K0rN_b4LL
[14] Master
what are the best guaranteed followups on the following moves:
-CH 66B
4B, I think its a tech trap actually. Maybe 44B, I do that a lot and not a lot of people get out of it's way in time.
-CH WS K
Either A (WS KA) or maybe 44B. I think they fall backwards so you can't get a 2A+G_B+G. If you hit them in the back I think they fall towards you and you can get it though.
-CH 1K
Again A (1KA). I don't really think anyone has thought of anything other than that. Maybe a A+G air grab but not sure.
-CH 66A
[ B ] (66A[ B ]). 66A itself has lousy recovery so I doubt anything useful can be used after just that.
-CH 66K (wallsplat) what are guaranteed followups after the wallsplat?
Depends how close you are to the wall yourself when you start the attack due to recovery. If you are closer to the wall I think all you can get out of it is A+G_B+G, 4B, or 66K BE. If you are at a distance then you can recover in time for 6B, 3KA, 2A+G_B+G, 3A, or 1BB (character depenent).
-CH 6K (wallsplat)
Not really sure honestly, I think just 1A+G_B+G, 4B, and 66K BE.
-CH 66B (wallsplat)-
This wallsplats?
-3K, A (wallsplat)
6B, 3A, 1BB (character dependent), 2A+G_B+G, 6K, etc.
-post GI (also include re-GI attempt by opponent)
Dunno, I don't use it much.
-post JG (just guard)
Ditto, though I think it depends on what move you JG.
-post GB (guard burst)
I think someone said 66A[ B ] but I've never gotten it to hit in time. I know 6B and BB6 (when up close only) work fine for a crumple hit combo. Someone once said that a GB doesn't put them into a stun state and only the first hit after the GB will have the CH property so I don't think AB will work here.
thanks!
Hope this helps.