Preempt
Your stable poke occupies the space the opponent wants to enter. Learn its tip range and recovery.
Win the next interaction
Build a repeatable chain from neutral hit to knockdown, then add risk only when you know what defensive answer you are trying to beat.
Use movement and a low-commitment poke to make the opponent react. Do not start with your slowest, largest button simply because it reaches.
Use a short route that works on normal hit. Reserve counter-hit routes for moments where you can actually see the slowdown.
A hard knockdown buys a planned wake-up situation. Carry is useful when the corner and Positive Bonus are worth more.
Start with a timed strike. Once the opponent blocks, introduce throw; once they jump or mash, use a frame trap or anti-air answer.
If the sequence is blocked, choose a safe ender, a spacing reset, or a deliberate RC extension. An endless “string” with a gap is an invitation to be challenged.
Your stable poke occupies the space the opponent wants to enter. Learn its tip range and recovery.
Stand just outside a threatening button, then hit its recovery. Record the dummy so the timing is visible.
Start with 6P, then learn your character’s higher-reward or angle-specific alternatives.
Write down one button for each job. Add specials only after you understand which job they replace or extend.
| Starter | Goal | What to practice |
|---|---|---|
| Fast P / K | Stop pressure or check movement | A two- or three-hit confirm that ends safely or knocks down. |
| Far Slash / long poke | Control midrange | Buffer a safe special only when the normal connects or reaches at the right spacing. |
| Close Slash | High-reward close hit | One normal-hit route and one counter-hit route. |
6P | Stop air or extended hurtbox | A stable anti-air conversion that does not require a rare height. |
Throw / 2D | Hard knockdown | Your simplest timed meaty or character-specific setup. |
| Your choice | Question asked | Loses to |
|---|---|---|
| True blockstring | Will they spend a system escape? | FD changing spacing, YRC, Deflect Shield, Burst where allowed. |
| Frame trap | Will they press a fast button? | Continued block, invincible reversal, resource escape. |
| Throw | Will they keep blocking? | Jump, backdash, throw tech, some invulnerable actions. |
| Pressure reset | Will they wait for a committed ender? | Preemptive mash, movement, or a read on your re-entry. |
| Charged Dust / overhead | Will they defend low by habit? | Standing block on reaction, interruption, escape. |
Change one branch at a time. If you cannot name the defensive behavior you are targeting, return to the safe route.