I’m just making sure I’m doing this testing correctly before going whole hog.
I chose Cody as my victim.
- >MP.P< = MP.Parry-able (LP.P & EX.T you can guess from here on no doubt)
- Any light normals that can be chained on hit, ‘CAN’ leave suitable gap on block, enough to parry. (MP.Parry)
c.lp c.lp c.lp, c.lk >MP.P< xx HP.CU
c.lp c.lp, >MP.P< c.mp xx HP.CU
c.mp, >MP>P< s.lp, >LP.P< c.lk >EX.T< xx MK.Ruffian/HP.CU
c.mp, >MP.P< c.lp >MP.P< xx HP.CU
c.mp,** >MP.P<** c.lp, >MP.P< c.mp >MP.P< xx HP.CU
s.mp, >LP.P< c.mk
s.mp,** >LP.P< **sweep
As you can see I’m just finding holes all over the place.
So I wanted to be sure I’m doing this correctly.
(I first check it combos on hit, then Block it and release block to see if it auto guards the rest. (If it doesn’t then there’s a gap and I choose the appropriate Parries / Tatsus.)
Regarding the blockstrings, are we going for making them as tight as possible or is the above method fine?
As for the combo’s, I’m just pulling them from the Combo Thread over at the Cody Forums.
Apologies if the format confuses, seemed easiest way. Feel free to offer better solutions.