Aqua_Snake
[09] Warrior
As with all the Maxi players here, I love when my opponents pop up immediately when they get knocked to the ground. It keeps my offense going.
However, when I face opponents who always roll on the ground, it slows down my offense and I have to wait for them to get up for me to start again. Sure you can throw out the occasional 1K, A+Bg or 2KB if they stand still on the ground but we need some setups that do damage.
That's where this discussion comes in!
I'd like to hear what your setups are for people who loves to roll on the ground all the time. We'll make them fear rolling against Maxi. I'll get it started.
From what I experimented with, you stand up after 4 rolls, and that's when your holding the direction left or right. It doesn't matter if their head or feet are pointing at you. Otherwise, you can stay on the ground if you tap the directions.
With that little bit of intel, lets get on with the setups:
22_88K, Repeat
The beauty with this setup is unlike 3K which pushes the opponent far away from you, it barely pushes them away PLUS you move a little closer to them. It does 10-12 DMG each time so if they refuse to get up off the ground, you may potentially deal 50-60 total DMG or more that easy.
If they had enough of getting hit, they make try a WS attack assuming it's possible. That's when you throw out the second K in 22_88KK to protect yourself in case of that possibility. You may get a CH.
If they block your 22_88K, you can again throw out the second K to hit them if they stay crouched. If they wise up and know to block the second K, go from 22_88K immediately into a Throw Attempt. They won't see it coming.
I tried doing various ways to GI while on the ground, and it's somewhat difficult. So I wouldn't worry too much about them GI'ing you. It they do, all you have to do is mix it up with pauses in between your attacks.
Standing Still, BT B+K
I normally chuckle when I setup someone with this move. Remember what I said earlier about it taking 4 rolls holding left or right? If they do hold down the direction to roll, you already know when their about to stand up, so count in your head the number of rolls while standing still then WAM! Chucks to the face. It will really hurt if they tried to attack you. If they know to block when they get up, simply go for a Throw Attempt. Isn't fucking with the opponents head so much fun?
Jump Over While the Opponent Rolls/Stays On the Ground, BT B+K
This is the Fhwoarang Cricket jump ~ Chucks to the Gut/Spine technique. I've actually learned this from watching his vids. If timed correctly you jump over the opponent when he's on the ground, avoid his WS attack then smack him good. Of course your opponent may or may not get up right away, so dance a little with Maxi until you think he will get up.
This setup requires the power of Yomi (Knowing The Mind Of The Opponent) so don't use it too often if you don't have this power.
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Alright, those are some of my setups. Hopefully, this will encourage the opponent to not hang on the ground so much against Maxi or they'll get punished for it.
Oh yeah, post your setups if you have any.
However, when I face opponents who always roll on the ground, it slows down my offense and I have to wait for them to get up for me to start again. Sure you can throw out the occasional 1K, A+Bg or 2KB if they stand still on the ground but we need some setups that do damage.
That's where this discussion comes in!
I'd like to hear what your setups are for people who loves to roll on the ground all the time. We'll make them fear rolling against Maxi. I'll get it started.
From what I experimented with, you stand up after 4 rolls, and that's when your holding the direction left or right. It doesn't matter if their head or feet are pointing at you. Otherwise, you can stay on the ground if you tap the directions.
With that little bit of intel, lets get on with the setups:
22_88K, Repeat
The beauty with this setup is unlike 3K which pushes the opponent far away from you, it barely pushes them away PLUS you move a little closer to them. It does 10-12 DMG each time so if they refuse to get up off the ground, you may potentially deal 50-60 total DMG or more that easy.
If they had enough of getting hit, they make try a WS attack assuming it's possible. That's when you throw out the second K in 22_88KK to protect yourself in case of that possibility. You may get a CH.
If they block your 22_88K, you can again throw out the second K to hit them if they stay crouched. If they wise up and know to block the second K, go from 22_88K immediately into a Throw Attempt. They won't see it coming.
I tried doing various ways to GI while on the ground, and it's somewhat difficult. So I wouldn't worry too much about them GI'ing you. It they do, all you have to do is mix it up with pauses in between your attacks.
Standing Still, BT B+K
I normally chuckle when I setup someone with this move. Remember what I said earlier about it taking 4 rolls holding left or right? If they do hold down the direction to roll, you already know when their about to stand up, so count in your head the number of rolls while standing still then WAM! Chucks to the face. It will really hurt if they tried to attack you. If they know to block when they get up, simply go for a Throw Attempt. Isn't fucking with the opponents head so much fun?
Jump Over While the Opponent Rolls/Stays On the Ground, BT B+K
This is the Fhwoarang Cricket jump ~ Chucks to the Gut/Spine technique. I've actually learned this from watching his vids. If timed correctly you jump over the opponent when he's on the ground, avoid his WS attack then smack him good. Of course your opponent may or may not get up right away, so dance a little with Maxi until you think he will get up.
This setup requires the power of Yomi (Knowing The Mind Of The Opponent) so don't use it too often if you don't have this power.
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Alright, those are some of my setups. Hopefully, this will encourage the opponent to not hang on the ground so much against Maxi or they'll get punished for it.
Oh yeah, post your setups if you have any.