hotnikkelz
johNNy blaZe
Discuss vids here.
I'll start with Fhwoarang's skill vid
sequence 1 vs Cervy
66K in juggles, launches opponent higher. In wakes 33B is uninterruptable. The rest is self explanatory
sequence 2 vs Ivy
Post 66B4, psl1 LO BK and LO K are uninterruptable on tech. Depending on how they tech, you get off axis blocked LO K which can lead to a BT B+K which naturally is hard to interrupt in that situation. 236B is trap vs back tech.
sequence 3 vs Asta
Shows the rare combo 2B+KB second hit CH only -> A+BG. A+BG gives high adv wakes in RC. psl1 -> RO B is pretty uninterruptable on tech. From there RO B(CH) -> psl1 RO K is combo, and the canned 2A tech traps ALL directions. The jump foward sets up BT when they tech and A+BG is combo after BT 2K.
Keep in mind after RO K2A htis RCC A+BG is combo and if they lie there, then RO KB is combo.
sequence 4 vs Algol (Fhwoarang's least favorite sequence :p)
RO A -> BL A is good against ppl who have been bombarded with BL Bs. On hit BL A gives +13, so you can safely psl3 to RO. BL A -> LI AA is uninterrutable on hit. LI AA on hit, BL B is hard to interrupt, so u can land BL KK. Basically this shows how useful BL can be as a 50/50 when in close range. His intention was to let the second hit of LI AA CH to show BL KK being a tech trap.
sequence 5 vs Raph
self explanatory wall shit
sequence 6 vs Amy
2B+KB is a whopping -8 on hit. The 1B trading with second hit of Amy's 6BB was to exhibit how early 1B tech crouches. an i15 mid that TCs this early = thanks. The trade gives Maxi a lot of adv. 6A is uninterruptable. From there the uber rare 66BG -> 66B combo on opponent's BT to finish.
sequence 7 vs Taki
LI -> neutral 6A is pretty uninterruptable. The main point though was to show A+K as an evade vs such UB traps as well as the wall splat to Maxi's right allowing for the 4BBK combo finish.
sequence 8 vs Tira
4BBK blocked on right side of opponent, leaves Maxi close to opponent with opponent in BT. 9K -> 33bA -> RC A is combo. From there jump over wakes are functional due to the RC A slam down. You can mix with BT 2K due to the fear of BT B+K (both options pretty much uninterruptable). 33B is uninterruptable after the BT 2K knockdown, and makes 33bA a tricky tool to use in wakeup. After WL A CHs, u get the same type of jump over wakeups as the RC A slamdown. Essentially a sequence to show places where u can use the jump to setup BT.
sequence 9 vs X
Self explanatory.
sequence 10 vs Cass
44K is a solid move. Safe, forces crouch on block, tracks decently to maxi's left, gives combos on hit, does well vs soul gauge. GI setup to 44AB viable if opponent doesn't reGI. RO B followup is unavoidable post hit btw. BB psl3 will GI any high mid horizontal retaliation between i10 and i15. RO B is guaranteed (if they don't reGi) and on that wall splat RC A is combo. RO B is a powerful attack, in the open, on normal hit RC B must be blocked, you can use this adv for loops. The highlight of this sequence though was to show the rare RO B combo.
sequence 11 vs Tira
Wall shit as well as the 4[A+B] -> 33bA -> RC A combo.
sequence 12 vs Amy
Shows that you can jump over Amy's 236
sequence 13 vs Sophie (my favorite sequence)
4B psl2 LI B is fast enough to evade Sophie's B on block. From there LI B -> 33B is combo and tech trap in ALL directions. If Sophie techs left then it 33B launches and we get the ultra uber cool, manly BT B+K combo for a very embarassing ringout. I've pulled this off in a real match, and i felt like a god. Keep in mind that combo works if 33B hits on a left stepper, it's imperative that you look out to land it.
sequence 14 vs Yoshi
6A+B psl1 RC B is unavoidable and uninterruptable on tech. A+BG -> RC A is unitnerruptable on hit and depending on distance sets up a RC B nicely. This time, a dupe with WL vs defensive options into WL BBBA is viable since post RC B, LO BK is uninterruptable.
sequence 15 vs Taki
Self explanatory. You can run under her hover. BT B+K -> A+BG is combo.
sequence 16 vs Nightmare
You can jump over GS...it's even better if he does FC throw. The highlight however was the psl3 GI to BT B+K. I admit, this one is a bit outlandish, but still...cool as fuck. There is some merit however as it shows another rare combo.
sequence 17 vs Siegfried
Sieg's B:4 gives him adv, and a 3B is uninterruptable for the most part. His 3K is also uninterruptable, however not for Maxi. Maxi's WS A is a bit special, it's i15 and evades and TCs, very powerful vs forced crouch situations. That's its power. Similarly he could've used Asta's 4 at ring edge trap. WS A works well there too. WS A on hit, depending on the range it hits sets up a virtually uninterruptable RC B on tech (RC A also uninterruptable). Since LO BK is uninterruptable, then you can loop for mixups.
sequence 18 vs Sets
Wall shit
sequence 19 vs Mitsu
You can jump over MST stuff. Delayed A+BG is tech trap after BT B+K. The rest is self explanatory.
sequence 20 vs Sophie
The beauty that is WS A. RC A cancel wakeups are viable as RC A is uninterruptable on tech. On blocked 33bA, RC A is hard to interrupt vs most characters. If you used RC aB instead, BL B is uninterruptable vs most characters. Basically a demonstration of how powerful RC lockdown is in wakeup where RC A is uninterruptable
sequence 21 vs Amy
2K is -4 on hit, 44A trades with Amy's 6BB. Demonstrates the TC ability of 44A essentially. From the trade, Maxi is at significant adv. 236K is hard to interrupt and also TCs. Half whiff 236K -> A+BG is techtrap (if all hit then it's combo). RC B setup -> loop. Smart players would use defensive options after RC B is blocked....eg Amy's autoGI. A loop to BL A is useful here because 1) they're close range 2) the loop avoids being autoGI 3) it stops potential steps. The rest is self explanatory. I would've preferred if he showed 6B: instead...but it eludes him :D
sequence 22 vs Taki
Basic combo to wallsplat combo
sequence 23 vs Mitsu
Another demonstration of jumping over mitsu's MST. As mentioned before RC A is difficult to interrupt post RC aA. RC A trades with i14 attacks (at range i13 attacks trade). Remember RC KK would've TC Mitsu's high retaliation. The trade from RC A(CH) opens up combo possibilities. 3B RO B combo -> delayed RC KK:K is a very good tech trap. 3B RO B combo opens up so much wakeup opportunities, i'm not going to cover it here, the highlight is the delayed RC KK:K tech trap. To delay RC KK:K you can hold forward SLIGHTLY and then do the K immediately before he changes stance.
sequence 24 vs Sophie
Maxi's 9K is a slow attack, you can use regular jump for situations like these where u'll be rewarded with even more potential damage as this one shown. Delayed BL KK is tech trap after his left side throw. (BL B is combo)
sequence 26 vs Ivy
Wall shit
sequence 27 vs Yoshi
I hated 3A, but after toying with it a bit, i realized how very well it tracked to maxi's left. This is a demonstration of how well it really tracks. Keep in mind 3AG is safe at -7, and 3A -> BL but unsafe. Combining the 2 options would make 3A a safe attack to use period. The RC A (CH) trade also gives opportunity to land the 33B combo. Apart from LO K, there are other potentially more damaging setups for post 33B(CH), i may discuss it in another post.
sequence 28 vs Asta
Self explanatory i think. 6A+B gives uninterruptable wakes when you loop. psl3 LO BK is uninterruptable. Discussions with Fhwoarang led us to believe that a mix of psl3 LO natural shift to BL KK, and psl3 LO psl3 RO B is a good 50/50 in places where LO attacks are uninterruptable. Although the mixup was not shown here, the intention was to show that even through that loop RO B is troublesome to interrupt.
sequence 29 vs Mitsu
4AB -> 2B+KB doesn't work vs tech left. That however makes 66B+K combo as well as open up the 66B4 tech trap.
sequence 30 vs Hilde
Wall shit
sequence 31 vs Yoshi
self explanatory.
sequence 32 vs Mitsu (my least favorite sequence)
Simply demonstration showing that u can delay WL attacks
sequence 33 vs Yoshi
3B's TC works best when at disadvantage. Depending on range, psl3 -> LI is uninterruptable and unavoidable if they tech. From there you can dupe flinch duckers with a psl3 loop to LO -> natural shift BL KK. Refer to sequence 28 where BL psl3 x2 -> RO B was done, this is the mix. Remember most of us wouldn't mind doing BL KK directly after LI is blocked....this loop throws off their timing. They don't expect to see a BL, after you've looped from BL.
sequence 34 vs Asta
The highlight is to show that B+KBBBBA non jf version can combo with BT B+K after stuns
sequence 35 vs Yoshi
4BBK on BT opponent leaves Maxi BT. From there his 2A clashes with opposing fast 2As, but he retains adv.
33B(CH) psl1 RC A is combo for slamdown. Perfect setup for 4[A+B]. The power of 4[A+B] in wakeup is not to be underestimated in situations where u're at high adv, case in point.
sequence 36 and 37 vs Taki
LI bG LI on block gives guaranteed BL B and BL A. However psl3 LO BK interrupts i15 and slower but trades with i13.
still blurry? feel free to ask.
I'll start with Fhwoarang's skill vid
sequence 1 vs Cervy
66K in juggles, launches opponent higher. In wakes 33B is uninterruptable. The rest is self explanatory
sequence 2 vs Ivy
Post 66B4, psl1 LO BK and LO K are uninterruptable on tech. Depending on how they tech, you get off axis blocked LO K which can lead to a BT B+K which naturally is hard to interrupt in that situation. 236B is trap vs back tech.
sequence 3 vs Asta
Shows the rare combo 2B+KB second hit CH only -> A+BG. A+BG gives high adv wakes in RC. psl1 -> RO B is pretty uninterruptable on tech. From there RO B(CH) -> psl1 RO K is combo, and the canned 2A tech traps ALL directions. The jump foward sets up BT when they tech and A+BG is combo after BT 2K.
Keep in mind after RO K2A htis RCC A+BG is combo and if they lie there, then RO KB is combo.
sequence 4 vs Algol (Fhwoarang's least favorite sequence :p)
RO A -> BL A is good against ppl who have been bombarded with BL Bs. On hit BL A gives +13, so you can safely psl3 to RO. BL A -> LI AA is uninterrutable on hit. LI AA on hit, BL B is hard to interrupt, so u can land BL KK. Basically this shows how useful BL can be as a 50/50 when in close range. His intention was to let the second hit of LI AA CH to show BL KK being a tech trap.
sequence 5 vs Raph
self explanatory wall shit
sequence 6 vs Amy
2B+KB is a whopping -8 on hit. The 1B trading with second hit of Amy's 6BB was to exhibit how early 1B tech crouches. an i15 mid that TCs this early = thanks. The trade gives Maxi a lot of adv. 6A is uninterruptable. From there the uber rare 66BG -> 66B combo on opponent's BT to finish.
sequence 7 vs Taki
LI -> neutral 6A is pretty uninterruptable. The main point though was to show A+K as an evade vs such UB traps as well as the wall splat to Maxi's right allowing for the 4BBK combo finish.
sequence 8 vs Tira
4BBK blocked on right side of opponent, leaves Maxi close to opponent with opponent in BT. 9K -> 33bA -> RC A is combo. From there jump over wakes are functional due to the RC A slam down. You can mix with BT 2K due to the fear of BT B+K (both options pretty much uninterruptable). 33B is uninterruptable after the BT 2K knockdown, and makes 33bA a tricky tool to use in wakeup. After WL A CHs, u get the same type of jump over wakeups as the RC A slamdown. Essentially a sequence to show places where u can use the jump to setup BT.
sequence 9 vs X
Self explanatory.
sequence 10 vs Cass
44K is a solid move. Safe, forces crouch on block, tracks decently to maxi's left, gives combos on hit, does well vs soul gauge. GI setup to 44AB viable if opponent doesn't reGI. RO B followup is unavoidable post hit btw. BB psl3 will GI any high mid horizontal retaliation between i10 and i15. RO B is guaranteed (if they don't reGi) and on that wall splat RC A is combo. RO B is a powerful attack, in the open, on normal hit RC B must be blocked, you can use this adv for loops. The highlight of this sequence though was to show the rare RO B combo.
sequence 11 vs Tira
Wall shit as well as the 4[A+B] -> 33bA -> RC A combo.
sequence 12 vs Amy
Shows that you can jump over Amy's 236
sequence 13 vs Sophie (my favorite sequence)
4B psl2 LI B is fast enough to evade Sophie's B on block. From there LI B -> 33B is combo and tech trap in ALL directions. If Sophie techs left then it 33B launches and we get the ultra uber cool, manly BT B+K combo for a very embarassing ringout. I've pulled this off in a real match, and i felt like a god. Keep in mind that combo works if 33B hits on a left stepper, it's imperative that you look out to land it.
sequence 14 vs Yoshi
6A+B psl1 RC B is unavoidable and uninterruptable on tech. A+BG -> RC A is unitnerruptable on hit and depending on distance sets up a RC B nicely. This time, a dupe with WL vs defensive options into WL BBBA is viable since post RC B, LO BK is uninterruptable.
sequence 15 vs Taki
Self explanatory. You can run under her hover. BT B+K -> A+BG is combo.
sequence 16 vs Nightmare
You can jump over GS...it's even better if he does FC throw. The highlight however was the psl3 GI to BT B+K. I admit, this one is a bit outlandish, but still...cool as fuck. There is some merit however as it shows another rare combo.
sequence 17 vs Siegfried
Sieg's B:4 gives him adv, and a 3B is uninterruptable for the most part. His 3K is also uninterruptable, however not for Maxi. Maxi's WS A is a bit special, it's i15 and evades and TCs, very powerful vs forced crouch situations. That's its power. Similarly he could've used Asta's 4 at ring edge trap. WS A works well there too. WS A on hit, depending on the range it hits sets up a virtually uninterruptable RC B on tech (RC A also uninterruptable). Since LO BK is uninterruptable, then you can loop for mixups.
sequence 18 vs Sets
Wall shit
sequence 19 vs Mitsu
You can jump over MST stuff. Delayed A+BG is tech trap after BT B+K. The rest is self explanatory.
sequence 20 vs Sophie
The beauty that is WS A. RC A cancel wakeups are viable as RC A is uninterruptable on tech. On blocked 33bA, RC A is hard to interrupt vs most characters. If you used RC aB instead, BL B is uninterruptable vs most characters. Basically a demonstration of how powerful RC lockdown is in wakeup where RC A is uninterruptable
sequence 21 vs Amy
2K is -4 on hit, 44A trades with Amy's 6BB. Demonstrates the TC ability of 44A essentially. From the trade, Maxi is at significant adv. 236K is hard to interrupt and also TCs. Half whiff 236K -> A+BG is techtrap (if all hit then it's combo). RC B setup -> loop. Smart players would use defensive options after RC B is blocked....eg Amy's autoGI. A loop to BL A is useful here because 1) they're close range 2) the loop avoids being autoGI 3) it stops potential steps. The rest is self explanatory. I would've preferred if he showed 6B: instead...but it eludes him :D
sequence 22 vs Taki
Basic combo to wallsplat combo
sequence 23 vs Mitsu
Another demonstration of jumping over mitsu's MST. As mentioned before RC A is difficult to interrupt post RC aA. RC A trades with i14 attacks (at range i13 attacks trade). Remember RC KK would've TC Mitsu's high retaliation. The trade from RC A(CH) opens up combo possibilities. 3B RO B combo -> delayed RC KK:K is a very good tech trap. 3B RO B combo opens up so much wakeup opportunities, i'm not going to cover it here, the highlight is the delayed RC KK:K tech trap. To delay RC KK:K you can hold forward SLIGHTLY and then do the K immediately before he changes stance.
sequence 24 vs Sophie
Maxi's 9K is a slow attack, you can use regular jump for situations like these where u'll be rewarded with even more potential damage as this one shown. Delayed BL KK is tech trap after his left side throw. (BL B is combo)
sequence 26 vs Ivy
Wall shit
sequence 27 vs Yoshi
I hated 3A, but after toying with it a bit, i realized how very well it tracked to maxi's left. This is a demonstration of how well it really tracks. Keep in mind 3AG is safe at -7, and 3A -> BL but unsafe. Combining the 2 options would make 3A a safe attack to use period. The RC A (CH) trade also gives opportunity to land the 33B combo. Apart from LO K, there are other potentially more damaging setups for post 33B(CH), i may discuss it in another post.
sequence 28 vs Asta
Self explanatory i think. 6A+B gives uninterruptable wakes when you loop. psl3 LO BK is uninterruptable. Discussions with Fhwoarang led us to believe that a mix of psl3 LO natural shift to BL KK, and psl3 LO psl3 RO B is a good 50/50 in places where LO attacks are uninterruptable. Although the mixup was not shown here, the intention was to show that even through that loop RO B is troublesome to interrupt.
sequence 29 vs Mitsu
4AB -> 2B+KB doesn't work vs tech left. That however makes 66B+K combo as well as open up the 66B4 tech trap.
sequence 30 vs Hilde
Wall shit
sequence 31 vs Yoshi
self explanatory.
sequence 32 vs Mitsu (my least favorite sequence)
Simply demonstration showing that u can delay WL attacks
sequence 33 vs Yoshi
3B's TC works best when at disadvantage. Depending on range, psl3 -> LI is uninterruptable and unavoidable if they tech. From there you can dupe flinch duckers with a psl3 loop to LO -> natural shift BL KK. Refer to sequence 28 where BL psl3 x2 -> RO B was done, this is the mix. Remember most of us wouldn't mind doing BL KK directly after LI is blocked....this loop throws off their timing. They don't expect to see a BL, after you've looped from BL.
sequence 34 vs Asta
The highlight is to show that B+KBBBBA non jf version can combo with BT B+K after stuns
sequence 35 vs Yoshi
4BBK on BT opponent leaves Maxi BT. From there his 2A clashes with opposing fast 2As, but he retains adv.
33B(CH) psl1 RC A is combo for slamdown. Perfect setup for 4[A+B]. The power of 4[A+B] in wakeup is not to be underestimated in situations where u're at high adv, case in point.
sequence 36 and 37 vs Taki
LI bG LI on block gives guaranteed BL B and BL A. However psl3 LO BK interrupts i15 and slower but trades with i13.
still blurry? feel free to ask.