How useful is close st.mp I know I can link CoD from it but when should it be used/ should it be used at all?
It’s not a link, it’s a cancel.
A lot of players hit-confirm their CoD off a crossup or step kick with cr.lp -> close s.mp because it’s (relatively) safe on block and does not whiff on crouchers, unlike close s.hp. Note that there is a trade-off because you lose damage as compared to using close s.hp or cr.mp, but it’s more consistent. Also, the cr.lp will not combo off a step kick except on counter-hit, as compared to close s.hp.
As far as I can tell, the only option selects in this game abuse the fact that you recover more quickly from a whiffed jump-in than a blocked one. You can’t backdash out of jump-ins anyway.
close mp is a really underused normal, the fact that if leaves you at +4 on hit and neutral on block makes it a crazy frame-trap move.
My usual setup for this is after a knockdown, crossup roll and meaty mp… if it hits i go for cr.lp into fwd.mk, if its blocked i’ll backdash/block or keep the pressure up depending on the character im playing against.
cr.mp is unnecessary in some matchups, IMO. It is most useful against shotos and the like that aren’t hit by standing fierce. It is less useful against guys like Sagat, Gief, Abel, and other chars that can be hit by standing fierce all the time after F+MK… plus you want to do more damage in those matchups, comboing into ultra from st.mp does 50-100 less damage depending on if you hit confirm with a c.jab first.
You can backdash a lot of jump ins.
was just thinking, Abel should have an option select… I just have to figure out how to test it. If you jump in with fierce punch, there must be a way to perform it so that on hit nothing happens and you can combo into crouching strong, but if they back dash you get strong change of direction to punish it. I dunno.
Quick question: Does anyone here have a method to avoid that input shortcut where his airgrab comes out? I can’t tell you how many times where I had the opportunity to do an easy standing HP, or MP, or crMP, into his reckas completely ruined by that goddamn airgrab. I’ve tried slowing down my motions for the combo, and that seems to work 50/50.
Is it easier to avoid this this input shortcut with a stick?
I play pad and with enough training I learnt to never get the falling sky when I didn’t want it. Stick is much easier though.
after you hit fp/mp/cr.mp or w/e just put your stick to neutral or once the move comes out hold down so then you just start the qcf motion. what you are doing is you are probably holding forward and pressing fp/mp/etc and then doing qcf and it registers f,d,df getting you falling sky. if thats not it work on your execution.
Thanks dude, I’m allready getting it out 9 times out of 10.
What is up with his Command Grab the Tornado Throw? It’s like Bison’s Stomp in that it connects whenever the game feels like it. I was in training with the CPU, as soon as he got up, he did nothing, I was right next to him, and EX Tornado Throw refused to connect. Then I was punished very badly.
I also find the exact same thing happens to me with walk forward CoD. I was wondering why i never had problems with fireballs coming out as shoryu’s, and i realized i never did them walking forward. So i either go neutral and then do CoD, or delay my punch press a little bit to make sure the Forward registered before the P
You can also go f (walk forward) db, d, df, f + p
I find this works better, as it’s still a fluid motion, rather than having to go to neutral, then to down, which feels rigid to me
I’m pretty sure I usually go through DB just because my qcf’s aren’t very tight. I’ll give it a shot tonight but I imagine I press the punch button too early regardless. Eliminating the forward entirely seems to be the only way i can prevent my sloppy inputs from owning me
ur doing it too early?
i use standing strong alot after i do jumping medium kick. is this a bad habit?
since it has a 5 frame startup i thought it was always better than the CH strong’s 7 frame startup, but what i have come to realize is that Ch. strong is 1+ on block and 4 + on hit, compared to standing strong’s -2 block, 4+ hit.
does it really matter which one i use? are their any advantage using one over the other depending on the situation etc.?
With s.mp, your opponent has less of a window to reversal you in between moves. I usually try to go for c.lk when my jump in is blocked though as it gives me more options. Its equally as important that your j.mk hits deep so that they are in block stun longer. You can exTT after a blocked c.mp if they poke back or keep blocking. I think c.mp is better as its easier to hit confirm the COD.
Does Abel have any option selects?
I’ve tried c.db, lp~lk and I get thrown all of the time. Is this option select the only OS available?
Does it apply to all characters?
lol what kind of OS is that???
i hope you meant the crouch teching thing where you crouch and press lp+lk (not lp~lk) but then again, if you intend to crouch tech you have to do it late or cr. lk will come out and you’ll get thrown.
and yeah as far as im concerned, crouch teching applies to everyone.
^^^that’s what I meant…haha…damn terminoligy! lol
and you’re right…I do it early and get thrown all the damn time!
haha on a good day i can crouch tech all day, but on a bad day or against better players they’ll just wait for that cr.lk and counter hit throw my ass all day haha.
Do a late tech throw, or maybe this will help:
http://forums.shoryuken.com/showpost.php?p=6706927&postcount=25