Damn I have been organizing several different setups for st.LK karakara on hit block and whiff. This thing is awesome lmao. You can do different setups to create CHs and freeze your opponent. So here’s what i’m thinking.
J.:hp:, st.:lp:, st.:mp:, f:lp: (whiff, or possible CH), st.:lk: Kara Kara.
Ok here you actually have 2 traps.
- If they mash anything after your st:mp: they will get CH from the f:lp:. not sure if throw beats this.If they stand stll it will whiff, which is fine because:
- st.LK will whiff too, and will CH most late mashing. You want them to stand there though, so you can get Kara kara off. Must be done fairly quickly.
Slight change in this block string creates a whole new setup:
J.:hp:, st.:lp:, st.:mp: Hayate cancel, f:lp: (blocked but not a true string.), st.:lk: (blocked) Kara Kara.
As you can see here, the Hayate cancel maintains her position, so that neither the f.:lp: or the st.:lk: whiff. this will result in a MAX RANGE blocked HK Kara Kara. Timing is really weird, and this may be character specific (I couldn’t get the karakusa to work on a crouching honda, but I havent’ tested everyone. It worked on most everyone i did test though).
Its weird going through things like this. there are so many different setups and positions it hits from. simple strings like c.:lp:, st.:lp:, st.:mp:, st.:lk: (blocked) >Kara kara have become extremely dangerous, and are easier than the more elaborate setups. They are reliable nonetheless. I know we should just switch up so they don’t get used to seeing one thing… Love this thing though.