A happy choice of attacks is one of the most important methods because almost all of Guard Break Attacks classified into High Attacks. The crucial point of a matter is that the player should hit swiftly with a violent blow to vanquish GBA as well as Delayed Attack. There is no doubt that Akira’s Tetsuzankou 466P+K (17 frames attack) is suitable for the purpose (Figure 12−23. See also Figure 12−21, click here).
The sole exception is Akira's Gekiho Honko 2P+K+G which is classified into Special Mid Attack. There's no need to be frightened of the attack. As mentioned chapter 4, the enormous advantage, 10 frames, would be realized by being hit (including counter hit) with Gekiho Honko (Figure 12−24).
12・10 Fuzzy Guarding followed by Crouching, FGC
You might be very depressed as your precious equips no suitable attacks involving crouching detection. Here, we would like to introduce a useful defensive technique called 'fuzzy guarding followed by crouching, FGC'.
@araibear_rascal hijacks Neko Dojo!
First of all, you should pay attention to the chronological change of the state during standard Fuzzy Guarding (Diagram 12−6, at 4 framesdisadvantage). After inability time, forward crouch dashing takes 7 frames to standing from crouching state. Note that, during the 7 frames, you can rekey command for natural crouching.
To demonstrate, in the figure below Player 1 has entered an ideal command input for FGC after blocked Jouho Touken 6P (Diagram 12−7). As you can see, the Catch of Player 2 failed and Youhou 33P was guaranteed on the recovery phase of Catch Throw (Figure 12−25): You would remember Sensuous Fuzzy Guarding which was the required technique in the same scenario (chapter 12−1).
Following the same setup, Player 2 chooses to counter attack with Screw Hook 63214P instead, but that's successfully blocked by Player 1 using the same input (Figure 12−26). Again notice that Player 1 can change his state from crouching to standing over in just 1 frame (Diagram 12−8, highlighted light blue). In this scenario, the follow-up, Screw Lariat 63214PP, will whiff Player 1 at natural crouching and leave Player 2 vulnerable.
Now let's return to the main problem of fuzzy guarding followed by crouching. In the example below, Player 1 successfully evades Player 2’s 1-frame delayed Push (17, 16 + 1, frames attack) with 2nd input for crouching (Figure 12−27). As mentioned above, Player 1 should rekey 1, 2 or 3 by 7th frame after inability time in order to maintain crouching state (Diagram 12−9. highlighted light blue). The key note is that:
FGC would allow the player to avoid Guard Break Attacks (the sole exception is Akira’s Kaiko 6P+K+G) as well as normal 2-Choice Offense (composed of throws and up to 16 frames attacks).
If you are in the position of Player 2, a good answer would be to use slowMid Attacks compared to the Guard Break Attack. Indeed, 1-frame delayed Heavy Toe Kick 44K+G (17, 16 + 1, frames attack) should beat FGC performed by ideal command input (Figure 12−28 and Diagram 12−10). Stand Neck Clutch 4K+GP+G, the follow-up, is a typical Hit Throw which is one of the subject in the next chapter.
Note 1 In chapter 12−2, we described the weakness peculiar to Fuzzy Guarding.Low Throws can catch the player during Fuzzy Guarding as the opponent will be in a crouched state. The ‘fuzzy guarding followed by crouching’ might overcome the weaknesses if you combine FGC and Guarding Throw Escape (click here if you want to see the video). In principle, GTE generally involves problems arising from the restriction of command input. It would be worthwhile that the restriction never be a problem in the practice of FGC (See chapter 17).
Note 2 The truth is, the explanation of Diagrams for FGC would be much more complex. You are referred to ‘超法規的大関.Blog (Ed., Ohzeki)’ for a much more detailed analysis.[17,18]