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[12f startup / 3f active / 35 recovery / -3 on block]
This move is referred to as "Gunshot" by other players
Has the shortest range out of all the other versions
Really good pressure tool to keep the opponent in check
Hits low, it can only be blocked crouching
Will always hit in the corner
Special Cancellable into itself once in a string, meaning you can do another special afterwards. Like stance, DP, or even into another Gunshot
Hits OTG and forces tech if it does hit, can be used to finish a combo
-5 when IB'd, which makes it risky to go for another gunshot or continue pressure

[12f startup / 3f active / 35f recovery / -3 on block]
This move is referred to as "Gunshot" by other players
More range than A Gunshot, it will miss if the opponent is close to you
Can be used to check the opponent and surprise them with a ranged low
Will miss if you and the opponent are in the corner
Same effects as the A version (Special Cancellable, hits OTG, etc)

[10f startup / 3f active / 29f recovery / +13 on block]
This move is referred to as "Gunshot" by other players
Tracks the opponent with a fast ranged low that can reach 2/3rds of the screen
It can also hit behind Adachi, but that is very situational
Massively + on block, can be used to reset pressure or go for a mixup. Costly, but useful special
Ground bounces on air hit, making this a really good combo tool after sweep
Same effects as A/B version (Special Cancellable, hits OTG, etc)
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