I have been trying to improve my execution and have come up with a series of routines to do on training mode. I wanted to know what you guys think:
Routine 1: Put dummy on AutoBlock:
c.lp > s.lp > s.MP > EX Oroshi
c.lp > c.lp > c.lk > lp Hayate
FA2/FA3 > dash > mk Tsurugi > s.HP > HP Hayate
Routine 2: Put dummy on No Block:
c.HP > dash > meaty HP Oroshi > n.jump HP > meaty HP Oroshi
backthrow > dash > dash > meaty MP Oroshi > s.MP > EX Oroshi
Routine 3:Put dummy on Random block:
f.jump HP >
if hit: s.HP > HP Hayate
if block: s.lk > HK karakusa (blockakusa) > ((HP > Hayate) or Ultra1)
c.lp >
if hit (and meter): s.lp > s.MP > EX Oroshi
if hit (no meter): c.lp > c.lk > lp Hayate
if block: s.lp > s.lk > HK Karakusa (blockakusa) > ((HP > Hayate) or Ultra1)
Routine 4: Put dummy on All Block:
Practice OAR Tsurugi cross-up
I was planning on making an schedule for practice (e.g. Mondays routine 1, Tuesday routine 3, etc) and practice each routine until I do every exercise on the routine 100 times successfully (50 times facing right, 50 times facing left).
Should I include something else, should I take something away? What are your thoughts on this practice?
Practice safe jumps and Tsurugi setups. They’re the most practical and useful. In terms of links, just practice s.MP -> s.MP, s.LP -> s.MP, and s.HP xx HC -> s.MP. Those three links are all you really need, all her useful combos stem off of those three starters, if not easier if you go for c.LK in place of any of those enders.
Don’t forget to actually play against real people. You can practice all you want in training mode (I’m a training mode monster myself), but your execution will drop once you face an opponent that is capable of reacting to you. Some things can only be refined in a real game, when you’re facing real pressure.
the moment u first hit actual human apponents with practice mode stuff and clicks in your head as to when and how to sucessfully implement it is pure bliss
Hey guys I’ve been having trouble with meaty c.lk. Ive been practicing Backthrow>dashx2>c.mp>c.lk and c.hp>empty forward jump>c.lk on ryu and cant seem to get them
Not sure if they’re frame tight… So you might have to learn the timing. I have a couple that I use pretty often:
-sweep, dash, fMP (whiff), meaty s.lp/c.lk
-EX Hayate, dash x2, wait a couple of frames, meaty s.lp/c.lk (thanks Boom Cube)
I haven’t been using meaty c.LK after Oroshi because I miss the setup from super :(:( (it’s 1 frame off). But I’ll work on some things to see what I can come up with…
Holy Rindoukan!!!
I’ve just learned about Blockakusa (s.lk xx karakusa, right?) and been practicing it. It’s so overpowered… It really helped my gameplay alot. Its so easy to land against players of my level.-> jump HP, s.lp, s.lk xx Blockakusa
I still fail a bit. Need to practice more. But i need to ask. I’m supposed to do a HK karakusa correct? Its the one im using and its working.
Yeah I think hk tsurgi has the proper frames to work. While you practice, I suggest practicing a few other blockakusa set ups as well, mainly because your hands need to know the timing of the blockakusa and not just memorize the series of movements. Try st. Mp - st. Lp - blockakusa. Or f. Mp- blockakusa. Or cr. Lk -blockakusa. If you have only been practicing it one way, you will initially find those feel different. The timing is the same but your muscle memory is picking up on the whole sequence instead of focusing on the timing of blockakusa. If that makes any sense…
HK Karakusa is best. Other versions will work depending on how long you wait to cancel the recovery of s.LK, including EX Karakusa I believe. But, yeah, HK Karakusa, because you can go too early with other versions if you do it with proper timing.
Interestingly enough, I’ve delayed Blockakusa enough that jabs have come out (active, not start-up), and the range has been perfect to grab the jab.
-1 for both of them. Aerial frame data is weird, I’m not exactly sure how it works if you hit Tsurugi meaty or at the end of its arc. Pretty much all you need to know is that you can’t do any non-armored or invincible follow-up after a close MK/HK Tsurugi because of s.LP, you will always get FA crumpled if they were charging and you Tsurugi, and though it’s -1 on block, you won’t consistently get punished by reversal SPD/1-frame grabs unless you did the Tsurugi pretty low to the ground and close to them. Generally a bad idea to use Tsurugi up close against the true grapplers anyway except for Ultraless Hakan.