and from my experiments, standing mp and cr MP can even trap…EWGF on block is a PROB! like jeez spamming ewgf does flip opponents sometimes.
lately i am trying to incoporate EWGF as everything…even Wake up, it’s BS fast that it seems it’s like RYU’s,ken’s,sagat…etc SRK reversal. EWGF is really dam good in this game
The person you quoted (rich) was responding to my question. My question was
We’re talking about anti airing people who jump out of EWGF pressure. From what it looks like, you mentioned using s.mp/c.mp as a “trap”. I took that as an idea to anti air, but s.mp/c.mp isn’t in range to even hit them after a blocked EWGF. Anyways i’m done with this conversation, rich gave some good ideas
What do you guys think some good anti-airs for Kazuya are? I just started playing him, and while I’m surprisingly taking a liking to him (I’m not really a pressure player), I feel defenseless against jump-ins.
I’ve tried resorting to jump back fierce, but it doesn’t seem like the best. And I don’t have access to the game right now, but I’m pretty sure it was his standing M kick that also seemed good.
Marduk would like to throw out that one back fist move that has an armor count of 1. If you see that coming, go for the magic series chain starting from cr.lk and he’ll eat a full cross rush. The command grab mixup can be tricky because he can choose to either just straight up command grab you if you just block, or air grab you if you try to back dash or jump away. For me, I would just do a reversal EWGF - if they block it, you’re safe because it’s +1 on block and does 25 chip damage; if it hits, then obviously you’re gonna be taking away around the high 400s and possibly over 500 if you decide to tag cancel into your partner to extend the combo.
-dont jump
-Back dash is a bad idea against her cr+hk jump over loop (same like chuns and so cheap)
-blocked Air dive kick are punishable
-Bait projectile charge
i would agree with u on the EWGF, though some jump ins have priority even over EWGF kinda BS (like yoshi jump in FP)
also, lately i’ve been using standing mp as anti cross up! and it works good…but again cr+fp seems good but not enough unlike other char…thus EWGF all the way i guess
ahh alright then. my apologies to enter in the med of the conversation and talking without the care of the actual convo content. i nshoudl’ve been clearer.
Guys,PLEASE help,i just got the game,i can’t do a mist step after pokes for the life of me,it either doesn’t come out or i get the punch opposite of slaughter hook.
If anyone’s on psn hit me up for mirrors,MY TAG’S Bop_ruby.
I use cr. HP. I’ve trying to add st. MP as well. Also going to try mist stepping into WGF after the cr. HP/st. MP. If you’re on the East Coast, I’ll play you. My PSN is chaoslimits.
Don’t know if this is known already, but I just found it out in training mode. If you tag cancel on the second hit of Spinning Demon ~ Spinning Demon (Mist Step ~ K ~ K) your incoming character can do a quick normal to make the opponent re-stand. Useful for your other character to do an immediate mixup or crossup if they can from that range and to deny your opponent their multitude of defensive options after a normal knockdown. It won’t combo off juggles unfortunately (so no doing this after a long EWGF combo) but it can give you a lot more potential damage, especially if the mixup lands and you launch/cancel back to Kazuya for an EWGF juggle. You can do something like crossup j.MK, cr.LK, cr.HP xx Spinning Demon for a 263 damage hit-confirm off a crossup + your incoming character’s potential damage.
Edit: s.HP xx Spinning Demon will combo after an EWGF on large characters, but it doesn’t seem like you’re able to re-stand them this way.
Edit Edit: You can do EWGF, EWGF, s.MP xx EX slaughter hook, Spinning Demon and have the re-stand still work.