H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move
Ducking: a fully-ducked position
Rising: "while rising" attack
j(attack): just frame attack (exp. "jH" is a just-frame attack with H)
HHLH
HHLL
HHHLH
HHHLL
HHHHLH
HHHHLL
HLH
HLL
LH
LL
H, G+H, H
90-degree (either direction), H
360-degree, HHHHH
H+S
M
M+S
Walking H
Running HHHH
Running L
Running M
Projectile-Evasion, H
G+H
G+L
J+H
J+L
Ducking HHH
Step LH
Step LL
Rising H
Rising H (hold)
Rising G+H
Left-sway, G+H, H
Right-sway, G+H, H
Note: For the following moves, you need to start with the opener and
link the commands together.
Opener
------
HLjH to Extension or Gattling
HHLjH to Extension or Gattling
Right-sway, G+H, G+H to Indora or Gattling
Extension
---------
H to Gattling
HH to Indora or Gattling
H, G+H, H
H, G+H, G+H to Indora or Gattling
H, G+H to Indora or Gattling
H, G+H, H
HHLHHHH
HHH
HL
Indora
------
H -> H -> L -> H or M or L
H -> M or L -> H or M or L
Gattling
--------
L -> H or jH or L
Throws
------
front
front, hold (H or L)
left
right
back
360-degree, G, G
2-choice the HHH and HHL. If you pop the HHH, tack on an H or an L for
another 2-choice. If you do the HHL, mix-in the jH for the extension.
Mix-up the HL and H, G+H for a nice 2-choice. The G+H and G+L also make
a nice 2-choice.
G+H is your standard middle attack. Don't use the basic M.
If the Step LH hits, follow with a G+L, a G+H, a Step LL, or another
Step LH.
Middle-Range Fighting
---------------------
Don't do it. Stay close, pound your opponent into a corner, and go to
work.
The Extended Links
------------------
Master the links I outline in the Techniques section. Use the Practice
Mode to get the "just" timing and mix-ups going.
To open up the LjH links, loosen up you opponents guard with the H, G+H
a few times. Next, do an HLjH followed by your favorite link.
If the opening L is a counter, the following jH often hits as a combo,
allowing you to complete the entire link without difficulty.
Unless the opponent is trapped in a corner, don't use big links if your
opponent blocks the opening jab or low. If the openers don't connect,
your opponent is pushed away and more likely to escape the link (by
jumping or walking away) and punish you.
Stop the Insanity
-----------------
One of the most important strategies is learning when to STOP your
links and switch over to a throw, a fireball, or a new link.
For example, do the HHjH followed by a HUGE Indora chain. Next time do
the HHjH, THROW! It works so well you'll be labeled EXCESSIVELY CHEAP,
so be careful. Remember that Naseem has two front throw variations and
the 360-degree throw which can be extended two times.
Another example is to do the HHHHL. Next time do only the HHH or HHHH
and throw out a fireball. Poof! Variety is key here. Don't be
predictable.
Specials
--------
Try saving your fireballs to mix-in with attack links.
You can use the jumping S against rushing opponents or turtles.
Use the rising H after low blocks. Follow up with HHHL, G+L for a nice
air combo.
Against Airborne Opponents
--------------------------
The basic M works great here. Don't miss with it or you'll be exposed.
Wake-Up Games
-------------
Use the S (hold), L to wake them up, mix-up the G+H and G+L for a two-
choice, and the J+L goes over all wake-up attacks. For opponents who
like to ground recover, you can also pop the regular special.
To POUND or not to POUND--choose or lose!
-----------------------------------------
To win with Naseem you need to master the "just" links, pound your
opponent into a corner, and mix up your mids and lows every time. If
you can't mix-and-match find another character because THIS IS NASEEM'S
STRENGTH. If your opponent can't interrupt pound them down with blue
flare streaming from your body the whole time. Yeah!
If your opponent likes to interrupt a specific link in you attack
combos, and you want REVENGE, don't give up the link. Simply start it
up again, and at the point where your opponent is going to try and
interrupt the link, stop and hit `em w/ a fireball or throw. Say
something afterwards if you want to rub it in. My favorite is,
"Interrupt THAT."
His links aren't scary if you know the timing and can interrupt before
the 2-choice attacks come out.
If you enjoy jumping, watch a Naseem player do some outrageously huge
link while you're in the air out of reach. Some of the links are long
enough that you can actually jump over him and do a combo from his
back.
Against the Basic M
-------------------
If he foolishly misses with a basic M, punish him while he's coming
down.
IV. WHY SHOULD I PLAY NASEEM?
-----------------------------
Naseem isn't for everyone. To win you'll need to spend a long time
learning and practicing the extensions and 2-choice variations in his
Indora and Gattling links. You'll also need to consistently perform his
"just" attacks, and not all players have the timing capability to pull
this off.
If you have the patience and the ability, welcome to the wonderful
world of Naseem! He defines multi-choice attacks patterns, and has the
wonderful capability of performing several 2-choice attacks within a
single attack chain! Once he gets going, it is almost impossible to
judge his mids from lows, and your opponents will eat a LOT of hits if
you can pull off the attack strings.
However, if the attack strings are not used carefully, you're going to
get hurt. As a Naseem player you'll need to get opponent's into the
corner. After pushing them around and trapping them against a wall,
blocked attacks won't push you away, and all of your 2-choices will
have an opportunity to connect. Getting your opponent into a corner is
a SERIOUS challenge. Are you up to it?