Does anyone know just how much hit stun the first hit of yamese does, because it seems like it does a huge amount and I’m going to try see if there’s any viability to a yamese trade os u1.
[EDIT] after a few tests I’ve found that it does work if you trade with light/medium attacks (Bison cr.lk and Ryu cr.mp specifically), not against heavy attacks. Problem is that if you do it and get hit clean out of yamese the ultra can come out. Going to test out a bit more later.
So I noticed a lot of my Shoto opponents tend to whiff a Hurricane Kick on me. How do you guys normally punish this? I tend to just do a crouching MP poke, but I was watching V-Ryu vs Daigo the other day and noticed he tried to Fukiage Daigo’s whiff. Is this a viable option, or do I risk getting hit when I stand up to do the Fuki?
Fukiage is a viable option if you can catch it on reaction. C.MK is the option most of us prefer because it is the most comfortable with since it 1- always works And 2- gives us the most consistent reset options.
Nope. Unfortunately since the MK comes out on hit/block/whiff you cannot OS it.
So I went easy mode and forged a yamese trade os u1 setup against a reversal EX pinwheel from Juri. I think it’d work alright because it’s also a meaty hk karakusa setup:
I imagine we could trade like that with a lot of reversals that don’t launch on hit. This shall require some lab work to learn what works and what doesn’t, obviously.
F+hp then mashing the hell out of ultra 1, if the Juri does nothing the full yamese comes out, the only way ultra will come out is if Makoto is hit out of it.
Hmm, interesting. Here are some setups that should work to OS crouch techers or hit them with a CH f+HP into Yamase for fat damage. Either way, if they try crouch teching, they’re eating pain.
Back throw, HP Fukiage whiff, f+HP OS Yamase/U1.
EX Oroshi, HK Karakusa whiff, f+HP OS Yamase/U1.
Is standing MP really my best wakeup option against a non-ultra Blanka? I’ve been doing okay against most of my Blanka opponents lately, but one of them keeps doing hops into jab into electricity ad infinitum, and like a total scrub, I blanked out and lost a round.
Is it just me, or does a Makoto player look like a boss whenever he wins a round, but looks like a chump when they lose one? I usually feel that way.
On Blanka’s wake up I usually do cr.mk. Stuffs almost everything he has :D. Obviously doesn’t deal much damage but the ways it messes with their head is more than worth it.
So when calculating a safe jump how do you calculate the jump attack frames? Do different attacks cause the frame data to change? And do we want it so that it hits them on start up of reversal or meaty? I guess that last question in a more general sense is when exactly frame wise do we want to hit? I’m gathering all her meaty info useless/useful so I figured I would get sj’s but I’m having a hard time understanding them
I am going to link a post that Robot Makoto put in yesterday explaining how to approach timing
Once you leave the ground either in a diagonal or n.jump the frame data for the jump+attack itself is a constant (44 for diagonal, 40 for n.jump), but the differences for hitboxes and active frames for each jumping normal can be important factors.
Jumping attack = 40 frames to attack, 44 until able to block.
Empty jump = 40 frames to land, 41 until able to block or attack, 44 until able to “move” (jumping, backdashing, walking)
Look at a knockdown’s total duration and attack on the last frame for a safe jump. IE backthrow is 60 frames: f+MP is 20 frames, jumping attack is 40 frames. Bingo. I made a safe jump or from others in the setups part of the guide, there’s one for every hard knockdown that has one.