evansgambit
Guardian of Outworld
Just creating a thread for sharing post Nut Punch Stagger State strategies - Block strings, mixups, and throw setups.
I glanced through the threads, couldn't really find a topic that best described this topic. Although its probably discussed many times during Cage's post.
As the nut punch leaves your opponent standing and in a special recovery state known as "Stagger State". They can't be immediately thrown, they can Breaker your next attack, and they can Block any follow up attack, which we assume they will.
A few things we want to consider in this thread:
What is the highest % damage block string possible or relatively safe that's possible? This is important, since your giving up a bit of damage by ending your combos in nut punch. Which hopefully you can make back + more with the follow up block string. I suppose you could go into the full 4 Bars of EX Forceball strings, but for arguments sake, we won't. As it's legitimate, feel free to post it.
What mixups or throw setups can be achieved off of the stagger state?
Whether or not, the corner is a consideration in your follow up block string?
Reo's String: (Not sure if it's his, but saw him do it)
Cross Over Jump Punch, FP, FP, pause, F+FK, FK, B+FK = 9% Chip (according to training mode)
One that I'm currently working on or using:
Axe Kick (F+BK), FP, FP, pause, F+FK, FK, B+FK =10% Chip
* The Axe Kick is +1 Frame advantage, plus must be blocked standing, so sets them up for the FP which is 8 frame startup. I find it really hard to test these out, playing by myself.
OK, time for the community to share. Thanks.
I glanced through the threads, couldn't really find a topic that best described this topic. Although its probably discussed many times during Cage's post.
As the nut punch leaves your opponent standing and in a special recovery state known as "Stagger State". They can't be immediately thrown, they can Breaker your next attack, and they can Block any follow up attack, which we assume they will.
A few things we want to consider in this thread:
What is the highest % damage block string possible or relatively safe that's possible? This is important, since your giving up a bit of damage by ending your combos in nut punch. Which hopefully you can make back + more with the follow up block string. I suppose you could go into the full 4 Bars of EX Forceball strings, but for arguments sake, we won't. As it's legitimate, feel free to post it.
What mixups or throw setups can be achieved off of the stagger state?
Whether or not, the corner is a consideration in your follow up block string?
Reo's String: (Not sure if it's his, but saw him do it)
Cross Over Jump Punch, FP, FP, pause, F+FK, FK, B+FK = 9% Chip (according to training mode)
One that I'm currently working on or using:
Axe Kick (F+BK), FP, FP, pause, F+FK, FK, B+FK =10% Chip
* The Axe Kick is +1 Frame advantage, plus must be blocked standing, so sets them up for the FP which is 8 frame startup. I find it really hard to test these out, playing by myself.
OK, time for the community to share. Thanks.