HAROcaust
[08] Mercenary
This deserves its own thread. This is probably one of the most interesting aspects of Mitsu's game. Most of this is based on Belial's findings. Props, bro.
I. Getting to the Wall
Haven't really explored this, but this should be where good options for getting the opponent to the wall should go.
Most combos ending with the 44B, MST 6B follow up are good for pushing the opponent forward.
When you get the opponent to the wall 66A seems like the best quick horizontal for stunning and preventing escape.
II. Beating Standing Guard
You need to get the opponent to duck to land your juicy wall splat moves. Some good options:
- Throw, especially A+G, A+B:B combo.
- 2KB, 11B[A]
This is a great option since it leads to MST mixups. From here hopefully you can herd the opponent into the wall and mix up MST throws, 6B and KB. MST A can catch those trying to run away and even cause wall splat. 3A stun combos and follow ups can connect in this case.
- 2KB
No follow up. Just let the opponent land. They can't air control out. Puts them right back in the death trap.
III. Landing the Wall Splat (Game Over... just about)
For those who haven't seen it:
http://www.8wayrun.com/f33/mitsu-combos-t149/
RLC {A+B2} *WALL* *dash* RLC [K]x3~infinity (ch) dash RLC A (x)
MST 6 *WALL* RLC [K]x3~infinity (ch) dash RLC A (x)
Belial posted these in the combo thread. Read there for in depth explanation.
4K is your seal the deal mid wall splat:
4K (Wall), 11B[A], MST 6 (Wall), RLC [K] x infinity... etc.
If you want to be a dick you could always throw in a RLC {A+B2} unblockable after one of the kick stuns just to reset the damage scaling and continue with the wall splat combo.
After 2KB against wall, going into RLC opens up some SICK mind games.
- RLC B hits those who stay on the ground or try to get up attacking. It could possibly cause wall stun, but only 3A stun follow ups afterward.
- RLC [K] hits grounded also and leads to combo on CH. Might get the wall splat, might not... see below.
- RLC A+B guard break is high but will catch runners trying to avoid the unblockable. This is killer since it will combo into RLC [A] on guard OR hit. Sick. Sometimes you can get RLC [A] (Wall), MST 6. Ideally you'll be able to go into the wall splat death after MST 6, but you'll have to adjust if they get knocked off the wall. Still good damage with MST 6 *DASH* RLC [A], MST 6B>B.
- RLC {A+B2} *WALL* *dash* RLC [K]x3~infinity (ch) dash RLC A (x)
Combining this mid unblockable with the A+B guard break is utter filth. Opponent's will refuse to get up after eating 2KB next to wall so go ahead and hit them with 44, MST 6BB
IV. Summary
- Get opponent to wall
- Do 2KB on standing opponents and go into mixups (RLC is a good choice).
- Do 4K against crouching opponents and kill them. :D
I. Getting to the Wall
Haven't really explored this, but this should be where good options for getting the opponent to the wall should go.
Most combos ending with the 44B, MST 6B follow up are good for pushing the opponent forward.
When you get the opponent to the wall 66A seems like the best quick horizontal for stunning and preventing escape.
II. Beating Standing Guard
You need to get the opponent to duck to land your juicy wall splat moves. Some good options:
- Throw, especially A+G, A+B:B combo.
- 2KB, 11B[A]
This is a great option since it leads to MST mixups. From here hopefully you can herd the opponent into the wall and mix up MST throws, 6B and KB. MST A can catch those trying to run away and even cause wall splat. 3A stun combos and follow ups can connect in this case.
- 2KB
No follow up. Just let the opponent land. They can't air control out. Puts them right back in the death trap.
III. Landing the Wall Splat (Game Over... just about)
For those who haven't seen it:
http://www.8wayrun.com/f33/mitsu-combos-t149/
RLC {A+B2} *WALL* *dash* RLC [K]x3~infinity (ch) dash RLC A (x)
MST 6 *WALL* RLC [K]x3~infinity (ch) dash RLC A (x)
Belial posted these in the combo thread. Read there for in depth explanation.
4K is your seal the deal mid wall splat:
4K (Wall), 11B[A], MST 6 (Wall), RLC [K] x infinity... etc.
If you want to be a dick you could always throw in a RLC {A+B2} unblockable after one of the kick stuns just to reset the damage scaling and continue with the wall splat combo.
After 2KB against wall, going into RLC opens up some SICK mind games.
- RLC B hits those who stay on the ground or try to get up attacking. It could possibly cause wall stun, but only 3A stun follow ups afterward.
- RLC [K] hits grounded also and leads to combo on CH. Might get the wall splat, might not... see below.
- RLC A+B guard break is high but will catch runners trying to avoid the unblockable. This is killer since it will combo into RLC [A] on guard OR hit. Sick. Sometimes you can get RLC [A] (Wall), MST 6. Ideally you'll be able to go into the wall splat death after MST 6, but you'll have to adjust if they get knocked off the wall. Still good damage with MST 6 *DASH* RLC [A], MST 6B>B.
- RLC {A+B2} *WALL* *dash* RLC [K]x3~infinity (ch) dash RLC A (x)
Combining this mid unblockable with the A+B guard break is utter filth. Opponent's will refuse to get up after eating 2KB next to wall so go ahead and hit them with 44, MST 6BB
IV. Summary
- Get opponent to wall
- Do 2KB on standing opponents and go into mixups (RLC is a good choice).
- Do 4K against crouching opponents and kill them. :D