Tiamat
[11] Champion
This move gets talked about a lot and some things about it are not so obvious so I figured I'd make a thread. Let me know if something is unclear or you have questions.
1[A] is primarily an okizeme move used to apply pressure/mixup. Note that all options involved with this move must be used with anticipation, not reaction.
1[A] is +3 or better on block (farther the block the more adv) and if you 1[A]6 it is a ton of advantage, giving a solid frametrap for GS B
Basic mixup
1[A] > throw (must be in range of course)
1[A]6 > GS B6/GS (this will beat any attack that is not a super fast high like amy 6B or an auto GI move)
The key is that the opponent will be unable to determine whether you did 1[A] or 1[A]6 until your attack is already on the way. ex: 1[A] throw will grab them before they can tell if you did GS version or not.
Other mixup options:
1[A] > 11B (useful outside if outside throw range)
1[A] > 11K (safe, hard to interrupt mid)
1[A]6 > WR B/throw mixup
1[A] > 1[A]
think up your own
Anti-1[A] Strategy and Counter-Strategy:
In most situations the opponent can stand up and either 1) GI you or 2) jump attack. These will both lose to 1aK. The trick here is that you must adapt your 1aK release speed to match the jump/GI speed of the opponent.
ex: some opponents will do a jump attack as fast as possible, some will wait till right before the 1[a] would be fully charged
however, there are some things that 1aK cannot stop
ex: you A+G throw the opponent, they stand up fast and 2A you
In this situation you can use a partly charged 1A to interrupt them. Partly charged 1A both does more damage and is safer on bock than a fast release 1A. Counterhit with a partly charged 1A6 into GS KK does about 71 dmg so that's no laughing matter. If you don't GS you still do good damage, while getting a super strong knockdown that sets up for more 1[a] pressure. Some auto GI moves can also be used on wakeup to beat both 1[A] and 1aK.
ex: kilik asura (B+K), sieg B+K, asta 6B+K, etc
Once again the solution is to release a partly charged 1A. Because of the time needed to stand up and go into these moves you can land a CH on them before the auto GI/TJ frames can activate.
Lastly, some players will GI both a partly charged 1A and a fullcharged 1[A] so make sure you've always got the 1aK in mind. If you hit them with enough 1aKs and partly charged 1As they will be more likely to just stay put and block the 1[A], which is what you want.
Guaranteed block 1[A]s
If you are willing to give up guaranteed damage it is possible to setup for a 1[A] that must be blocked (or ground hit but that will hurt them a lot). This may be good for some variety, as well as CF damage. IMO you shouldn't do this if your main goal is CF, because NM CF is just so bad that even with 1[A] setups it still sucks. In any case here are some examples to get you started.
examples:
CH NSS K (for 1P NM this is more worthwhile because you can't combo to 2A+B anyway)
NSS A+B
basically any knockdown that gives you a free hit
1[A] is primarily an okizeme move used to apply pressure/mixup. Note that all options involved with this move must be used with anticipation, not reaction.
1[A] is +3 or better on block (farther the block the more adv) and if you 1[A]6 it is a ton of advantage, giving a solid frametrap for GS B
Basic mixup
1[A] > throw (must be in range of course)
1[A]6 > GS B6/GS (this will beat any attack that is not a super fast high like amy 6B or an auto GI move)
The key is that the opponent will be unable to determine whether you did 1[A] or 1[A]6 until your attack is already on the way. ex: 1[A] throw will grab them before they can tell if you did GS version or not.
Other mixup options:
1[A] > 11B (useful outside if outside throw range)
1[A] > 11K (safe, hard to interrupt mid)
1[A]6 > WR B/throw mixup
1[A] > 1[A]
think up your own
Anti-1[A] Strategy and Counter-Strategy:
In most situations the opponent can stand up and either 1) GI you or 2) jump attack. These will both lose to 1aK. The trick here is that you must adapt your 1aK release speed to match the jump/GI speed of the opponent.
ex: some opponents will do a jump attack as fast as possible, some will wait till right before the 1[a] would be fully charged
however, there are some things that 1aK cannot stop
ex: you A+G throw the opponent, they stand up fast and 2A you
In this situation you can use a partly charged 1A to interrupt them. Partly charged 1A both does more damage and is safer on bock than a fast release 1A. Counterhit with a partly charged 1A6 into GS KK does about 71 dmg so that's no laughing matter. If you don't GS you still do good damage, while getting a super strong knockdown that sets up for more 1[a] pressure. Some auto GI moves can also be used on wakeup to beat both 1[A] and 1aK.
ex: kilik asura (B+K), sieg B+K, asta 6B+K, etc
Once again the solution is to release a partly charged 1A. Because of the time needed to stand up and go into these moves you can land a CH on them before the auto GI/TJ frames can activate.
Lastly, some players will GI both a partly charged 1A and a fullcharged 1[A] so make sure you've always got the 1aK in mind. If you hit them with enough 1aKs and partly charged 1As they will be more likely to just stay put and block the 1[A], which is what you want.
Guaranteed block 1[A]s
If you are willing to give up guaranteed damage it is possible to setup for a 1[A] that must be blocked (or ground hit but that will hurt them a lot). This may be good for some variety, as well as CF damage. IMO you shouldn't do this if your main goal is CF, because NM CF is just so bad that even with 1[A] setups it still sucks. In any case here are some examples to get you started.
examples:
CH NSS K (for 1P NM this is more worthwhile because you can't combo to 2A+B anyway)
NSS A+B
basically any knockdown that gives you a free hit