I’m not bitching and complaining for some easy way out like a scrub. I even acknowledged it’s an issue of execution on my half. But, shit like :r::qcf: being recognized as a :dp: rather than a walk-forward fireball just irks me. Don’t think I’m complaining about the game not doing some psychic bullshit and obeying my mental stimuli; I know full and well I just need to sit my ass down and practice my execution. But things like that just seem sort of herp-derp.
i think after TT forward dash lk roll should hit meaty, thing is though you arent changing sides so anyone who has a invincible move on wakeup will see you coming a mile off.
After a TT, do you guys tend to mix in dash into crossup jMK with your ambiguous rolls? Or are the roll mixups so strictly better that there’s no point? My natural inclination is to cross up, but it feels like sometimes that allows them to escape (not always, so might be a timing thing on my part <shrug>)
If we TT someone into the corner, since we obviously don’t want to hop into the corner ourselves with a crossup or roll-through, is there a good relatively safe way to keep on the pressure? Or is it pretty much to get in close and meaty?
Depends on who you’re playing. Abel’s cross up is really good against people that don’t have a good reversal. However, it’s risky against good reversals (SRKs, EX headbutt) if they know how to auto correct. and it doesn’t leave a lot of block stun. but it’s definitely a part of the mix up. cross up can go into:
TT
cr. lk, HP xx COD into ?
cr. lp, st. mp xx COD into ?
block string > TT
roll
fake cross up right into TT
etc.
fun times
Hopefully the more experienced folk will chime in. There are things you can do but it’s really nothing etched in stone for corner pressure. Just gotta be innovative based on what you think is going on in your opponent’s head. Is your opponent antsy to get out of the corner? Is he patient? Does he have a good reversal and is he willing to use it to get out? All of these affect your corner pressure.
Thanks! It’s a little off track from the orignal question, but I’ve actually never used the cLP sMP xx COD combo (admittedly I didn’t even know about it). Just wondering if that was an arbitrary example of his many options, or is it a strategic combo to know and use that serves an important tactical function? Just so I know if I should add it to my arsenel of “stuff.”
step kick into cl. fp
cr. lk into cl. hp
cr. lp into cl. hp
whiffs when certain characters crouch. if you land a ch step kick you can link a cr. lp into st. mp. you could just go straight into st. mp, cr. mp, or cr. hp as that links on counter hit, but the cr. lp gives me some time to hit confirm. I spar with a Vega player a lot and landing the aforementioned links on Vega are situational if they don’t whiff completely. so counter hit step kick into cr. lp into st. mp allows me to combo into COD efficiently. it’s an easy link and it has some uses. wouldn’t hurt to know it. I mainly use it for hit confirming.
Ahh, good to know! Does it have to be off a counterhit step kick? I’m guessing not, but since you phrased it, “if you land a ch step kick you can…” I had to check. Thanks!
Yea it has to be counter hit for it to combo. sorry if i worded it weird. if they block a step kick or get hit by a step kick you can still use cr. lp to tick throw into TT or cr. lp into st. mp to catch them from jumping out. I tend catch shotos with counter hit step kick when they’re crouching and since cl. hp whiffs on them, the combo will stand them up to go into COD
Guys, I was wondering what you consider to be the best option to use when you attempt to tick thow with a command grab but the opponent jumps backwards causing the TT to whiff.
I can think of a few things but all of them do really insignificant damage.
…and I can read your mind AKA how about mentioning the stuff you thought of?
If I whiffed a TT, I’ll either get punished real bad or if Im lucky my opponent jumped away and didnt punish that, best option in most cases to me is try to block whatever’s coming next(and work from there) since damn, even the safest version has 39F recovery.
Not exactly what I mean, I guess I could have worded it better.
What I mean is, if I know they’re going to jump backwards when I attempt to go for a TT, what could I use in place of the TT against someone jumping backwards to punish them for good damage.
Yeah that is pretty annoying, I found my execution of this move increased greatly after spending a fair amount of time playing Gouken as he relies on a move with the same input quite largely.
My own recipe for this is that you can jump fp someone jumping back, where Abel goes for the long arm stretchy thing and then dash so you can cross under them for a c.hp to FS or alternately just TT. Of course if they are jumping back kicking then you might need to substitute the long arm for HK.
if you know they are going to jump, use s.hp, and we all know all the wonders that can start from that move.
besides that, really, just use any quick moves to catch them from jumping away, cr.lp, cr.lk… and all of that can be linked into s.hp, and again, that can lead to a lot of damage.
also, things might differ depending on your spacing and TT setup.
edit: it helps to be a little bit more specific on the scenario, since you can setup TT in differents ways and not every options work the same way. i dont feel like creatin the scenario for you right now since its 430am and i gotsa sleep soon haha
Oh my god. It took me ALL this time to realise that cr.fierce into falling sky is a special cancel, no wonder I was messing it up so often; I was approaching it in completely the wrong way.
I’ve now started to negative edge it and can do it pretty much 100% of the time xD.
Guys can you just confirm something for me, I figured i’d ask seeing as I’m already posting. When someone is constantly applying pressure on you and jumping at you (not crossing up) at the end of each of their blockstrings (so they’re relatively close) is standing fierce the best choice of anti air?
I’ve also heard standing strong punch can be used as an anti air too but in which situations would that be more useful than fierce?
It’s situational depending on where the character is, and what move they’re doing, some moves have more priority then others.
If they’re coming at you from a jumping in angle, cr. forward usually beats stuff out if done properly. If they’re doing neutral jump gimmicks, do either st. hp, or cr. hp.
But just go into the lab and try this stuff out man, you’ll figure it out
Thanks for the quick reply, I don’t utilise anti airs often enough at the moment because i’m afraid they’ll be beat by the jump in attack. I just realised though that i’m probably missing out on valuable oppurtunities to punish the enemy.