Good stuff Belial. Very deep data for okizeme, techtrap and framedata.
Here is some add/correction :
SOME OTHER COMBOS:
3B, 1K:BE A+B
3B, 1K:BE (strict timing) 1K:BE A+B
3B, 1K:BE CE B+K 4A+B
3B, 1K:BE (strict timing) 1K:BE CE B+K 4A+B
3B, 1K:BE (strict timing) 1K:BE (strict timing) 1K:BE (strict timing) A+B
3B, 1K:BE (strict timing) 1K:BE (strict timing) 1K:BE (strict timing) 1K:BE (strict timing) A+B (good for RO xD)
(Thx to Keysona for theses combos)
66A+B 4[A+B] (no need meter or CH for 90pts dmg!)
66A+B CE B+K 4A+B (if you want to end the round)
4B 2K
4B:BE 6A+B
4B:BE 1A for TT
4B:BE 1K:BE CE isn't worth the damage...
88A/44A into B+K / 1K / CE
B+K:BE combo see below for Okizeme
EIN reaction combo see below for "EIN reaction setup)
VERY DAMAGING WALL COMBOS :
A+B W! 3B W! 1[.B] 3AA 1K BE CE B+K 4A+B = 153
-1[.B]- (charge and no hit) CH 6A EIN hits 66A W! 3B W! (High WallSpat, maybe you can try here your find about backthrow/B+K 2A etc.) 88BB 1K BE CE B+K 4A+B 155
-4[.A]- (charge and no hit) 88K EIN 3B W! 1[B.] EIN 3B W! 3AA 1K:BE CE B+K 4A+B = 171
[.B+K]:BE 4[A+B] W! EIN hits W! CE B+K 4A+B = 194~200 I don't remember exactly.
However you can have a nearly 100% lifebar at the mid of the ring when your opponnent is knocked down near the edge with :
[B+K]:BE 4[A+B] EIN hits CE B+K 4A+B => 4B:BE TechTrap Right => 66A+B, it does 240pts dmg
OKIZEME WITH B+K
His best Oki option are B+K:BE and [B+K]:BE.
Some example :
- 66BA KND oki
--> [B+K]:BE 214B (opponent wakeup and block) --> EIN inblocable free hit --> CE (timing is strict) B+K 4A+B, its like around 170 dmg for an inblocable setup
--> B+K:BE 66B+K (opponnent wakeup and mash button) --> Zwei pass through and stun --> EIN hit --> BT A+B hit due to ground stun effect = 100-120pts dmg, and 66B+K is still safe due to EIN and increase Guard Jauge
--> [B+K]:BE 66B+K (hit) EIN hits G to turn back CE B+K 4A+B for massive damage. Becarefull the charged version of B+K:BE here will allow the enemy to mash AA/BB after he block 66B+K before EIN arrives.
--> [B+K]:BE A+G (opponnent wakeup on standing Guard) A+B combo 103 dmg or CE for 167 dmg
--> [B+K]:BE (strict timing) B+G (not easy to do but it will make impact EIN and ZWEI together for 70+ dmg for th B throw!)
--> EIN will hit also ground or if the opponnent roll... the only escape possible is to wait on ground and wakeup exactly when EIN arrive. But in this case, you will be hit by 66A+B.
B+K BE is also good with all ZWEI unsafe move (mid and low), like 11K (does like 80pts dmg for a low), 44A, 88A, 4A+B...
There is also some kind a glitch with B+K and B+K:BE.
If you do B+K:BE and then wait a little and do B+K, your EIN will not be canceled and will appear much longer after B+K.
Here is some application that I have found :
B+K:BE (wait a little) B+K (hit) BB EIN (EIN arrive from B+K:BE lol) and it combo 66A+B/1A/CE
B+K:BE B+K (hit) 4B:BE EIN 66A+B/1A/CE
B+K:BE B+K (block) 66B+K (super TJ that escape a lots of stuff) EIN arrives for Combo if 66B+K hits or make it safe...
GUARD BURST:
After Gburst, the best is 66A+B 4[A+B] no meter and 90dmg, it works most of the case, even after 66B, 6A, A+B, but not after 33B.
SOME TECHTRAPS:
1A techtrap all side after :
3A:BE
4B:BE
66A:BE
3A:BE techtrap all side after :
88K [.B] combo
1A
Some fun Techtrap loop:
88K !TT 3A:BE !TT 1A !TT RCC 3AA
You can techtrap after CE combo :
CE B+K 4A+B !TT 4B:BE 66A+B combo, Right/Back/Front, !TT 2A all...!TT 2K all (character dependant)
The intersting part here is that if they stay ground, they can be relaunched by 1K:BE A+B :D
You can also techtrap after [B+G] Special timing throw, see B+G section below
UNBLOCABLE TRAPS:
- 4[A] (full charge) 214B EIN hits 3B A+B / 1K:BE A+B / 1K:BE CE etc... great player can react to this one by counter attacking you... but they risk to be hit by better damaging EIN reaction setup combo (see below)
- B+K:BE 214B EIN hits 1A !TT
- [B+K]:BE 214B EIN hits (strict timing) CE B+K 4A+B
- 4B:BE 66[A+B] (charge) 11K (release EIN), EIN hits mid, you hit low, RCC A+B for combo or CE for more damage. Player can mash button to prevent this, just release a little soon for CH them.
- 44[.B] max charge
- 66[A] max charge 44B+K (player have to mash button when you charge, but can be hit by normal non charged version on counter)
- 6[B+K] + Throw Attempt unblocable special timing, see 6[B+K] section.
I don't have more time to write, so I will add thing later... I just write some example for next sections...
EIN REACTION SETUPS :
- 4[A] (player mash button, just release it directly) CH EIN hits, 66BA (easy to confirm) for 90pts dmg
- 4[A] (player wait then react to you unblocable setup) CH 2B (TC and i16) EIN hits 4[A+B] 100pts++ dmg
- 4[A] (same situation) CH 6B (STN) EIN hits (STN follow due to STN system) 88BB 1K BE CE B+K 4A+B
- 4[A] (opponnent step) 88K (STN) EIN hits 4[A+B] or dash 3B A+B or even 88BB 1K etc...
- 4[A] (opponnent TS attack) 3AA EIN
- 66[A+B] (opponnent step) 88K (STN) EIN launches 4A+B
etc...
B+G SPECIAL TIMING :
- If you hold a little B+G but not to the max, you will still hit but have much more frame advantage, allowing you for techtraps.
- 2A will !TT allside
- 1K will be ground punisher
- 4B:BE 66A+B will !TT Right/Back/Front (character dependant)
- and ... CE will be ground punisher (character dependant, not working on Leixia)
6B+K SETUPS :
- 6B+K (opponnent mash button) B / A for free CH combo... A seems to STN, I didn't have time to research combo but it can be nasty with A CH and holding B+K
- 6[B+K] (opponnent wait) A+G release EIN with strict timing EIN hits, A+B is combo for 73pts damage no meter use and RO :D
- B+G attempt will cancel EIN but you will still RO forward!
I coulnd't add all I founded due to time... I will add more later.