Yesterday I hit the lab and tested char specific CH set ups and combos … what I found was --> Adon cant combo close MP (counterhit +9) into cr.hp ??? Also … he cant combo close MK (counterhit +8) into far HP !!!
Has anyone ever hit one of this combos ? Maybe the +3 on counterhit don’t apply correctly to the close MP/MK ???
This is a big disappointment for me … because CH close MP > cr.hp > RFA > followup … is one hell of a combo (in theory) …
EDIT:
Forget my question … Adons close mediums only have +2 on a counterhit (wtf) … and are --> close MP counterhit only +8 on hit … and close MK counterhit only +7 on hit …
I am really really sad … no CH close MP > cr.hp > RFA comeback combos … 8(
You input the special or poke into the block animation (block freeze) of your jump in attack … hit the training room and check it out … if your jump in attack goes on block you don’t get the OS … if he back dashes your OS will trigger.
Start with a sweep OS … so you do … forward throw > dash > jump in HK (OS sweep) > nothing … record this in p-mode with your dummy … and than just block or do back dash … you will see if the OS works … if you got the timing … go to do the same thing with a RJ or JK …
It is just a matter of timinig … not very complicated … like an additional button in a combo …
That is right … you can go directly to the blockstring of cr.lk>cr.lp … because if he back dash your OS will trigger … but I would suggest that you start with the sweep OS … is gets nearly all back dashes and is better to get used to the timing & you can hold block … so you get sweep & block OS.
RJ OS is a bit more char specific … like against Fei Long and so on … Hard RJ is good against Honda for example.
EX RJ OS is also good against regular DPs because it got more invincibility frames than normal shoto DPs and will beat them out clean … same is for HK RJ but it depends on the shoto.
So … start with sweep OS and work your way to the cast with other OS …
Just started getting back into stick, how am I supposed to kara throw with the normal button layout? On pad I can at any moment go for a kara throw but on a stick I need to properly set up my palm ahead of time.
Well … imho I dont think that it is even possible to plink reliable on a pad … for me plinking is something that you should do on a stick … and I dont understand what you mean with set up your palm !? Maybe you should try to stick to a pad … XD
Plinking is more difficult but I don’t use it anyways. What I mean is that I must change the position of my palm so my pinky can press st hk in order to kara throw and it’s super awkward to do. I would try to change the button layout but I’m not sure I want to do that.
2-3 execution problems overall are keeping me from playing on stick permanently.
Ah … don’t give up … as I changed from pad to stick I thought “holy s… that will never work” but after 3-4 weeks I felt so much better playing SF4 …
What you can also try … just use your ring finger to plink the HK + thumb and index for the throw … it is a pretty common way and works good … so you don’t have to change your position … but trust me … become comfortable with different positions it is necessary for some chars and will just improve your execution … don’t try to stick with pre defined/set positions.
Might feel strange in the first place but you will get used to it pretty fast …
Anyone also know why people block after a jaguar kick? I was watching gamerbee vs momochi and rarely did momochi every press a button after a JK, people online press buttons all the time but without dp fadc I don’t have an answer to that.
Kicks are about -3 on block for us, so only a perfectly timed counter-jab will do anything to us, yeah? We’re -3, so if they hit buttons immediately, we seem to be in a pretty good position to counter-poke a jab with one of our own.
Any normal longer than 3 frames is unlikely to connect on us unless we are not respecting the fact that we end our kicks in a frame disadvantage (and continue to wail on buttons).
Jaguar kicks are supposed to be a pressure move. Gamerbee presses buttons a lot after them and people let him. Xian, Daigo, Momochi, Sako etc. We’re not exactly -3 unless point blank badly spaced JK but I don’t understand how you press buttons at even -2 without having the fear of dp fadc.
I use the qcb uf input and for me its the superior option. Something I learned recently when playing people for long periods of time the quick ducking of the qcb triggers them to react quicker to an IAJK in neutral if it isn’t properly disguised. It’s something that i’ve embraced though, when you start just doing quick little teabags midscreen and a raw DP comes out because they thought iajk was starting. its the best. it’s something ryu players do with their fireballs so it’s definitely something fundamental i added to my neutral.
I try to think of a triangle motion and that helps me a lot. idk. also I don’t have any differences in my motion p1 or p2, I try to eliminate all that extra stuff to think about even if it’s harder on one side. I’d rather just grind it out the same way.
Why would you use a DP to punish someone’s buttons when they’re -2 and a jab is perfectly fine? You didn’t understand what I originally said.
DP is -1 to -2, Gamerbee’s opponents allow him to press buttons because he can DP fadc U2. Even when he doesn’t have the FADC threat and a DP is extremely risky they let him press buttons. Why?