KIN boasts a large selection of hard hitting, relatively safe mids that decimate the opponent trying to step, contest, or crouch. Finding out their tendency, jabbing to activate the parry, and sidewalking is an excellent way to blow them up for being too predictable. Common moves tied with KIN parry when blocked are 3~4, d/b+1,1, and d/f+2. This parry IS sidewalkable, and some players use this way too often for their own good. This can act as a special punish for certain strings or be used to take back the player’s turn. Any high or mid punches or kicks that connect during this window will activate the parry. Once Kincho is executed, a parry window begins from 2, to 9 frames after the input. If at any moment during the match Yoshi ends up backturned without you blocking one of these moves, you can backdash~crouch guard to option select every immediate option. Keep in mind, opting for these punishes open you up for when they choose to challenge the frames. From here, you can dash up and launch, use a quick homing move, or grab their back. The Yoshi player can try to escape these punishes with a backspin, at the cost of life, further building on the situation. To refrain from mixing yourself up, a quick i12 mid would be your optimal punish, catching both options. If they hold down/back, all mids and lows up to i17 will hit. If they hold back, all attacks up to i12 will hit. On paper, these moves are safe on block, but since they leave Yoshi at -6 and back turned, it creates an interesting on block situation. (This move shares an on block situation with KIN 1+2, all info applies.) However, the counter is still the same, understand the opponent's tendencies, avoid immediate timing, and try to bait, but be more careful with how you approach this version. The full crouch version is able to heavily punish fast recovering highs such as jabs and Electrics. The new range enables it to combo from a CH 2-jab, and block punish MANY more moves that leave the opponent close on block, such as generic hopkicks. Though slower at i8, it receives extended range, and the ability to be used from full crouch. In No Sword Stance, Flash's properties change, and it becomes much more versatile. Understanding your opponent’s tendencies is important here when deciding to utilize immediate timing while plus, or opting to bait out the move. Though you lose out on lots of pressure, it's much better than being launched for mashing, and this way you can bait out and whiff punish any hasty attempts. The best way to deal with flash in the open is to use less immediate timing during plus frame scenarios. It’s also used to steal back turns with a chunky combo, or, due its speed, can be used to launch punish otherwise safe moves.įlash lacks range, and is launch punishable on whiff if you're looking out for it. In the default stance, Flash is an i6 mid launcher that excels at shutting down plus frame pressure.
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