So what the hell is the conclusion on this tactic?
Kitana does F112xxDPxxFLOATxxJIP and if everything is tight you have to block the normals high, crouch the DP and then JIP will whiff?
But she can delay the JIP to hit overhead. She also can do NJK or other air normals. (I have no clue what the timing on those are and what effects it has on the tactic)
Defending options are to backdash or armor. Can she bait the armor or is it like armoring through Kotal's pizza where it's just a punish on reaction?
If you're in the corner with no meter it seems like your only option is to low block and hope the JIP whiffs. (Unless there is actually a way to make that happen. Can some character's low profile the JIP? ex: Johnny D4)
Is that everything? I think I covered all sides of this thing.
My own questions. Can she stagger the F112? Are there other buttons she'd press for pressure (like how she could do B2 instead of looping the blockstring)?
- When Kitana does F112xxDPxxFLOATxxJIP with no delay on JIP it will jail you IF YOU ARE STANDING. DP hits mid, so you still have to block it. However, what's been found (day 1 of the patch actually), is that if you block the DP low, it gives you a window to backdash out. This works regardless if the JIP is delayed or not. I've yet to test corner tactics which will be next on my agenda for today.
- Yes, she can delay the JIP to hit overhead. The delay is almost minuscule, (like 2-3 frames?) so you're not going to realistically tell if it is a mid or overhead. The same applies to JIK. The difference between JIP and JIK in regards to this tactic is that JIK has longer range, but will end the string (and be slightly negative). Basically, you use JIK when you think they will try to poke at the float while in the corner (more on this later).
- Universal defending options are to backdash or armor, correct. As
@YOMI REO said in his vid, SOME armor can be baited, meaning, it's character specific. Predator's can. It can then be assumed that any armor with the same start-up or slower can be baited.
- In Kung Lao's case, I could D3 right out of this pressure at the gap when Kitana floats IF her JIP wasn't delayed (i.e. she's going for the block string). I could not D3 if it was delayed at all. I've yet to test for myself blocking methods/characters that could cause enough pushback for the JIP to whiff in the corner to say anything for certain. What I gather from what other's have said, it's possible, yet inconsistent.
- As to your own question, you can DP at any point in the F112 string. Your string options are very limited after the float however because of pushback and float cooldowns. *How float cooldown works: EX Float has no cooldown, but still activates the cooldown for regular float. You can only EX float after Rising Blades* 111 whiffs. First hit of B14 whiffs. First hit of 21 whiffs. F3 is too slow right after the gap to be practical. F22U4 and U2 land, but you cannot float afterwards because of the cooldown on regular float. Basically, it's either keep using F112 (which if you have sharpen active there is zero reason not to use it) or end the loop with B2 or B3.
Yesterday I tried Kenshi against the wall with Kitana doing this sequence. I got different results depending on how I blocked, but it also seemed like I'd block the same way sometimes and get different results. Could be my execution, but I couldn't make up my mind about this.
I just want to know for sure if your back is against the wall with no meter, are you potentially stuck there until she's out of meter? In other words, is that 32% block-string video bullshit or legitimate? I can't tell from all these posts.
"Potentially", yes. As stated above, Kung Lao can poke out if the JIP isn't delayed though. I've not tested delayed JIP with Kung Lao to say if he has no way out if the JIP is delayed every time. I think this will end up being one of those things where the answer to your question is on a case by case basis (something I don't think is necessarily fair).