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Intermediate Guide

#07 - Let's organize attack methods that are safe against evasion.

8/23/202606:39:00
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This time, we'll organize safe attack methods against evasion. (#06 Application of tot utilization)

Basic Edition — 4 Very Basic Countermeasures

1. Throw

Since evasion cancel motion can be cancelled from 10 frames onwards, a throw input at max speed during a favorable frame cannot be evaded with a 33-dash. If it was evaded, you threw late.

"It is better in many ways to anticipate and throw at max speed than to react to the opponent's action — it cannot be escaped with evasion cancel, and a throw initiated on a favorable frame, even if it fails, does not allow a counter hit (only hardened counters are allowed, leading to -3~-6 etc.)." (Kumicho)

2. Delayed Attack

A method of attacking after waiting for evasion. With p+k+g evasion attack gone, the fastest option now is 33p+k+g (startup 23F). You can reliably land a counter up to knee-kick level, but it has a fatal weakness of being defenseless against the opponent's abare (flailing during disadvantageous frames).

3. Revolving (Half-Revolving) Techniques

If the evasion direction is misjudged, half-revolving techniques will be treated as a counter.

  • High half-revolving techniques: Break evasion cancel from a -10 advantageous state. e.g., Sarah's kp (startup 14F) → Must turn your back from -4 onwards.
  • Mid half-revolving techniques: Break evasion cancel from a -13 advantageous state. e.g., Wolf's Screw Elbow (startup 14F) → Evasion cancel is impossible from +1 onwards anyway.

4. Low Full-Revolving Techniques

All low techniques during evasion cancel result in a counter hit. Since 17 frames are required for a low guard to be established during evasion 33-cancel, from +4 onwards, a full-revolving technique with 20 frames of startup cannot be blocked (e.g., Pai's 46k+g→1k+g). Brad's Jaguar Tail is a high-performance low full-revolving technique where disadvantageous frames decrease depending on hit distance.

Countermeasure: Evasion 66-cancel 2g pre-input (low guard from 14th frame) or input a jump attack instead of g after evasion cancel (escape from 11th frame).

Advanced Countermeasures

1. Techniques with tot 35F or less

Even if evaded, the opening is smaller than an elbow. Kage 4p, Sarah 4k, Aoi 44p, etc. — After being evaded, you can aim for a high punch counter or 2p throw.

2. Techniques with tot 30F or less

Even if evaded, it can be even or advantageous. Sarah 44p, and some characters' kick cancels apply — there are cases where the one who performed the kick cancel can still land a guaranteed throw even after being evaded.

3. Techniques with a judgment startup of 25F or more

Rare situations occur where, despite a successful evasion, the technique's hitbox activates after the evasion ends, leading to a hit. Kage's 9k+g Engetsukeri (startup 30F) is a prime example.

4. Jump Kicks

Pure jumps do not count as evasion, but the failed evasion motion after a subsequent kick attack can be hit defenselessly. Evasion 33-cancel allows some fast jump mid-kicks to hit for sure. Characters with fast short jump kicks: Wolf, Jeffry, Goh; Blaze's 9p+kk is also similar in nature.

5. Cancelling and Resuming Derivatives

If you cancel and resume a derivative using maximum delay, the opponent will be hit first even after evasion, making it not absolutely advantageous (1st hit cancelled, 2nd hit follows). Taka-Arashi's Double Upper is a prime example. Conditions: Appropriate delay can be inserted / 1st hit is mid / Small disadvantageous frames even if 1st hit is blocked.

What would be the best technique with such conditions...? To be continued in the next part

Original Source: Ruliweb (rchacha)

※ This information is from before the R.E.V.O World Stage, and some parts may differ from the current version.

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