A+B, B+K GI's

DeathlyM

[08] Mercenary
been playing Amy since launch, and i'm really satisfied with all the things i can pull out and extremely gratful for all the help ive gotten here and CF. 1 thing bugs me though. I'm an offensive powerhouse with her, online and off, and i tend to win 85% of the time if i use her, but i've never gotten used to playing with her Auto GI's, i just don't feel their safer as im playing a match. im probably wrong, and if i am, please help with some advice on learning how to use these auto GI's better than regular GI's ^_^

Edit: Added in DrakeAldan's list of Canned strings you can aGI.

DrakeAldan said:
You know what?

I'll do the same, Billy. I need to do homework anyway. (I'll list the ones you've found too for totality's sake.)

Piece by piece...

A lot of these might be for novelty's sake as you won't see people use some moves often, and some are just dead obvious, but... might as well do it anyway.

(When I say that A+K jumping a low in a string is useless, I mean that A+K, K can be blocked. If you wanna go for the B unblockable, be my guest...)

Darth Vader
- BB - counter second B with B+K
- 1BA - counter A with A+B
- 3KB - counter B with B+K
- B+KBB - counter last B with B+K

The Apprentice (Starkiller)
- AAB - counter B with B+K
- 6BBK - counter B and K with A+B (K is a JI... applicable to B+K string)
- 6B3B - counter 3B with B+K
- WC 8KA - counter A with A+B (JI)
- B+KBB... - counter inbetween Bs with A+B (JI, also super badass)
- 99_66_33AB - counter B with A+K
- 99_33BB - counter B with B+K (automatic delay- just hit him out of it)

Lizardman
- 2BK - counter K with B+K
- WR KKK - counter second or third K with B+K
- 22_88AA - counter second A with A+B
- 44A_[A]B - counter B with B+K
- 66B+KAB - counter A with A+B (JI), B with B+K (B can be delayed)

Sophitia
- AK - counter K with A+K (Useless.)
- 6AB - counter B with B+K
- 4AAA - counter second A with A+K (or any tech jump move really! it's so slow!)
- 4AB - counter B with B+K
- 2BB_8B - counter second B with B+K (same w/ WC version)
- KK - counter second K with B+K
- B+KB - counter B with B+K
- 9A+K
-- A - counter with A+K (but why? it's so slow, you can BB Soph outta the air)
-- B - counter with B+K (same as above)
-- K - counter with B+K (that's more useful...)
- 99_66_33B+KAB - counter A with A+B (JI), B with B+K (B can be delayed)
- 236AA - counter second A with A+K
- 236236AA - counter second A with A+K

Amy
- 6BBB - counter third B with B+K
- 3BA - counter A with A+K (I actually don't think the timing is that tight.)
- 4BB - counter second B with B+K (beware- move can be delayed)
- 1KA - counter A with A+B
- 4KK - counter second K with B+K
- 6A+BA - counter A with A+K (Useless.)
- 4B+KB - counter B with B+K (at close range you might cause a whiff instead of a GI)
- 236BB - counter last B with B+K (on mashed out versions, watch your timing)

Setsuka
- 6AA - counter second A with B+K
- 1B:B - counter second B with B+K (GI a JF... that's messed up, huh?)
- WC 3B:B - counter second B with B+K (reiterate above comment)
- 44AA - counter second A with A+B
- 66BA - counter second A with A+B (JI)
- 22_88BB - counter second B with A+B (JI)
- 44BA - counter A with B+K
- 44KB - counter B with B+K
- 22_88A+BA - counter A with A+B

Mitsurugi
- FC1BB_ - counter second B with B+K (Note that because of the delay, you're just showing off with this one. Just launch him for free inbetween strikes.)
- 4_44KB - counter B with B+K
- A+B - counter second strike with B+K (This one's weird- farther away, you just get a regular GI, pretty easy. Up close, it's pretty damn hard [almost have to mash it out] and you get a JI if you succeed...)
- 44AA - counter second A with A+B
- 66BB - counter second B with B+K (Everyone's favorite move... if you remember, this move hits thrice, so you're actually countering the little kick that comes after the first slash. For the lulz...)
- 11_77BAB - counter third B with B+K (Again, there's a delay, so there's no need to use B+K. Just 66B him out of it or something.)
- MST B4B - counter second B with B+K
- MST 6BB - counter second B with B+K (You can put a delay on this move- however, it's a wide, telegraphed string, so just be patient and you can get the GI.)
- RLC A - counter second strike with A+B

Cassandra
- 6AAA - counter third A with A+B (The user can delay the last A- if this starts happening, just duck it.)
- 3AK - counter K with B+K (Again, watch the delay. Be patient with it and you can usually time it well.)
- 4AB - counter B with B+K
- BK - counter K with A+B
- 2BB_8B - counter second B with B+K
- 4BB:A - counter A with A+B (Note that some people miss the JF, so you might just be whiffing in front of them...)
- 8A+BK - counter K with A+K (Useless, and somewhat hard to do!)
- B+KB_ - counter B with B+K (Watch the delay. If it gets too bad step the delay instead of GIing it.)
- 22_88AA - counter second A with A+B
- 99_66_33B+KAB_K - counter B with B+K or K with A+K (Last one's useless. What's interesting about this move is that the first strike forces crouch- so you pretty much get a free CH WR move if the user decides to use the A followup.)
- 236_214AB - counter B with B+K

Raphael
- 6BBB - counter third B with B+K
- A+BA - counter A with A+K (Useless.)
- 22AA - counter second A with A+B
- 22ABB - counter second B with A+K
- VE A - counter second strike with A+B
- VE BB_:B - counter second B with B+K
- Prep BBB:B - counter third or fourth B with B+K

Taki
(I won't be listing Mekki cancels- the delay is too variable.)
- AAB (delay) - counter B with B+K (you can ONLY B+K the delayed version. Weird...)
- ABK - counter K with A+B
- AB4A+B - counter 4A+B with A+K (Useless.)
- WR AAA - counter third A with B+K (Strange- if you're too close, you have to use B+K, A- B+K, K will whiff because of Taki's displacement.)
- BA - counter A with A+B
-- A - counter with A+K
-- K_[K] - counter with A+B (the GI window is so huge the delay doesn't make a bit of difference.)
-- 6K - counter with B+K
- BBB - counter second or third B with B+K (Watch the delay on the third.)
- BK_[K] - counter K_[K] with A+B (Watch the delay.)
- WR BB - counter second B with A+K
- KKK - counter third K with A+B (JI)
- KK2K - counter 2K with A+K (Useless.)
- 3KKK - counter third K with B+K
- 4KK - counter second K with A+K (Useless.)
- 99_33[A]BBB - counter second B with B+K (again, only GIing the delayed version...)
- 33_99K - counter second strike with A+B
- 88_22KA - counter A with B+K (This one isn't necessarily guaranteed out of blockstun- you might have to time it.)

Siegfried
- AAB - counter second A with A+B, B with A+K
- WRAA - counter second A with A+K
- BBB - counter second or third B with B+K
- B2A_[A] - counter A with A+K (Watch the delay.)
- 4BBB - counter second or third B with B+K
- BT BB - counter second B with A+K
- 3KKB - counter second K with A+K
- A+BA - counter A with A+K
- A+K (assume the same for slide input?)
-- A - counter with A+B
--- AB - counter A with A+B, B with B+K
--- 2AA - counter with A+K (second A will be stuffed, but if it's just 2A it's useless.)
-- K - counter with B+K
- 44BB - counter second B with B+K (Interesting again- 44B forces crouch, so you have to come out of it first to counter with B+K. But if they insist on doing 44BB, instead of standing up and B+King you get WR B for free.)
- 66KA - counter A with A+B
- SCH A - counter second strike with B+K (because of range and pushback B+K K might whiff even with the GI. GI still does SG damage though)
- SCH KK - counter second K with A+B

Nightmare
- AAB - counter A with A+B, B with B+K
- A2A - counter 2A with A+K (if Night does A2AA, you're boned.)
- 3AA_2A - counter second A with B+K, 2A with A+K (Watch your timing on 2A.)
- 22_88AB - counter B with B+K
- BBB - counter last B with B+K
- 4K_[K]K - counter second K with A+B
- 4[K]B - counter B with B+K
- WR AA - counter second A with B+K
- GS KK - counter second K with A+B

Hilde
- 6BBB - counter last B with A+B
- 3BA - counter A with A+B
- 3BB - counter B with B+K (Not only do you have to watch your timing, but... just hit her out of it already!)
- 22_88AA_B - counter second A with A+B (watch your timing...), B with B+K
- 22_88KA - counter A with A+B

Maxi
- 6BB - counter second B with B+K
- 4A+B - counter second strike with B+K (the GB version is still nuts.)
- B+KBBBA - counter A with B+K (watch your timing... but why would anyone proceed on block?)
- 66A - counter second strike with A+B
- 44AB - counter B with B+K
- RO AK - Maxi can play a delay game with the K and hit you out of the B+K.
It's pretty hard though, but I bet someone out there would risk it, so be aware...
If he charges too long he does the GB version and that'll be interrupted.
- LO BK - counter K with A+B
- LI AAB_ - counter second A and B with B+K (watch your timing for the GB.)
- WL BBA - counter A with A+B

Voldo
- BS 6ABB - counter second or third B with B+K
- 6BB - counter second B with B+K
- 3BB - counter second B with B+K
- 4BA - counter A with A+B
- BS BB - counter second B with B+K
- BS 4KA - counter A with A+B
- 44 - counter second strike with B+K
- 66A+BK - counter K with A+B (either watch your timing or BB him out of it.)
- BS 33_99BB - counter second B with B+K

Tira
- JS 6AB - counter B with A+K
- GS 6AAAAA - counter second A with B+K, and every A thereafter with A+B
- GS 6BK - counter K with A+K (You should be able to deal with the trick slide input fine.)
- GS 4B:B - counter second B with B+K
- JS/GS 4KB - counter B with B+K
- JS/GS BT B+KB - counter B with B+K
- JS 66AA - counter second A with B+K (JI)
- JS 44AA - counter second A with B+K (either watch your timing or hit her out of it...)
- JS 44A2A - counter 2A with A+K
- JS 44AB - counter B with B+K

Xianghua
- AAB - counter B with B+K
- aK - counter K with B+K
-- K - counter with B+K
-- B - counter with A+K
- 4BB_6B - counter B with B+K, 6B with A+B (you have to watch your timing on both- try to hit her out of it instead.)
- 6BB_A - counter B with A+K, A with B+K
- 1kAA - counter second and third strikes with B+K
-- B - counter with A+K
-- K - counter with B+K
- 4A+B - counter second strike with B+K
- 6A+B - counter second strike with B+K
- 4A+KA - counter A with A+B
- 11_77BA_2A - counter A with B+K, 2A with A+K (11_77B forces crouch, so you get a WR move [except WR K] free.)
- 33_99B - counter second and third strikes with B+K
- 33_99KA - counter A with A+B
- 44KB - counter B with B+K

Beware of the SXS cancels, obviously... sometimes SXS is slow off cancel, so you can interrupt despite aGI whiffing. sometimes you'll get smacked no matter what you do.

Kilik
- AAB - counter B with B+K
- aBB - counter B with B+K
- BB - counter second B with B+K
- 3BB - counter second B with B+K
- 2_8~BB - counter second B with A+B
- 4KB - counter B with A+K (Useless.)
- 4A+BBB - counter last B with B+K
- A+K - counter last strike with B+K (kinda hard- mash out a JI)
- B+K46B41236B - counter second and third B with B+K (Take that, Asura Dance!)
- 66AA - counter last A with A+K (Useless at long range.)
- 22_88AA - counter second A with A+K (third A will get stuffed.)
- 22_88AB - counter B with B+K
- 44AA - counter second A with A+K (Useless.)
- 66KKB - counter K and B with B+K

Astaroth
- AA - counter second A with A+B (watch the unblockable!)
- AB - counter B with B+K
- 6AB - counter B with B+K
- BB - counter second B with B+K (watch the GB...)
- 3KA - counter A with A+B (Total whiff at max range.)
- 3K[A] - counter A with B+K (watch the timing... interrupts and B+K followups completely whiff at max range.)
- WR KA - counter A with A+K (watch the timing... if you're having trouble 1A him out of it.)
- 66AB - counter B with B+K (watch the timing or hit him out of it- at max range none of this works.)

Ivy
- SW
-- 6B9K - counter K with A+K (Useless.)
-- 1KBK - counter second K with A+K (Useless.)
-- 8B+KK - counter K with A+K (Useless!)
- CL
-- AA - counter second A with A+B (JI)
-- AA+K - counter A+K with A+B
-- 6AK - counter K with A+B
-- 6AA+K - counter second strike with B+K, third strike with A+B
-- WR AA - counter second strike with B+K, third strike with A+B
-- BB - counter second B with B+K
-- 11_44BB - counter second B with B+K
- WP
-- 6AA - counter third strike with A+B
-- BB - counter second B with B+K
-- 4A+BB - counter second B with B+K (it's the thrust at the end.)
-- 11_44BB - counter second B with B+K

Yun-Seong
- WR AK~K - counter K with A+B (JI), delayed second K with B+K
- 6BB - counter B with B+K (Watch the timing or hit him out of it) 4BK
- 4BK - counter last strike with A+B, delayed K with B+K
- 6K~K - counter K with B+K (only delayed version)
- 236KK - counter second K with A+B (JI)
- 7_8_9KKK - counter last K with B+K (watch your timing, or just hit him out of it.)
- A+K - counter sweep with A+K (Useless.)
- 33_99A~K - counter K with B+K (only delayed version)
- 88_22AB - counter second strike with A+B, third strike with B+K

Seong Mi-Na
- AAB - counter B with B+K
- WR AA - counter A with B+K (you can interrupt with B+K on HIT!!!)
- BBB - counter second and third B with B+K (second is JI)
- B4B - counter 4B with A+B
- 6BA_B - counter A with A+K, B with B+K
- 1BA_B_K - counter A with A+K, B with A+B, K with B+K (watch your timing on the last one)
- 3KK - counter last K with A+B
- 4K~B - counter B with B+K (on delay only... JI)
- 4A+B - counter last strike with B+K
-- AB - counter A with A+B, B with B+K
-- A+B - counter second spin or last strike with B+K
- 6B+K - counter second strike with A+B
- 2B+K - counter second strike with B+K
- 33_99AA - counter second A with B+K
- 44AA - counter second A with A+K
- 66KKK - counter second K with B+K, third K with A+B
- 99_33KB - counter B with B+K

Rock
- AA - counter second A with A+B
- 6AA - counter second A with A+B
- BB - counter second B with B+K
- 1BB - counter second B with A+B
- 6A+B - counter second strike with B+K (delay games- just wait for it though, this move's kinda slow.)

Cervantes
- BBB - counter third B with B+K
- 6BB - counter second B with B+K (Watch the delay.)
- 4BK - counter K with A+B
- 4KK - counter second K with B+K

Talim
- AA6BA - counter last A with A+B
- 6AA_K - counter A with A+B, K with B+K
- 4AA_K - counter A with A+K, K with B+K (watch the timing on the K- BBable)
- 3BA - counter A with A+B (watch the delay)
- 4BB - counter B with B+K (watch the delay- you can hit her out of it)
- WC 3B~B - counter B with B+K (delay only)
- 44AA - counter second A with B+K (watch the delay- if it's delayed too long, B+K K will win)
- 33_99KA - counter A with A+K
- WC AAB - counter B with B+K
- WC B~B_:B - counter B with B+K (WC BB regular is uninterruptable. Delay or JF only.)

Yoshimitsu
- 3A~B - counter B with B+K (delay only)
- 6KK - counter K with B+K (watch the timing- slow enough to interrupt.)
- 6K2K - counter 2K with A+K
- 4KB - counter B with B+K (fastest input produces a JI. Delays will beat B+K K (so you have to time it) but B+K K will beat the unblockable.)
- 6A+BBBB - counter first B with A+B, third B with B+K
- 3B+KB - counter B with B+K (JF doesn't matter.)
- 33_99BB+KA+BK - counter B+K flip with B+K, A+B dive with A+B, K with B+K (the flip is telegraphed- slide input mixups or anything past the flip can be shut down by B+King the flip.)
- INT B - counter last strike with B+K
- REF BK - counter K with B+K

Zasalamel
- 6AB - counter B with A+B
- 3AB - counter B with B+K (JI)
- 6BA - counter A with A+B
- 1BBA - counter second B with B+K, A with A+B
- KK - counter second K with A+K (Useless.)
- 6kB - counter B with B+K
- 6A+BB - counter B with B+K (Watch the GB delay- try to hit him out of it.)
- 22_88KK - counter K wtih A+B (JI)

Algol
- 6AAB - counter B with B+K
- 623ABK - counter B and K with B+K (the thing about blocking this move is that Algol teleports all over the place- you may get the GI but B+K K whiffs, or you end up backflipping instead of GIing)
- 3BB - counter second B with B+K
- 4BA+B - counter bubble with B+K (Watch the delay. You might not actually be able to launch him, but you can send his bubble back.)
- 6K[K] - counter K with B+K (delay GB only)
- WR [K] - counter flying jump kick with A+B
- 66BA+B - counter A+B with B+K

Done and done! You can go research Yoda yourself.

Put this in the Wiki, I don't really care.

This... this done stepped my game up, son.
 
The auto GI's have an extra +3-frame active window over normal GIs if my calculations are correct. That means you don't need to be as precise with timing as you do with normal GIs. Someone correct me if I calculated it wrong, but both versions are i3 moves with the auto-GIs active for 10 frames while the normal GIs active for only 7 frames. Also, unlike normal GIs, if you "whiff" an auto-GI you immediately attack your foe with A_B_K, minimizing any major punishment that might come your way.

Using her auto-GIs requires that you know your opponent a little better since one is for highs and the other is for mids, but the more you use them the easier it gets to knowing when best to add them to your assaults. One key difference to keep in mind is that while normal GIs can be activated from FC, auto-GIs can not.
 
Another advantage of using the auto-GIs over normal GIs is you can't be re-GIed when you succeed. Or if you can, it hasn't happened to me yet. And don't forget you can link them together, so supposing you whiff A+B and the opponent tries to react with a fast mid, you can do B+K instead of getting stuffed out of any of the slower A+B followups.

Getting the best sense of how to use them is based on knowing your opponent's best moves. Stances are usually the best opportunities to use them because options are so limited. For example, when Siegfried goes into back stance, B+K will GI both K and B, and anything slower will get stuffed by B+K followups. Taki is the same way with PO, though it's more 50/50 (B+K if you don't want to get stunned, A+B if you want to keep her from going back into PO). So yeah, learn other characters and learn how people use them.
 
awesome, ty for the great advice once again, it'll take some time for me to effectivly put them into my strats, but i think it'll be worth it. I had no idea that :B:+:K: would stop seig like that, i didnt take the time to see his options are mid only in that stance. i'll surly be working on my timing for these auto GI's
 
Gojira, I think you're referring to Siegfried's Chief Hold stance. I'm amazed I didn't realized B+K would own that stance, good shit I'm using that now.
 
Whatever you call the 3 stance. I don't know what his stances are called anymore. I always called it back stance because he holds the damn thing behind his back, made sense to me.
 
amy's auto gi's make her pretty fun IMO

i always 6BB when I block 3B but maybe i'll mess around with the auto gi!
 
Just know that vs. Siggy's "back" stance, after 3{B}, Amy's B+K K auto GI kick loses to the high A that he can do. 6BB is free.

Another possible bonus of normal GIs over the auto version... only the normal GI can JI throws I believe.
 
shauno: would B+K B beat sieg's high A after 3? if so, then it'd land on counter hit for a nice stun into A+B mixups.
 
I think after a CH BK B, a BK K is always a free launch so that's a good idea to try after his 3{B}A. After 3{B}, a B+K B won't CH the B_K, but it is still a good safety move. I'd say go for 3BBB since it will likely CH.
 
Just know that vs. Siggy's "back" stance, after 3{B}, Amy's B+K K auto GI kick loses to the high A that he can do. 6BB is free.

Another possible bonus of normal GIs over the auto version... only the normal GI can JI throws I believe.

Doesnt the high A have a mid A follow up? or can that be canceled?

Also Auto GIs that GI highs can also JI throws, i've had A+B JI a throw once.
 
I think after a CH BK B, a BK K is always a free launch so that's a good idea to try after his 3{B}A. After 3{B}, a B+K B won't CH the B_K, but it is still a good safety move. I'd say go for 3BBB since it will likely CH.

it's really hard but you can actually shake that CH B+K,B, before that stance K comes out... however if you do CH B+K,B, then B from the stance, they can't shake it in time.
 
i just discovered that B+K,K can be JI'd back. (or GI'd haven't tested) someone JI'd the K after i JI'd him ): made me a bit sad...but anyways i guess if it can be JI'd it can be GI'd too?
 
If you succeed with a regular Lilith Parry and K launch your opponent, there seems to be absolutely nothing your opponent can do. (I don't think a Just Impact will work.)

However- strangely- it seems that if you JI B+K, and then K launch, your opponent can JI right back.

... which is weird, since that's kinda... punishment for JIing it...

I mean, it would be a rare event, since I can't pull the thing off on command, but... yuck.

(and I posted this elsewhere... *cough*)
 
the last B 236BBBBB ( quite easy and noticeable too ) can be GI by B+K just something useful for those dreaded mirror matches ~
 
Good tip.

Someone in France made an auto-GI video for X. In it she interrupts a variety of strings from all of the other characters. I wonder if a similar one can be made for Amy?
 
I actually started gathering up some tidbits of info on where B+K A+B and A+K can be used during strings. Mostly on characters i hate playing against lol

some from the top of my head
A+K:
Amy - 3BA (you have to press A+K right after the 3B impacts or the K and A followups are going to be guarded)

Sophie - 236AA and 236236AA

Asta - 1[A]_B_A


B+K:
Amy - 236BBBBBB's last B and 236KK. Also all of Amy's 236 followups are all mids you can GI all of them with B+K but the timing are all different for all 3 of them ( for example for 236B it has to be early for 236k late and for 236A in the middle )

Cassie - 236AA ( the last A )

Astaroth - 1[A]B


A+B
Amy - 1KA

Astaroth - 1KA ( 100% it's going to be a JI if not the A+B is gonna whiff ) 3KA ( the A can be delayed )

edit: oh and about making a video i would do it but i don't know how to record stuff :D haha
 
Woo, check this out!

Some time ago I was playing BentLeeT and his Taki. At the end of a match I managed to Just Impact (by total accident >_>) the third hit of KKK.

... I froze up, and lost the match...

Nonetheless. I remembered it now, and it got me thinking...

You can do a regular GI on the third hit- however, the timing is very tight.

... Buuut... A+B works every time! It'll be a Just Impact too. Neato!

Unfortunately, A+B doesn't seem to get CH benefits off of a JI, so you won't get... 4 extra points of damage. Yeah. >_>

still 60-80 points guaranteed, which is really nice.
 
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