There's no need to JG the RC A. Just JG the B from RC AB. Attempting to JG the B from that string puts me at no risk and reduces the guard break damage you're doing to me.
I will say the match-up isn't in Yoshi's favor, but that doesn't mean Yoshi lacks the tools to deal with the match-up...
Experienced players already do this. There's really no reason to duck against Yoshi if you can see his lows. The nice thing about SCV is that if they stand all day we can go for a guard break and force a combo down their throats anyhow. Preferably on the wall. =/
I'll try and cover the Maxi match-up sometime. Knowing Maxi's strings and how to JG the last hit from a two-string is really important. I haven't kept up with Maxi, so someone should confirm.
I believe it's RC AB. Safe on block against Yoshi. The easiest way to access it in training is to...
2 6Ks work fine if you are parallel to the wall and it's on the left side. Make sure the training dummy is facing you or it won't connect properly. Yes, it seems the direction the opponent is facing affects where 6K sends them.
Don't use FC 1K as a tech trap. Use it to punish rolling opponents when using 3B is dangerous. For example, Natsu can punish 3B on block with A:6 (JF). So, after a FC 3K, 2K combo, you can use FC 1KKKK as an alternative to 3B to punish Natsu for rolling.
4B and 3B+K force crouch. As far as...
Glad you posted those, Suirad. I discovered it, but failed to post. Leaving out the 1BBB garners a hell of a lot more damage on CE combos.
Ezio is starting to feel like a character that needs to build meter and then abuse the hell out of his BEs. Especially 6B BE.
Asta
Some general tips, since you weren't specific in your request.
- Know Asta's maximum range and punish with 66A+B when he whiffs. On that note, know which moves you can and can't punish when he whiffs. But, even if you can't punish him, getting him to block a 66A+B takes down his guard...
First, a rebuttal then....
If set-up properly, then forcing an opponent to block it is no problem. As far as I'm concerned, I feel 22K is mainly for pressuring on walls and near the edge. Same as SCIV, except we get a stun on hit. That's just gravy. The point is that it sets up a frame...