Your set up itself can be brutal for this - everything you listed sounds like it’s all reactionary based - so either a) your reactions are pants, or b) the set up you’re playing on is so laggy that it’s rooting your timing. This can be particularly bad if you’re playing on some fancy Plasma/LCD/LED TV - couple this with inherent network latency and you have a laggy ass bitch of a set up.
Dust off a CRT if you have one, or if you’re already playing on one, then maybe it’s time to stop putting so much importance in playing online. I went through the same thing (in particular, reversal dashes and whiff punishing things) - it actually makes a shit ton of difference playing on a set up that you know is lag free - your reactions will thank you
Well I used to have even harder of a time teching throws. I tested the lag on my TV’s and they were indeed 2-3 frames off. I play on an EVO monitor now via VGA cable. My internet averages 15-20mbps down as well, so its not that. Granted the guy that specifically punishes me with walkup throws does teeter between yellow and green bars, but I figured if I was late teching it should be okay.
The reversal dashes aren’t so much that I don’t see them in time, but that I am not quick enough/dexterous enough to backdash. My mind freezes for a second instead of instinctively backdashing.
Also, I suspect my normal move timing is lacking as well. Its not really as tangible as combos where you have X frames to land a move, so its harder for me to get a read on how meaty I am timing things, or if I am truly inputing normals on reset situations as fast as I can be (and why I probably get thrown out of things others don’t)
Some things like the walk up throws I know that I can sometimes blame on lag, especially if i input the tech properly. A lot of the time I input it so late that I know it wouldn’t have even worked on a Live setup, and that is my own lack of skill thats doing it. I just freeze with characters like akuma, ryu and ken walking at me. ST.RH, Cr.mk, and F.MK have hit me so many times I am just conditioned to hold my ground.
I furiously wank myself into a coma.
Wake up, then I have a shower.
In the game I love people who walk up and throw.
Abuse standing light kick.
Or link cr.lp into st.mp into lp or mp cod. [the link from cr.lp into st.mp is some top draw punching and is an invaluable bit of BnB’ing]
I only really tech throws that come off of their blocked interrupted hit confirms ie. Ken’s x2 cr.lp, Ryu’s x2 cr.strong or 101 throw setups or char specific throw setups.
Everything else gets a st.lk to the kidneys or if they’re being cheeky a st.hk to the ribs.
Don’t ever be scared of akuma’s standing roundhouse.
Welcome it with a standing mp; sorts it out either to stuff [better to use st.lk] or on block [which will stop walk up throws too].
But you know? Eat a throw; better that then eat a damage combo.
Also stop putting all your eggs into roll mix ups.
It’s 2010 people can see what you are doing.
If the holes in your game are in basic normals then stop that other shit and look at your buttons.
Win or lose it doesn’t matter; stop hitting restart immediately, figure out the player and you’ll beat him the next time.
How important is zoning with Abel? I’ve been playing Akuma and I’ve been dabbling in Abel recently (I love mixup characters). Obviously he doesn’t have Akuma’s zoning or footsie game, but he has his roll to get him out of trouble or put him in a better position on the screen. So I assume he sacrifices zoning for screen position. If Abel decided to stand under the timer and hold his ground, how feasible would this be?
Not very feasible at all. Zoning is everything with Abel…
Abel has no get out of jail card like a DP, so unless you like blocking for 10 seconds, keeping the correct distance from your opponent is very important.
No matter how hard I try I can’t pull off the 1 frame link after forward MK dash, while I work on trying to get a hold of this are there anything easier to inputs that I can use after the forward MK dash because at the moment i’m just mashing either lp or lk which means I don’t have much damage pottential.
In some of the trials in super4 and vanilla they make you do weaker versions of CoD after stronger hit (lp cod after c.mp or mp cod after sc.hp). Why is this? I always use the same strength attack for the cod that I’m canceling from (c.mp into MP cod, sc.hp into HP cod)
I feel like I’m missing something because, it has been comboing without using the weaker COD.
I’ve also noticed quite a few Abel players (in some match videos I’ve been watching) using sc.mp cancel into COD for various punishes or something but, isn’t sc.hp his fastest normal? Why use sc.mp instead? Obviously it could be a damage thing and I can check that myself in training mode but, otherwise I’m a little confused. Is it because it hits crouching? Further range before it turns into far standing mp (sc.hp has almost no range)? Better hitbox?
I couldn’t tell you why the trials don’t always do fierce in trials. I guess the easiest answer is, “Because they’re trials.”
Jab CoD is a 14 frame start-up.
Med CoD is a 16 frame start-up.
Fierce CoD is a 17 frame start-up.
EX CoD is a 16 frame start-up.
EX CoD also has a slightly different block stun and hit stun than the rest, but the point being is that they do have different speeds.
I’ll test st.hp xx fierce CoD v. cr.mp, fierce CoD. I think it’s mainly a range thing, though. cr.mk can also be canceled into a CoD, has more range, but is slower and weaker than cr.mp.
Edit:
My screen is cheap and blurry. But it looks like…
cr.hp xx fierce CoD: 215 damage. (First hit of cr.hp only)
cr.mp, fierce CoD: 160 damage.
cr.mk, fierce CoD: 150 damage.
Jumping in with a j.mk crossup seems to keep the damage the same because of damage scaling.
Now. These numbers might not be right (numbers are too small for my cheap ass TV to see).
…I was under the impression that the only way to land a higher level CoD was with a counter-hit. I.E. cr.mp xx hp.CoD is not possible, unless cr.mp is a counter-hit. Just like how you can’t cr.lp x x lp.CoD unless the cr.lp is a counter-hit, someone correct me if im’ wrong.
cr.mp xx hp.CoD is on counter-hit. cr.mp provides 16 frames of stun. Since strong CoD has a 16 frame start-up, cr.mp xx strong CoD is viable, as is jab CoD and EX CoD. Fierce CoD, on the other hand, has 17 frames start-up. So, it’s a frame too slow.
On the other hand, cr.hp xx fierce CoD (First hit of cr.hp only) is perfectly viable. The first hit of cr.hp gives 22 frames of hit stun, which makes fierce CoD perfectly reasonable (you have 5 frames to input the fierce CoD; I’d hope you could do that. =P)
(P.S, I’m just learning Frame-Data now in order to understand the game better. If someone corrects me, I’d appreciate confirming if I’m correct or not. My ideas seem correct in training mode.)
i think its good enough to just use the stronger cancel into weaker rule, except maybe for s.hp/c.hp… cr.mp/mk into hp cod, youre not gonna use it so much so yeah its not practical imo. the difference in damage isnt that significant enough to prefer it.
The thing is… canceling to the same strength DOESN’T always work. You have to cancel after the first active frame for it to combo, and that means you have no room for error.
This is all fine and dandy though - personally, I always do cr.mp xx mp CoD… but, there are flaws with that.
Because cr.mp causes very little hit stun, it also causes very little BLOCK stun. If you do cr.mp xx CoD on someone who blocks the cr.mp (since you can’t hit confirm into it with a cr.lp or whatever) you’re leaving yourself a bigger window to be punished. Using a faster start up follow up means you’re shortening the punish window - all for the sake of 5 damage.
I think in some instances, cr.mp xx lp CoD is probably a smarter option - specifically against characters that don’t have fast, meter free reversals when they have no EX stocked or whatever.
I wish there was some solution for cr.mp xx CoD’s when they happen to jump. You reset them, cancel into CoD that whiffs and they punish Yea yea I suppose that means you should never cod from a normal that isn’t in a combo… but come on that’s not going to happen. If the Mp happens to hit them standing and you cancel into LK roll, great free throw for them.