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Revision as of 03:02, 13 December 2020

  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Matchups   Forums    

Gunblaze

A PREFACE ABOUT GUNBLAZE: Gunblaze is a really weird move. While the hitbox viewer disagrees, HoS hitbox doesn't seem to finish moving to the other side of the opponent until the move is finished, while his character dot seems to move with the move. Because of all this, there are two things to keep in mind whenever you are doing gunblaze. First: You are vulnerable the whole time. GB is low to the ground, but sweeps and low pokes will still hit you, even if it looks like HoS is on the other side of them (you will actually take the hit on the other side if it happens late enough). If they are right next to you and the GB isn't meaty, they can throw you for free.

Second: Gunblaze, like most things, is effected by crossup protection. Unless you disable it by crossing through the opponent once or via airthrow, the opponent will be able to block gunblaze either same side or crossup. However, using Faultless Defense gets rid of crossup protection, so if the opponent loves to FD, delaying gunblaze becomes a legit mixup, and the move gets very hard to block. Its important to note that not only is GB affected by crossup protection, but so are your meaty moves after it. Until Crossup protection expires (1f post wakeup without being in block state), your opponent will be able to block your moves in either direction. This means, for example, GB whiff->RI can be blocked holding [1] or [3]. Be wary of this, as it means you must treat this situation as a strike throw or high/low opportunity, NOT at a L/R mixup

Example Options

Most all these gunblaze oki's come from cancelling into it off 2D. If you got KD some other way, you probably can't do most of these.

Manual Charge > GB (meaty): Can be blocked either way (crossup protection), hits mid. Good to get a bit of charge, and still keep frame advantage.

GB(whiff), Gunblaze: meaty GB, used to punish people mashing buttons on wakeup.

GB(whiff), 6K: Throw invuln, hits mid, can be blocked either way. Used to punish people mashing throw or buttons on wakeup.

GB(blocked), dash 2K: Hits low. Used to get meaty low, and challenge the post meaty. This will beat people who doesn't block lows.

GB(whiff), Level 1 RI: Hits mid, can be blocked either way. If you are point blank when doing the Rock It (you should be), then you can actually tick throw off of it if they block it.

5P(whiff), GB: Hits either side low. The classic Eh-sama oki repurposed for HOS. Whiff a normal over them just before meaty timing, then GB. Opponent wakes up mashing because you whiffed something, and you get a nice fat counter hit.

GB(whiff) > AC FRC > 2H: Overhead. Perfect meaty timing for 2H, you an link 5K after and get a full combo, or RC it for one if you don't trust your timing.

Meaty Buttons

6K meaty: Used to bait throws. generally seen after corpse carrying the opponent for a bit, or off a fake empty jump. If it counter hits you can gatling to 6H and make them regret trying to throw. Can be CCed or gatling to 2D->options to keep it safe. Stays out surprisingly long, so bonus points if it does something stupid like trade with a reversal or beat a super.

2H meaty: Crouching overhead. Unless you hit a 2F window, you need to spend RC to combo off this. +0 on block though, so its not that big a risk outside of getting reversal-ed.

6P meaty: Surprisingly effective. Hits from a distance, staggers on hit so you can get pressure or a combo. Keeps you safe with its range, and clashes a good number of things it has no business clashing (VV, Robo lv3 DP, ect).

5H meaty: The secret anti-johnny tech. 5H moves your hurtbox forward by a lot, so some wakeup options just whiff straight through you. Mostly for hard callouts and to style on people. Will beat wakeup That's My Name by going straight through Johnny's character box.

Jump-ins

jS->jK: Classic 2 air hit jumpin. Should be used to begin establishing a jump in routine so that you can start the fuzzy shenanigans with this.

jS->jP->land->throw: One of the many mixes on jS jumpin. jP is a lv1 move, so blockstun is super tiny. Because of this, you an land and almost instantly throw your opponent. Really good mixup if your opponent doesn't want to anti-air you.

jS->jK->dj->jH->jD: The dreaded fuzzy. Really good, hard to see, can be picked up after with 5k for a full combo. 4 overheads in a row

jS->jK->dj->jH->jD->air BRP lv2->RC->jS->jP: Completely useless. If your opponent get hit by this, feel free to put the controller down, you already won the match. https://youtu.be/m-0RVAQB4dA?t=26

Running jump over opponent -> airdash back over -> jD: The Melty Blood classic. Hits same side, and jD gets a combo on counterhit, or a knockdown on normal hit.

Running jump over opponent -> wait -> airdash back into opponent ->jS: The Melty classic part 2. Hits crossup, and gets a combo to knockdown. the timing difference between these two is really small, so its effectively a 50/50 for the opponent if they want to try blocking it.

Video Examples

NOTE*: Although this a lot of the options in this mixup can be blocked a certain way, this is still very effective as the threat of the followup GB will make the opponent stay still and respect you. The followup GB will beat the opponent not blocking the correct way, pressing buttons, and even beats reversals. When they do respect this option, that's when you start mixing up your other followups and start your pressure uninterrupted. Be unpredictable! :)

Tech Traps

Without Charge or specific combo routes, HOS can have a hard time scoring a hard knockdown from air combos. However, he has some strong tech trap setups to keep the opponent on their toes which can turn the tides of the match off of a good read or due to the opponent's lack of knowledge.

Here are some tech traps from common scenarios that can happen throughout a match. These aren't the only tech traps, and you can be creative with how you deal with tech situations.

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