interesting about this move is that the charge can be transferred to A, B or C at anytime then when all [attack] buttons are released the move is executed. This allows the freedom to roam with strings and movement then bust out a punch at any given moment (likely to be more effective with Fisties). Pushback and frame advantage is significant on guard.
-22C parry (This move is already listed on the wiki but I’m going to elaborate with a few of the “extras” I stumbled across.)
*Parry “parries” projectiles but recovery seems to leave her disadvantaged.
*Parries highs (including jumpins) and mids only
*Can parry “burst/activate”
- 236A, 623A and 46X>A can all be canceled (hit/guard) as well as empty canceled into a parry near the recovering points. **[Dont have to add this] **46X>A>22C in particular is a very interesting technique ESP. for oki. 46X>A as a meaty will stuff just about any form of wakeup retaliation…with the exception of invincible dp-esque moves and activations. This is where the 46X>22C sequence comes in: 46X>A>22C will strike for the meaty AND allow you to check for the dp/burst. The knee strikes during the invin frames and 22C occurs just before the active frames of dp/burst occurs resulting in a successful parry. If the knee strikes for CH then Bazzet gets HUGE +f; if the sequence is guarded then Bazzet only has small, unpunishable disadv so it’s basically safe. Of course you want to mix in throws from time to time for the wakeup bsteppers. This was tested with the very handy recording mode btw.
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[Don’t have to add this] 22C>R>X. Kind of interesting OS that sort of allows you to “extend” your parry window (vs obvious high/mid). Should you have the read but slightly mistime the first parry then you can R cancel>whatever to back you. If the 22C (and not the R) connects then the R cancel will still occur (the optimal solution I’m currently developing :wonder:).
-If you look closely, Bazzet can be seen pumping these for her Fist Rune and these for her Kick Rune. No, really. You have to squint your eyes a bit…
-**[Edit] **Just-Frame Rune & Parry Shortcut
623A, 236A and Weaving>Knee can all be canceled on hit/guard/whiff by simply hitting A (punch), B (kick) or C (parry) on the correct window frame. I’m not a robot so don’t ask what frame. I’m not sure if the common sense method (whatever>22X) actually yields more advantage or if I’m in fact canceling at the same point where X would have triggered the “just-frame version” anyway
. Need freym data.
Misc. junk that I’m still experimenting with:
Throw Oki #1
Mid stage: Throw>46C>SJ
The 46C positions Bazzet in the perfect spot for ambiguity. SJ.C or SJ.B will crossup perfectly and allow for combo after. Although I’m having some inconsistencies with the results, SJ.B seems to work a bit better- and, yes the SJ.C crazy-legged kick CAN actually hit from behind. Also if you perform throw>46c>wait a split second then you can do SJ>R>JA and hit from the front (deeeep) with her jump knee while turned in the air. SJ>R>Jump empty>throw seemed like another “mixup” option available to her. I still need to work the kinks out with this one. Help me Bazzet playahzzz!
Throw Oki #2
Mid stage: throw>46C>46C> [ A(meaty)>22C or throw]
Yeah, she can set up the meaty knee using this sequence. Still messing with the options and such.
Combo (Still in the works)
Mid stage only: whatever>6c>46c>b>623a>46a>a>623a>46a>a>22b>623a>delay 46a>a>623a>46a>a>623a>46a>a…somethingsomethingsomething
After the last 46a>a Bazzet can get in another 623a with the Kick Rune still active but by then the gravity has become significant. I’m trying to work in a Fist Rune activate at some point near the end of this “combo” because I have some cool ideas for oki if I can land a powered up 236c. Combo potential in FUC is overwhelming and it’s going to take me a while to understand how floats, juggles, gravity, otg points and such work in this game. I think I’m just going to keep looking for vids and mess with her standard (boring) bnbs for now to help me grasp what’s going on.
[Edit] This juggle is actually a real pain in the ass because the the Knee must be done on the first possible frame of the Weaving. I was able to get in: 623a>A weave>knee x3 w/o rune cancels but the timing is just absurd. Have fun with this one, kids.
5B
[Edit] 5B is fast as hell, lengthy, can be canceled late and yields quite a bit of +f. Enough to confirm into 236A (then 22b>5b) on hit. Use random guard to test it out.
@ Chipp Zanuff v5: Are you referring to the Rune activate ground combo links?