Defensive Options, and What They Lose To
Thanks to DrifterDane for the format.
Mashing 5P
- Frame Traps
- Tight tick throws (They'll eat shit for loose ones)
- Sudden jumps into fast/deep air buttons (Ram jH, Faust j2K)
Throw Mash
- Tight Frame Traps
- "Shimmies", Waiting outside of Throw Range for an easier punish opportunity
- Sudden jumps into fast/deep air buttons (Ram jH, Faust j2K)
Yellow Roman Cancel/Dead Angle
- Throw-centric mixups.
- Fast buttons that recover quickly, allowing someone to callout and block the hit.
Committing to downback (For fear of both anti-airs/frame traps)
- More greedy pressure resets (You won't react to small gaps in pressure), attacker may act after disadvantageous attacks as they fish for counterhits.
- Throws
Jumping/Superjumping (Getting out as fast as possible)
- Fully meaty attacks
- Attempts to take advantage of you just as you leave the ground (Bonus air block leaves them plus), such as delayed normals or moves like Heat Knuckle.
- Hard delay into reaction Heavenly Pot Buster
- Throw PRC
- Quick-to-Recover options followed by Airthrow/Anti-air
Jump Back Button (jP/jK/j2K/jD)
- See Above
- Delayed counterhit buttons
Advanced
Fuzzy Jump (Block meaties then jump)
- Slightly delayed attempts to hit you out of prejump
- Attempts to take advantage of you just as you leave the ground (Bonus air block leaves them plus), such as delayed normals or moves like Heat Knuckle.
- Repeated strings of lows
- Hard delay into reaction Heavenly Pot Buster
- Throw PRC
IBFD on Wakeup
- Opponent will gravitate towards "Not quite meaty" moves. Small delays.
- Throws
Early Instant Blocks
- Small delays, larger gaps.
Late Instant Blocks
Tight strings with tiny gaps.