Jink
[10] Knight
Stryker(SIEGF)vsVlaster(NM) 1st Dominican Tour
I also do that too against Mitsu's 2kB, it really helps a lot against your player's gamble, just remember clearly what you and they did before getting hit once with their 2kB, then intentionally repeat those different strings to lure him in, and boom.
At my college, I play a few Mitsus there that spams 2kBs pretty often, but not against me anymore, hehehe.
In any case when it involves being against Mid-launch-stun-Combo or Low-poke-good/throws, is good to bet for a Tech-Jump move like 8B, 8K or any character's personal jumping move. If you get hit while on air by a launcher, you'll receive like about 30% less damage of the attack you got hit with, If you instead, chooses to Crouch Guard a low and then happens that you get hit by a launcher, you'll get the 100% damage from that move plus the following juggle or stun hit combos. That's already a lot of difference on the gamble part excluding the fact that also by jumping, you are increasing your chances of punishing a whiff from a low or a throw!
Anyway, Tech-jump and Tech-crouch moves rules!
But always remember that this is just increasing your CHANCE, nothing is guarantee in these 1/2 outcomes, so judge well, as long as you can, and never get mad.
Ohh Thanks man... funny facts about that match:
1- My sparring partner is a Mitsu... I've fought endless matches against Mitsu and Im close to manufacturing the first vaccine against Mitsu4.
2- After the ramdon stage, El Mitsu choose the stage, and I said to him: Choose other stage, cause Im gonna ring out you very easy..." He said: "Dont worry Im hard to RO"
3- After the first win, I said: Do you wanna change the stage?
My technique is very easy, I create the moment and then I can anticipate 2kB very easy... if I cant then I try really hard to do Just Ukemi...
-Stryker-
I also do that too against Mitsu's 2kB, it really helps a lot against your player's gamble, just remember clearly what you and they did before getting hit once with their 2kB, then intentionally repeat those different strings to lure him in, and boom.
At my college, I play a few Mitsus there that spams 2kBs pretty often, but not against me anymore, hehehe.
In any case when it involves being against Mid-launch-stun-Combo or Low-poke-good/throws, is good to bet for a Tech-Jump move like 8B, 8K or any character's personal jumping move. If you get hit while on air by a launcher, you'll receive like about 30% less damage of the attack you got hit with, If you instead, chooses to Crouch Guard a low and then happens that you get hit by a launcher, you'll get the 100% damage from that move plus the following juggle or stun hit combos. That's already a lot of difference on the gamble part excluding the fact that also by jumping, you are increasing your chances of punishing a whiff from a low or a throw!
Anyway, Tech-jump and Tech-crouch moves rules!
But always remember that this is just increasing your CHANCE, nothing is guarantee in these 1/2 outcomes, so judge well, as long as you can, and never get mad.