Jink
[10] Knight
Pantocrator has a good Sig, I say it.
About mixups for 2A+B:
Spacing into SCH from the right range can stop or HALT your opponent especially if they know about SCH'A+B and its range to counter it. Again Tip Range game is essential here, the most natural opponent reaction is to crouch & ready their WS'punish if Sig does SCH'A+B, it takes frames from opponent to get ready for WS'punishing & waiting to confirm. Based on this fact, based on online & offline experience, SCH' by itself is useful to HALT opponents within Sig's Tip Range, outside from most character's zoning range & provoke them to waste frames by crouching.
HALT mixups at tip range:
SCH'G, 6B
SCH'G, 2A+B
SCH'G, 22_88A
6B works for when opponents reacts later after spotting SCH, 6B can hit while they get ready for WS'punishing.
2A+B low treat + SCH'A+B high-anti-step treat can lead the opponent's logic into "sure-crouching", rising the chance for 6B to connect in a later mixup.
22_88A & 2A+B are very similar in their "twirl-turn-around-to-the-left" animation, they are slow but they are almost same speed. When mixing low & mids its more helpful to use lows & mids that are close in speed, this rises the chances of an opponent to not guard randomly by [G]2222... or timing [G]..2.. impact speeds from spotted start up.
22_88A is better to disguise with 2A+B, but 22_88A has less range then 6B & 2A+B, the use between 22_88A & 6B with 2A+B mixup is range specific.
This works but I don't recommend using it often as it works in this specific manner, it can be passed over by very adaptive opponents whom may gamble to interrupt Sig at the HALT, but for this there are SCH'moves & roulette. If I want to test my opponent's next reaction after landing the HALT mixup, I roulette to SSH' & A+B away to sway & counter if they try to counter.
HALT is one of my personal tactics. HALT should be less used against characters with TC + long range moves & adaptive opponent.
2_8B+K at tip range = Sig: "Haalt!!"
Against characters with good backdash & opponents who turtle for punish ^these^ HALT mixups are most likely to fail.
Edit: Note that HALT mixups depends a lot on who has the battle initiative, who's leading in the fight.
About mixups for 2A+B:
Spacing into SCH from the right range can stop or HALT your opponent especially if they know about SCH'A+B and its range to counter it. Again Tip Range game is essential here, the most natural opponent reaction is to crouch & ready their WS'punish if Sig does SCH'A+B, it takes frames from opponent to get ready for WS'punishing & waiting to confirm. Based on this fact, based on online & offline experience, SCH' by itself is useful to HALT opponents within Sig's Tip Range, outside from most character's zoning range & provoke them to waste frames by crouching.
HALT mixups at tip range:
SCH'G, 6B
SCH'G, 2A+B
SCH'G, 22_88A
6B works for when opponents reacts later after spotting SCH, 6B can hit while they get ready for WS'punishing.
2A+B low treat + SCH'A+B high-anti-step treat can lead the opponent's logic into "sure-crouching", rising the chance for 6B to connect in a later mixup.
22_88A & 2A+B are very similar in their "twirl-turn-around-to-the-left" animation, they are slow but they are almost same speed. When mixing low & mids its more helpful to use lows & mids that are close in speed, this rises the chances of an opponent to not guard randomly by [G]2222... or timing [G]..2.. impact speeds from spotted start up.
22_88A is better to disguise with 2A+B, but 22_88A has less range then 6B & 2A+B, the use between 22_88A & 6B with 2A+B mixup is range specific.
This works but I don't recommend using it often as it works in this specific manner, it can be passed over by very adaptive opponents whom may gamble to interrupt Sig at the HALT, but for this there are SCH'moves & roulette. If I want to test my opponent's next reaction after landing the HALT mixup, I roulette to SSH' & A+B away to sway & counter if they try to counter.
HALT is one of my personal tactics. HALT should be less used against characters with TC + long range moves & adaptive opponent.
2_8B+K at tip range = Sig: "Haalt!!"
Against characters with good backdash & opponents who turtle for punish ^these^ HALT mixups are most likely to fail.
Edit: Note that HALT mixups depends a lot on who has the battle initiative, who's leading in the fight.