I thought I should expand on a previous post I made regarding the blender and the different approaches.
http://www.freestepdodge.com/thread...sion-champion-edition.3234/page-7#post-134481
I'll continue by expanding on the different options you can use after the blender, but it's important to know unique character matchups and how they effect your options.
In my opinion, you have a handful of pokes you need to concentrate on before you get cheeky and start doing riskier moves. Here are the list of essentials:
(13i) This is an essential string for putting pressure on 99% of the whole cast. It can track sidesteps and special sidesteps with the second hit and the last follow-ups are safe.
(14i) Standing kick is your third fastest option and is +2 on block. Before your condition your opponent to stand still for you to throw em, you can make use of this to scare them and create a mix-up situation. Does some hefty damage on counter hit and leads to a blow-back stun.
(14i) Your fastest mid option and has a mid-low mix-up (if you weren't already familiar). Stops a hell of a lot of things, including 9i jabbers or those pesky characters with good mid crushes, like Genfu.
(15i) This is great at tracking and keeps your opponent stationary if you condition them to expect the follow-up, leading to possible tick throw setups and further pressure. You'll probably find
to be your looping tool against inexperienced players. Trust me, even very good players can continuously fall for this loop.
(15i) After a while you'll probably notice that your opponent will start to tech backwards, where
is hard to reach.
attempts to address that problem with it's good range and the sit-down stun property on crouching opponents. Criminally underused.
(17i) Combos on counter hit and is very hard to react to. This low-high string is your fastest high crush and is primarily used against fast jab characters like Christie as she's a mid-weight and you'll end up with less frame advantage when you force her into a blender. Can also create a situation with
> TFBB with enough conditioning.
(18i) +3 on block and can lead into back turned mix-up. This move should be self-explanatory. Use this when you get a higher launch and end up getting more frame advantage.
(19i) This move is so good, especially against those who tend to tech away, thinking they're safe. The range, coupled with the possibly pickup situation and frame advantage on block (0~+2), makes this a very good tool. Only downside is that it's linear and has horrible recovery on whiff.
(19i) There isn't really any reason to pick this option over the rest, unless you're feeling lucky. It has better mix-up options in 5U, but exercise caution as it's not safe on block and you can be potentially interrupted.
(21i) A very good high-crush and grants +6 on block and covers very good range, so it will probably not hurt if you throw this out, unless you don't want to be sidestepped. This is one of Bass' best guard breaks.
(i22) A very good tool against those side-steppers whom you want to force into your 50/50s. Most people don't duck in these situations considering that they'll prob have
and
to deal with, so they'll happily eat a low.
WR
This is very decent guard break and high crush, which can lead to back-turned mixups similar to the ones your get with
. Leave you at neutral on block, with a possible 50/50 mix-up on most characters.
Throws: All of your throws, including your OHs are accessible from this position, including the TFBB, which can put a lot of fear into your opponent, forcing them make a mistake and pay for it.
The
is not reliable in this situation, imo, so I just left it out.
On the next post, I'll go through the specifications for weight classes, the frame advantages and unique character match-ups and how to approach them.