1[A] Strategy

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
 
Does the NSS K have to be counterhit, and what is it that makes it better on the right side?

Also, adding frame data would also be helpful.

/edit/ has anyone ever found the frames for 1[A]6~GS?
 
NSS K must be CH for guaranteed block. Reason it's more worthwhile for 2P nightmare is because of the glitch you can read about in my guide. I'll add some frame data I suppose but only what I know off the top of my head...too much is a distraction

I think at close range i12 attacks trade with GS B from 1[A]6??? can't remember exactly
 
you'll know it's + cause it will have guard break effect

almost any knockdown can be a setup
A+G
A+K
GS KK
CH 11K
WR > NSS A+B (normal hit)
 
Yeah, any knockdown, especially if your opponents like to roll on the ground, 1[A] is good for that.

One specific setup, if you're fighting a character that can tech to the right to avoid the 33B6 at the end of CH GS A > 4KK, they'll be in range of 1[A] and there'll be enough of an advantage where it'll be hard for them to do anything but block. Of course they can tech backward to get out of range but that makes them vulnerable to 33B6 again.

I think the same can be done for characters that can tech to avoid the FC A+G trap.
 
The FC A+G trap can setup for the 1[a] yes, as it will generally be a forced block if they side tech. However, Ivy can tech to either side and be out of range for 1[A] for whatever reason.
 
Can it be jumped after those? I usually use 1[A] on rollers, but being jumped one or twice is really disheartening.
 
Nukleurfire:

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


Remember that 1aK > GS KK is a combo.


As a general rule, unless you give up guaranteed damage it will always be jumpable. Don't let that scare you too much though, it's still worth using a lot.
 
How quickly does 1aK come out? I generally use it when I anticipate a jump or GI attempt, but can you do it on reaction?
 
It is impossible to do it on reaction. It comes out about the same time as your 1A would hit if you had chosen to just release it right there.
 
the best thing would be to Jump 1[a] I think. I mean you could eat the 1ak but it wont grab you while your airborn... or will it?
 
How safe would you say the 1ak > GS KK would be if the 1aK hits?

and what could you do if they block 1aK?
1aK (air hit) > GS KK is a combo

1aK is actually really good on block, close to neutral frames the last time I checked. You will probably never have this blocked though. It's only to counter GI and jumpers, otherwise a crouching guard will block both 1A and 1aK. If your opponent is in standing guard in anticipation of 1aK, then he/she isn't too smart.
 
I haven't checked wall combos on it much so I can't remember, GS KK should always be guarnateed though, RO from really far away because the 1aK on airhit hits them back quite a lot by itself.

Make sure to keep in mind the partly charged 1A though, it is crucial for dealing with options that beat both 1[A] and 1aK.
 
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