This post was edited by Tenshimitsu (2013-05-20 06:36, 4 years ago)
A setup is doing a (move/set of moves/positioning) that prepares the ground for the next move that is your target move, usually jugglestarter, unblockable, powerful move.
Some characters have programmed by Namco setups, like:
Kunimitsu: f+4~f (SET) 2 - doing a knee on block is a setup for SET 2. It double-hits with punches and counters everything else.
Yoshimitsu: SS+4~KIN 1+2 - doing a SS+4 on block that transitions into Kinchou makes 1+2 uninterruptable.
Some of non-programmed setups:
df+1~uf+3 - high crushes punches.
b+1,1 - a setup for anything up to i14, like punches, d+4, df+4, db+2,2,2, and also evasive SS moves, like SS+4, SS+1.
FC,d/f+4, ub+1+2 - old good unblockable setup
f+1+2 (block) into SS+1 - pushback CH SS+1 setup
f+1+2 (hit), uf+1+2~d - deathcopter setup (can be defended against but people don't know how )
NSS stance is one big setup for NSS flash. Imagination is your only limitation.
In most cases of non-programmed setups above, beware sidestep!
This post was edited by Tenshimitsu (2013-05-21 11:06, 4 years ago)
As one of my friends says: I should "stay cool and flash"
may i ask. what do you usually use to punish your opponent?
Hmm, you mean punish or whiffpunish?
For whiff punish, I use b+2,2 most often, but it depends on the range I'm actually in. I also tend to use 3~4 as a whiffpunish, and d+2,2. Also, df+2,2 when I'm sure I'm in range.
For block punish, I'm doing my best to use the most adequate punishers, launchers for -15 and more, and f,f+4 as my launcher of choice when blocking low moves that give blocking stagger (like hellsweeps).