LEGEND
YES!
(combos, setups, and specific AA inputs)
The following gains strength out of backwords Gun Cancels into AA options:
So i've been using standing 1 to stop jump ins instead of 4 and found it to be much more combat effective.
1) combos chained afterwords do more damage.
2) you can keep the pressure on with many different enders like 3, EN baton sweep/baton sweep, and even B4.
3) you have much more screen control
main drawback is that pretty much any JK will stuff a standing 1. However this can be something that can be turned to your benefit. Once your S1 gets stuffed your opponent will think they can get a free jump kick next time they need to do a chunk of damage or push you towards the corner. This is where 4 gets put back into play, 4 beats out kicks and punches and can link with roll toss to switch positions. So in this setup you will have traded 7% for 18% and gained the advantage for zoning (and possibly even cornered them)
On the plus side to all this, some opponents won't respect 4 as anti air due to its low damage output resulting in even more punish opportunities. So, you use standing 1 till it gets stuffed, then 4 to keep on punishing jumps. After awhile they will stop jumping altogether, making your zoning that much more effective
-
AA combos:
1, 12 gunshot, 11 baton sweep (or end with ex baton sweep and reset with dash D3)
1, 12 gunshot, 3 G/C
1, 12 gunshot, 11 roll toss
4 roll toss
(they are the ones i use, if they are better ones post them and i'll add them)
Discus.
The following gains strength out of backwords Gun Cancels into AA options:
So i've been using standing 1 to stop jump ins instead of 4 and found it to be much more combat effective.
1) combos chained afterwords do more damage.
2) you can keep the pressure on with many different enders like 3, EN baton sweep/baton sweep, and even B4.
3) you have much more screen control
main drawback is that pretty much any JK will stuff a standing 1. However this can be something that can be turned to your benefit. Once your S1 gets stuffed your opponent will think they can get a free jump kick next time they need to do a chunk of damage or push you towards the corner. This is where 4 gets put back into play, 4 beats out kicks and punches and can link with roll toss to switch positions. So in this setup you will have traded 7% for 18% and gained the advantage for zoning (and possibly even cornered them)
On the plus side to all this, some opponents won't respect 4 as anti air due to its low damage output resulting in even more punish opportunities. So, you use standing 1 till it gets stuffed, then 4 to keep on punishing jumps. After awhile they will stop jumping altogether, making your zoning that much more effective
-
AA combos:
1, 12 gunshot, 11 baton sweep (or end with ex baton sweep and reset with dash D3)
1, 12 gunshot, 3 G/C
1, 12 gunshot, 11 roll toss
4 roll toss
(they are the ones i use, if they are better ones post them and i'll add them)
Discus.