you should have enough time to realize if your j.mp was a ch or not.
the thing is, it depends on where in your jump arc you hit him, whether it makes sense to go for it or not, and then it’s just a mere cl.hp xx Mortar frame trap, so nothing special really. (anti air c.hp xx mortar is a lot better in that regard).
[214] j.lk, cl.hp xx Mortar
[242] j,lk, c.mp, c.mk xx Smasher
[293] j.lk, s.mp, f.mp, s.hp xx Smasher
the last one only works if you at the peak or already on your down arc. the c.mp one works on most heights. only when you go into super, is mortar a good choice here.
Posted this in General Discussion, probably fits better here.
Found something with Paul while in training mode…if you land a backthrow, then forward dash and then do jumping :mk:, it won’t cross-up. However, if you backthrow, forward dash, walk forward a tiny bit and then do jumping :mk:, it will cross-up.
You Paul players probably know about this already though. This is in version 1.06 though; I don’t know how Paul’s faster dash affects this in 2013, if at all.
due to the forward dash and walk speed increase both are busted. however, if you do a backthrow, forward dash, j.mk you do really great, meaty, ambiguous cross up setup now, that avoids all reversals and normals. you land behind him when they backdash (right into you so you can punish) and hit them when they try to forward dash, duck, c.mk or whatever. they can easily roll away tho, but at least you’re safe. cool stuff.
I also found a meaty smasher setup, but it’s heavily telegraphed and only makes it -8, so it’s not of much use. will play around with setups sometimes in the future.
Hmm…if you did backthrow, then walk back a tiny bit and then did j.:mk: would you not cross-up? Or perhaps if you did a different jumping normal (kinda like Juri switching between j.:hp: or j.:mk: to cross-up or not cross-up).
I wanna lab with 2013 so baaaaaad. It sucks being stuck on PC sometimes.
Cross up j.mk depends on the height of the char too I believe. I was trying it on King and I could never cross up no matter how hard I tried with Backthrow, F. Dash, J.mk. Then I tried it on paul and I could get it to cross up all the time and could use J.lk for a fake cross-up.
Personally I tend to hit the button too soon with cl.HP, whiffing the PS completely and/or getting the 60 damage hit. s.HK feels so autopilot after shredder I can’t not use it imo. It also looks a lot cooler, probably one of my favorite cancels in the game aesthetically.
I tested it too to confirm I wasn’t mistaken, but I got the 60 damage hit a lot, and then I whiffed the PS unless I super charged it. But yeah, LP PS never whiffs, so that’s one issue gone.
And I just love how he reels back with a left kick then delivers a heavy blow with his right arm, looks so devastating.
Same here man, ever since I figured out you could do that, I always stick to it. I think it’s one of the coolest cancels in the game, reminds a bit of his 3, 2 in tekken
Nyways, I played with Ryu against Alisa yesterday and my god she’s frustrating, she’s even worse than lame Guile.
Her AA is impossible to stuff, even empty jumping doesn’t work, her hitbox is way too big. And the fact that her AA is a simple push of the button (not a motion) makes it a lot harder too.
Another problem are her fireballs, maybe I’m just mistiming it, but I had A LOT of trouble trying to neutral jump that sh*t. And u can’t seem to tatsu over it either.
So I thought by myself, well I have a fireball why not spam it myself, well I’m not the greatest zoner around here so it wasn’t getting me anywhere, also Alisa has a special where she flies full screen and kicks u in the face, so yeah I stopped doing that pretty quick.
My only solution was pushing her to the corner and blocking all the fireballs, but when I was in footsierange, it was still hard. I don’t know if they nerfed his normals, but I had a hard time landing my cr.MK or cr.MP.
I then switched to Paul and she became a lot easier to deal with.
A lower jump arc making it harder for her to AA me, mountain raze to go thru her fireballs, mortar punch to keep on the pressure and close the gap, St.MK and cr.MK when I’m in footsierange. And to further reward the effort, there’s the big amount of damage I am able to deal.
This made me think, is Paul stronger than Ryu now, or is it just this particular matchup ?
EDIT: Btw, Paul his cr.HP is a lot better than I expected, I’ve never been stuffed so far.
Think I’ll try using cr.hp as an AA again like the old days, since lk.shredder is good but I’m just not used to playing a dp char so I can never react in time.
Also when Alisa has her chainsaws out she can’t block right? Seems like a situation where lp.sway xx smasher would be handy.