Has anybody ever found a use for nj.hk? I can’t say that I remember ever hitting anybody with it.
Vega wall dive and Bison head stomp intercept flight pattern.
Otherwise, no.
nj.hk has an interesting property in that it angles upwards in front of you so it is good for what Reipin said. Bison and Vega are usually coming down at you at a steep aggressive angle and this attack seems designed for that specific pattern. I still get owned by head stomp though. That move is the bane of my existence. Wall dive I usually try to back jump hk/fp.
I used to use it before nj.fp got the buff to do things like stuff stomps. Never use it anymore, the timing window is much more generous for nj fierce, and you get a knockdown.
Edit: Since this seems like a good thread for questions. What’s the best thing to do after a blocked safe jump? I’ve gotten to the point where my opponents know what I am doing is a safe jump and then don’t srk or anything but just throw me or something. I am afraid to launch straight into a blockstring from it in case the person does a late srk in the gap, or is this the best thing to do? Just go straight for a blockstring/combo?
Play mind games after a safe jump: You have sweep, cl.st.mp to blockstring and get some distance and chip, throw/tick throw, overhead (too slow usually), another flip to air grab, backdash to sweep (I catch a lot of people with this lately), kongo (for mashers), lp.palm. and cl.st.mk will keep them in block stun…
Generally, in a 1 match game where you don’t know your opponent, use the safer options. If you know your opponent’s tendencies Gouken can really mindfuck someone.
Um if you safe jumped they can’t SRK you through anything. A safejump on most characters is so close to the ground that you will have them in blockstun for the followup. Honestly, your best move after a blocked jump attack is st.hp if you want to frame trap them or st.cl.mp which will lead to kara throw, a counter hit from st.mp/c.hp, or a blockstring. If they ar emashing, just do st.cl.mp and wait.
Nah I meant after they block the safejump. Say if they block the safe jump and I go to st.hp I was worried that they could srk me in the gap between the divekick block and the st.hp, not that they could srk me in the air or while I was doing the dive kick.
I guess my main problem was that for safejumps I normally do it then hold down back like there’s no tomorrow, to block the srk they might do, and I’m worried that if I waited to see the block before doing my combo (and holding downback till I did) too much time might have passed and they might then be able to do a late srk on me.
Thanks both of you for the advice , I think I will start using st.cl.mp> wait on people who mash srk at my block strings, provided that divekick>st.cl.mp is a safe one.
They can SRK you after if you do st.HP cause that is a frame trap, it’s meant to catch people mashing throw. st.cl.hp is 8 frames start up. If there is one frame between the end of block stun and the hit part of st.cl.hp you can get srked, likewise, if someone mashes throw, they are getting counterhit into a combo.
st.cl.mp comes out fast enough that there is no gap between blockstun and the hit.
Just wondering about one thing:
flip dive kick has 4f of ground recovery, and was capable of teching throw from landing frame 1 and was able to block from frame 3, IIRC. Same went with Yun’s dive kick.
flip parry and new Yun’s dive kick has 6f of landing recovery. Does this mean:
- No teching and blocking for 6f, or
- No teching for the first 2 frames, no blocking for the first 4 frames
?
If any1 could enlighten me I would be greatly appreciated.
i wanna say no tech for first 4 no block for the first 2.
I duped this because its something to add to the repetoire. Remember you read it here first:
If you combine the standard kara throw with this fun technique ive come across of : (an almost delayed) F,D,F and throw (lp+lk) it works sort of like a manual kara throw. Do it fast enough so you get gouken to dip down and forward a bit , yet slow enough that no fireball comes out, combine this AND standard kara throw for even more distance than a normal kara throw: f,d,f, hk+lp+lk.
Try in training to see how much more distance you can get out of it because it does vary slightly.
Was gonna record and post it but fuck it. Came from training mode and wanted to see exactly
how much more distance could be added to standard kara throw using this command:
:f::d::f:***+hk+lp+lk***
I found out that although this is not instantaneous as standard kara throw but shit will DOUBLE the distance (give or take depending on how slow or fast you input )when executed properly, as it is essentially a walk forward, quick duck, plus kara throw in one!!
Someone else try this and let me know how you like it or if its even useful for you. ***
Apparently there’s no combo thread in this forum lol. Anyway, in corner, backthrow -> EX hadouken -> lp palm -> jump forwards j.hk. 263 damage.
You can also end EX palm combos in a similar way. s.hp xx ex palm, mp fireball, ex fireball, lp fireball, lp palm, j.hk: 496 damage, 2 bars. Very fair.
Also if you get a dizzy in the corner the best way to start the combo is charged lp hadouken -> s.hp. The charged hadouken does 5 more damage (if unscaled). Also, it LOOKS FUCKING COOL.
If you just do 1 fireball -> lp palm you can get nj.hp instead of j.hk for better positioning. You have to hit the lp palm meaty in the juggle. You can plink the rising normal too for added consistency. You CAN get jump back j.hk, but I think it will be really character specific.
I’ve been experiment with all of the ways to combo off 1 hit anti-air fireball. I’ve always been really bad at it. The most consistent way I’ve found is instant air EX tatsu (hold forwards). Demon flip sweep can work but it’s sooo damn slow that you basically have to start it up before they get hit. We’re losing hp palm after the patch so I don’t want to even get used to it. If they get hit next to you, you can either try for an EX tatsu or just s.hk. After the patch, mp palm should work after those close AA fireballs. If anyone else has any knowledge to drop about juggling here, please do so.
A retarded reset I’ve been doing in the corner is EX palm, mp/hp fireball, s.lp, dash under s.mp/s.hp. This should ALWAYS win you the round if it lands. You can do it with cl.hk -> walk under too. It might be more ambiguous with cl.hk but s.lp seems more surprising. As usual with these kinds of resets, if you delay your dash or the s.lp too much you won’t cross up. Which makes it into a mixup.
I have another question regarding the forward throw dash to safe jump.
When I execute this in the fastest time the dive kick will always whiff, this means that if they don’t srk, I am just standing in front of them like a duck. When I do the dive kick later, so that it hits them, it ends up not being safe anymore. With a whiffing divekick I’ve been able to do this safely on the likes of ryu ken, akuma and evil ryu. With the ryu I am can safely land in front of all his srks done as reversals.
So how are you actually supposed to do this? Is it only for baiting out srks and then punishing? Or can you actually get people in a blockstring from it?
Should we have a questions thread? I realise my questions here will be a nuisance for people who are looking for actual information.
There is no safejump divekick for RYU, KEN, SETH, DUDLEY WITH EX, ONI, or anyone else with a 3 frame reversal. The best you will do if they reversal is trade but this is usually bad for you…ryu can trade and then do ultra for example. There are other safe jump options on youtube though. search for gouken 3 frame safe jumps or something like that.
There is a safe jump for everyone. Ryu, Ken, Akuma, and Oni you use HK flip. Seth is 5 frame startup according to srk wiki. I always assumed it was 3 for some reason but it says 5.
Dudley’s EX Jet Uppercut is 4 frames, not 3. And I know first hand that Seth’s uppercut is 5 frames, but EX SPD is invincible and beats true safe jumps.
The trick for the setups for safe divekicks against shotos is that you delay the input for the divekick out of the flip.
Forward throw dash hk gouken flip instant activation works on 3 frame reversal srks. Just checked it on ryu’s lp srk reversal, and on his ex srk reversal. The flip kick whiffs though. So this is why I was asking what to do after it. There is no block string activated.
When I asked the question regarding this the first time I thought that it was possible to do the one dash from a thorw safe jump whilst still chipping, I realise now that if you activate your g-flip dive instantly and as fast as possible, to garauntee that the jump is safe, the dive kick will whiff every time.
So this is a 3 frame safejump where your divekick whiffs and you block the srks. The problem then is that you do it and you have to hold back, they may just throw you, I was wondering if there was anything you could do after this that was safe.
So does delaying the input make all the shoto srks get stuffed? This would be much better for me seeing as though it gives you a blockstring to do then as well.
If this is the case then there are 2 safejumps on shotos from a forward throw and one dash, instantly activated one where you block the srk but get no blockstun, or the late activated one where you stuff the srk and get a combo perhaps. The only advantage of the instant one is that you could get a raw ultra perhaps, or any combo you’d like for that matter, where as with the other one you must do a combo from the dive kick, which would be fine I guess because the dive kick is so low. The only missing option there is a raw ultra, or another forward throw
looks man, just throw > dash> crouch for a few frames then hk gouken flip. do the dive kick to hit high andso it hits right on top of their heads, it stuffs ryu, akuma, oni, evil ryu, dan, fei, seth, guile iirc or makes them whiff if they use ex. if they block or crouch it hits them, if they backdash it hits.
Yeah I will try this delayed timing in training now. I think it will take me some time to get the jist of pressing the dive kick to hit their heads. Online lag might make this difficult, it seems rather more difficult to hit something at a certain frame window than the hit something in the first available frame window (by mashing the kicks after hk flip launches)
nah its not hard timing, i rekon the window is probably 4-5 frames because i never miss it