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- #1
Belial
King of Hundred Swords
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Mitsurugi Wake Up(aka Okizeme)
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Moves that hit grounded:
1A : tracks both sides
2A+B : doesnt track
6B2 : doesnt track
1B : track right rolls
3B : track right rolls, good range for hitting backrollers too.
1K : track both
2K : track both
66_33_99B : hits left siderolls for full damage (66BB), hits otg at angles.
44B : doesnt track
66A+B : doesnt track
9A+B : doesnt track
MST A+B : doesnt track
MST K : track both
666K : track both
A+B : very seldom, only certain kd's, listed for completeness.
Moves, that allow free wakeup after hitting grounded:
After any of these hit grounded you can dash/run 3B/2KB and it wil CH otg atacks. Should opponent tech roll he is trapped in guessing game. (this include combos ending with such moves, like 66A+B,2A+B or 22B,6B2)
2K*:B :
4KB (both hits only):
MST B+K4 :
6B2 must be blocked
A+B hits all rolls
opponent in 2KB range
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Tech Traps
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236B*_236B hold
dash CE (90+): left, right, otg
CH 44B
Mitsurugi Wake Up(aka Okizeme)
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Moves that hit grounded:
1A : tracks both sides
2A+B : doesnt track
6B2 : doesnt track
1B : track right rolls
3B : track right rolls, good range for hitting backrollers too.
1K : track both
2K : track both
66_33_99B : hits left siderolls for full damage (66BB), hits otg at angles.
44B : doesnt track
66A+B : doesnt track
9A+B : doesnt track
MST A+B : doesnt track
MST K : track both
666K : track both
A+B : very seldom, only certain kd's, listed for completeness.
Moves, that allow free wakeup after hitting grounded:
After any of these hit grounded you can dash/run 3B/2KB and it wil CH otg atacks. Should opponent tech roll he is trapped in guessing game. (this include combos ending with such moves, like 66A+B,2A+B or 22B,6B2)
- 2A+B : you have to run a bit after
- 6B2 : you have to make a dash by single tapping 6
- 66A+B you have to run a bit and use faster pokes like 1B (3B can be interrupted)
- 6B2 : hits all rolls, cant be interrupted, hit otg, reset, after one 6B2 hit grounded, 2nd 6B2 - will also track tech roll left&right)
- 66A+B : hit back roll, otg, cannot be interrupted / hits left roll after 2A+B hits grounded too, good after combos such as BT B+K 6B2, which leave opponent too far.
2K*:B :
- 3B will hit rolls but not otg.
- 2A+B, 6B2, 1B - must be blocked
4KB (both hits only):
- 3B hit otg, right roll and backroll
- 66BB hits left roll only
- 6B2 hit backroll, otg
- 3B hit otg, back, right.
- 6B2 hit left, back, otg.
- Dash 66B hit back, left.
- 66A+B hit right, back, otg,
- 1A is very interesting here, hits otg(can be blocked on reaction though) if opp roll left or right he cannot guard 1A, if he tries to block after rolling once it will launch as if in tech trap.
- Once you force opp to get up - run up, mixup.
- 3B all but right roll.
- 6B2 all but left roll.
- 66B hit all
- 6B2 hit all
- 1A will hit siderolls.
- 66A+B will hit backrolls.
- Once you force opp to get up - run up, mixup.
- 2A+B hit all
- 3B hit all
- 6B2 hit all
- 1A will hit all rolls,
- 66A+B will hit backrolls
- Sometime AC takes further than normally, seems random to me. then they can backroll 66A+B/1A), you can run up and wake up for free anyway.
- 2A+B hit all
- 6B2 hit all
- 3B hit all
MST B+K4 :
6B2 must be blocked
A+B hits all rolls
opponent in 2KB range
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Tech Traps
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236B*_236B hold
- 66A+B: back, forward, otg
- A+B: back, forward, otg
- Dash, 2KB: forward, left, right (timing is somewhat difficult)
- Dash 66B: left, back
- 44A : right, back (character dependant)
- bA: right, back, forward
- 66B: left, back, forward
- 236B: left
- 1B: right
- 2A: left, right
- FMD B (not really a trap, the KD cant be teched at all, but opp cannot get up and JG)
- A+B: left, back, forward, otg
- 236 hold: left, back, forward
- 11BA: right, back, forward
- 1A: all, can be blocked
- 66A+B: left, back, otg, cannot be blocked
- 99BB: left, otg
dash CE (90+): left, right, otg
CH 44B
- 6B:2 tech all
- light dash 66B: left, back
- WS A: left, back
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