What to do after PO on block?

Xhrono

[08] Mercenary
Okay, so I'm three months into SC4 and stuck with Taki for the most of the time I've been playing. I've found that half of my opponents are not afraid when I jump into PO. I love doing hovers and can squeak out a combo after PO 236 B or PO236 A but for the most part, but whenever I do a PO A or PO B, I always get slammed on block. I've recently changed up my strategy completely when in PO with limited results.

So here I am... asking the community what they have done after PO A/B on block. Do you block after a blocked PO A/B or do you try another move in hopes of catching them off-guard?
 
you're at disadvantage on both, so the most common thing to do would be to hold block.

But you could do something like 22A or 1A that tech ducks or steps in order to keep up the pressure... of course if they do something fast you're just gonna eat CH damage.
 
well i think what you should do should vary depending on how they might respond.

PO A and PO B have different block recovery frames; and PO B leaves them in FC, so it's probably better not to group these two moves together in terms of what to do after they block it.

since, again, PO B leaves them in FC, their options will be more limited afterwards. stepping or GI might not be a bad option.

after a blocked PO A, blocking or GI is the sanest choice since it's -9 or so.

also keep in mind that you don't have to attack from PO... if they're just ready to block whatever you're about to do, it might be a good time to PORC, from which you can basically do any move, including another PO shift.

and if they're expecting PO A_B, maybe throw in PO K since you're at advantage when they block it. +3 i think, which is great for Taki.
 
It depends, you have to anticipate and condition what your opponent will do. If you think he will just continue blocking, go into PO stance and do the usual PO mixups. If he tries to interrupt you because he knows you will shift to PO from a attack string and try to interrupt you then simply finish your attack string.
 
I say first evaluate your opponents WS options and work from there. I usually do evasive moves/maneuvers when at slight disadvantage. 22K also beats out alot of WS/FC options after poB. Against characters with weak or risky WS games I like 3K series after POB. PO A...thats a different story. I agree with LKV, GI. most take this opening to get there momentum back.
 
it just occurred to me that after a blocked PO B, A:6 might be a good attack choice since it's high then mid and i10 execution. it beats step, slow TC moves, and might trade hits with quicker WS moves that don't TC. i love this move so much, just wish i could do it consistently.

regular A6 might be good as a substitute for 3K series.. no mixup but you get a KND and 30 odd points of damage.
 
it just occurred to me that after a blocked PO B, A:6 might be a good attack choice since it's high then mid and i10 execution. it beats step, slow TC moves, and might trade hits with quicker WS moves that don't TC. i love this move so much, just wish i could do it consistently.

regular A6 might be good as a substitute for 3K series.. no mixup but you get a KND and 30 odd points of damage.

That's actually what I've been doing... the A:6 on block. There's some good success with that but it gets predictable. For a blocked PO B, I'll hit A:6 into WR and grab them or WR B... which is not really all that safe either. I'll have to try sidestepping and see where that leads me.
 
how often do you get interrupted, and by what moves?

also 44B is prolly good against short ranged WS move like a FC 2K, or high tracking moves if you've been stepping their non-linear moves, especially if they block it at max or close to max range.

but yeah, like M0-T3mP3st said, it has alot to do with the character you're facing and their WS/FC/6/4/8WR options... damn that's alot of options. lol.
 
a little off topic, but if you can hit confirm your options afterward, A:6~B is good after 22_88B or just stand alone. That way, if you miss the jf, you're not standing there like an idiot lol
 
The characters I have troubles with are usually Mitsu Yoshi hitting me after a blocked PO. It's almost always a low A move that hits me as I try to either do a AB string after the blocked PO (sucks even harder when they duck a misses PO A). I guess it's the fact that the AB string doesn't hit them low when they're attacking. This is where the A6 works sometimes as I've got no consistency with the JF version.
 
Link, that's a really hard hit confirm/option select to do.

Ohrono - use 9B then if you know they are going to 2A you after they block a PO move.
 
My suggestion would be to make them afraid to block with throws and PO A+B. Use PORC to open up other options, including lows, use PO sidestep to throw new looks into the mix, also good at freezing people, and letting you get off PO A+B. Once you get him trying to interrupt rather than block, then go back to hover and PO A and B.
 
Link, that's a really hard hit confirm/option select to do.

Ohrono - use 9B then if you know they are going to 2A you after they block a PO move.

yeah, it is. I practiced it when i first thought of it, and had a little success but found I was more sucessful just focusing on the jf so i could be ready for my follow-ups...but I just tried practicing it again recently and I can hit confirm pretty easily now. I wouldn't necessarily call it an option select the way I use it because I always go for the WR into dart/B. A:6 poison dart as a option select combo is way to much trouble (for me atleast). You get a little leeway with the windroll being that the animation gives you a chance to breathe & A:6 allows some delay before the WR input...that, and AB po is as natural as just pressing A when playing Taki for so long hah. In theory, it shouldn't be as hard as it actually is since when you get the JF, the game shouldn't register the B~po due to the speed of the input and the late buffer system if that makes any sense.

anyways, I feel like it's really worth learning to hit confirm/option select. I honestly don't see the point in using 22_88B otherwise, seeing as in how taki has so many other tool to use in situations where 22_88B would be worth going for
 
Link, that's a really hard hit confirm/option select to do.

Ohrono - use 9B then if you know they are going to 2A you after they block a PO move.

That actually worked really well for me last night! I've used 9A as well which knocks the opponent down. Thanks for the tip!
 
ok so my success rate for A:6 just skyrocketed and i just learned a new fundamental concept (option select... could someone elaborate on this?) at the same time. if i understand this correctly, the way T3MP35T does his A:6 is kinda like : A:B+6~214~B+K , where if you miss the JF, you get AB PO, otherwise you get the A:6 JF with the WR-- it feels like i'm cheating the system, but whatever. anyway, this is what i've been doing and it has boosted my execution of A:6 tremendously-- just timing the 6+B part simultaneously is enough to get the JF most of the time.

Thanks!!
 
Option Select is kind of like doing something as a backup that will never hurt you if the backup isn't needed.

In the case of A:6~B , the B is the option select, because if you get the A:6, you won't see the B.

If you play 3rd Strike, an option select could be tapping forward when you jump in to parry stuff before you land, and even if they don't attack you, hitting forward while jumping wouldn't do anything anyway.
 
I pray that i'm playing an average Taki user and unleash a couple of quick lows depending on my character
 
Option Select is kind of like doing something as a backup that will never hurt you if the backup isn't needed.

In the case of A:6~B , the B is the option select, because if you get the A:6, you won't see the B.

If you play 3rd Strike, an option select could be tapping forward when you jump in to parry stuff before you land, and even if they don't attack you, hitting forward while jumping wouldn't do anything anyway.

ah, i see, thanks. so for example after being GI'd, i could try to re-GI and input a throw break as well, where the throw break would do nothing if the GI works, but if they do try a grab (and i guessed right), it would break the grab? pretty neat. still feels like cheating though haha. i think you can buffer chickens like this in Tekken.
 
ah, i see, thanks. so for example after being GI'd, i could try to re-GI and input a throw break as well, where the throw break would do nothing if the GI works, but if they do try a grab (and i guessed right), it would break the grab? pretty neat. still feels like cheating though haha. i think you can buffer chickens like this in Tekken.

exactly, that's a perfect example of option select.
 
Use PO K, +3 on block and shakeable stun on hit, awesome attack to keep the pressure up (of course, don't abuse as it is a high attack). Most people won't duck when you go into PO because of PO B.

After a blocked PO K, you can mixup with anything you like.
 
Back
Top Bottom