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AndyrooSC
IVE WAITED FOR THIS!!!
Copy patse from my Zas discord ill update this over time.
Hitting through opponents guard/pressure.
This is defo a area where if the opponent knows the MU then you need to be creative with Zas to get damage/pressure and open defensive plays/players.
We will go through the classic obvious answer first and options Zas has access to in that department, Lows and Throws
He has 3 caterogies of lows: unseeable, reaction testing and situational.
Situational:
1BB TS3 - 44A+B/6B+KA/3B w!/46B RO
1BB TS2 - 3AK/46B RO
SC 1AB (37dmg, i18, hori, TC, +4 OH)
BT 2K - 8B+K/46:BB
1BB TS1 ( 20dmg, i16, +6 OH, -10 OB)
Once achieved at least 2curses you have a extra threatening low and coming off 1B which can be used after certain oki situations where opponent has to guess mid or low. SC 1AB makes SC extra threatening when it can kill as they cant step to avoid it either.
Unseeable:
1B ( 20dmg, i16, OTG hit, -4 OH, CH stun, -20 OB)
2B+K (14dmg, i16, 2nd hit blocked -4, CH +10)
1A (14 dmg, i18, TC i8, hori, OTG hit, -4 OH, -14 OB)
2K (14 dmg, i16, TC i8, OTG hit, -4 OH, -14 OB)
These lows on the surface serve as chip damage poke annoyance on a standing guard opponent, 1B and 2B+K also cover as CH reward tools. 1A getting merit being TC and covering step so all Zas lows arent vertical. The thing in common with all these is the NH result is -4 which does still give you options that can otherwise counter opponents responses.
Reaction testing:
KK (i12 1st hit, 2nd hit 12dmg, 0 OH, -16 OB)
9A ( 30dmg, TJ, hori, OTG hit, 0 OH, -8 OB)
1K (14 dmg, i26, TC i18, OTG hit, hori, -4 OH, KND CH, -16 OB)
11B (14dmg, late TC, OTG hit, -4 OH, -20 OB)
22A (OTG hit, hori, +6 OH, -8 OB, 10% guard)
You can call these gimmicks to a extent but if these are used sparringly can give you a few extra option selects or score a free hit or 2. 9A cheeky round ender safe anyway can start doing empty jump in. 1K slightly more range than the unseeable lows acting similar to 1A with better CH reward.
Outside of curses/SC if not getting CHs often from your poke lows due to alot of stand blocking then the power of throws and the mind games you can do using them often to open them up too. (i would use the unseeable lows first and look at CH ratio before determining throws will be able to connect)
At corresponding positions to the wall use 6A+GA/6A+G2A/6A+GB/6A+GK for w! or +8 on break.
Recommend mid screen 6A+GK for 30dmg and +6&curse. On break this throw leaves us +8 and the range for 6BB/4A/66A/44A+B/3AK.
4A+G for 50dmg or can incorporate step into reverse throw for a side throw offering a stronger oki position.
SC A+G is a beefy 80dmg throw, good oki and +8 on break. Reading standing opponents likely to break front throw means free 4A+G or just take +8.
To be continued (B+KK, frame traps, guard damage, reverse mix up, staggers, art of disrespect)
Hitting through opponents guard/pressure.
This is defo a area where if the opponent knows the MU then you need to be creative with Zas to get damage/pressure and open defensive plays/players.
We will go through the classic obvious answer first and options Zas has access to in that department, Lows and Throws
He has 3 caterogies of lows: unseeable, reaction testing and situational.
Situational:
1BB TS3 - 44A+B/6B+KA/3B w!/46B RO
1BB TS2 - 3AK/46B RO
SC 1AB (37dmg, i18, hori, TC, +4 OH)
BT 2K - 8B+K/46:BB
1BB TS1 ( 20dmg, i16, +6 OH, -10 OB)
Once achieved at least 2curses you have a extra threatening low and coming off 1B which can be used after certain oki situations where opponent has to guess mid or low. SC 1AB makes SC extra threatening when it can kill as they cant step to avoid it either.
Unseeable:
1B ( 20dmg, i16, OTG hit, -4 OH, CH stun, -20 OB)
2B+K (14dmg, i16, 2nd hit blocked -4, CH +10)
1A (14 dmg, i18, TC i8, hori, OTG hit, -4 OH, -14 OB)
2K (14 dmg, i16, TC i8, OTG hit, -4 OH, -14 OB)
These lows on the surface serve as chip damage poke annoyance on a standing guard opponent, 1B and 2B+K also cover as CH reward tools. 1A getting merit being TC and covering step so all Zas lows arent vertical. The thing in common with all these is the NH result is -4 which does still give you options that can otherwise counter opponents responses.
Reaction testing:
KK (i12 1st hit, 2nd hit 12dmg, 0 OH, -16 OB)
9A ( 30dmg, TJ, hori, OTG hit, 0 OH, -8 OB)
1K (14 dmg, i26, TC i18, OTG hit, hori, -4 OH, KND CH, -16 OB)
11B (14dmg, late TC, OTG hit, -4 OH, -20 OB)
22A (OTG hit, hori, +6 OH, -8 OB, 10% guard)
You can call these gimmicks to a extent but if these are used sparringly can give you a few extra option selects or score a free hit or 2. 9A cheeky round ender safe anyway can start doing empty jump in. 1K slightly more range than the unseeable lows acting similar to 1A with better CH reward.
Outside of curses/SC if not getting CHs often from your poke lows due to alot of stand blocking then the power of throws and the mind games you can do using them often to open them up too. (i would use the unseeable lows first and look at CH ratio before determining throws will be able to connect)
At corresponding positions to the wall use 6A+GA/6A+G2A/6A+GB/6A+GK for w! or +8 on break.
Recommend mid screen 6A+GK for 30dmg and +6&curse. On break this throw leaves us +8 and the range for 6BB/4A/66A/44A+B/3AK.
4A+G for 50dmg or can incorporate step into reverse throw for a side throw offering a stronger oki position.
SC A+G is a beefy 80dmg throw, good oki and +8 on break. Reading standing opponents likely to break front throw means free 4A+G or just take +8.
To be continued (B+KK, frame traps, guard damage, reverse mix up, staggers, art of disrespect)