I only use the slide against Gief when my opponent thinks he can stand at full screen all day and just PPP lariat through fireballs.
Thank you for an informative reply. It helped! Could you answer another question for me please?
Was in a match with a Dan player, did a Hard DF slide which connected, then a Hard DF Palm to land on the other side then instantly went into a c.LK, c.LP and then a c.HK. As a result of this I managed to do a 3 hit combo. This wasn’t on purpose; this happened on sheer fluke. I just wanted to know how did the c.HK connect? Video link below illustrating this:
Happens around the 0:23 mark. Slowed it down for analytical purposes! I did notice that when the slide connected it was a counter hit. Could it be because of this?
The cr.jab got connected on it’s 2nd active frame and that’s why you were able to link a sweep after it.
cr.jab frame data = 3f startup/ 2 active frames, +5 on hit if you connected on the first active frame, it’ll be +6 if you were able to connect on the 2nd active frame which makes linking a 6f normal like Akuma’s sweep possible after it (this is very space specific and depends on the hitbox of the character you’re playing against, in most cases it’s not reliable).
Quick question, wasn’t sure where else to post it. I tried in the execution thread but no reply as of yet.
So trying to pick up the stick with Akuma ( n eventually trying to pick up some of the more execution intensive chars like dudley) and as to be expected it’s a little difficult, that’s no problem however. I am having trouble special cancelling out of crouching moves tho, specifically the demon flip. On pad, I could do it ( after blockstrings was alittle awkward at times for some reason tho) but with the stick its all about precision so u can’t really blag it and expect it to come out.
So how are other folk doing it? I’m not sure if i’m not doing it fast enough or if there’s a shortcut that would make it easier. It feels like something really simple that im just overlooking.
It’s not a huge problem, ive just come to realise that u can’t get away with being inaccurate on a stick lol.
I was able to do something like this once… I think I may have it in my youtube channel.
Yep, here it is:
Around the 20-40 second mark. I land cr. MP x 2 into cr. HK for a 3 hit combo on Chun-Li… And it wasn’t even a counter hit cr. MP. Weird!
Hey guys, I know you are “reversal experts” (especially LoyalSol) can anyone list the characters that dont have a strike invincible reversal on wakeup? What characters are free on wakeup? I know its kind of complex…like whether or not they have meter, but anything you know can help, thanks!
To be honest my definition of “free” has changed quite a bit over the last year and a half. It used to be which characters you could easily safe jump on, but after a while I started to change it to which characters are the easiest to force to block in other words which character could you cover most of their options with a single OS. The characters who you can cover with only a handful of OSes or even just one IMO are by far the easiest to vortex.
The characters that are the “freest” IMO are Ibuki (U2), Makoto (Sweep), Rose (Sweep), and Balrog(U2) while the hardest are Blanka, Bison, and any more I am starting to believe Viper.
Sweet, thanks, can we take it a step further(or even a step simpler) and just say who doesnt have a strike invincible reversal(not counting throws)? For example…
Cody(without EX)
Vega??
Abel(without EX)
…etc…
like who can you simply toss out a meaty normal jump in to pressure on wakeup is what I mean.
They are rather close to free. I was just listing the ones that were so incredibly easy that basically you can learn a single OS and do nothing else. Vega is easy to vortex, but you do have to be aware of his back flip.
Is there a safejump against 4frame reversals after a throw? I saw that you could a dash, late hk demon flip dive kick, but it seemed more like a fake safejump, where you land before they even recover.
How do you deal with jumpin attack that doesn’t cross you and that doesn’t land directly upon you?
Let’s say that I just ended a blockstring and my opponent is pushed back enough that a crouched roundhouse barely hit. at that time he jump at me… do i have to react with standing fierce, down + fierce punch (even if he is not above me), srk? do i have to block and be prepared to tech throw? or simply do i have to block and reverse or backdash?
I know it sound noobish and u may think just go to training room and test it but I want to know if there is a “best option” that works for all the cast. … those kind of jumpins give me a lot of trouble
He’s just outside of sweep range and jumps in? Demon and SRK are the best options, IMO. You could go for a crazy cr.hp xx mk demon flip
that’s one of my problem as well. imo, don’t overuse c.hk at that range. since at that range pretty much the only normal possible to hit opponent and opponent is looking out for it. instead try to bait it with s.lp/s.lk and see what he does. then actually more breathing time for you do dp. or buffer your dp with c.mk. recovery of c.hk is quite bad, there’s little time left to actually perform a dp.
your opponent jumping at you like that is being lazy but getting rewarded. i always make sure they’ll cry when i have raging demon as back up.
i think i’m getting the habit of pressing c.hk for the sake of pressing c.hk ahahaha its too spammable that its my weakness as well.
the balrog thread says you DF palm o/s late sweep on wake up and beat everything except block, but looses to headbutt if you dont delay your sweep… how is it possible to delay in the 2f palm window?
I agree with you that SRK is the best option on the chart but I think also that another solution using maybe a normal attack like standing low kick is safer even if it reset the situation.
I say that becouse I cannot figure out how do you train yourself to react to the jumpin leaving the crouching back position on your stick and performing a superfast srk? supposing your opponent doesn’t spam those kind of jumpin on every situation but play smartly and do it only sometimes.
do you input your blockstring already keeping the down forward position in the stick to execute srk faster?
How do you perform a focus crouch tech?
none of the links are working for me
Against what speed of reversals can a tatsu, cr.mp xx df palm act as a safejump?
Also does it change according to what normal you use to reset the opponent, like cr.lp/cr.mp/cl.s hp?
This is more of a fundamentals question but I’ve only learned Akuma thus far so I’m posting it here.
I’m getting pretty good at some of Akuma’s combos, but in general I have an extremely gimmicky playstyle. I tend to hop around casting air fireballs a lot and I rely on demon flip WAY too much. My friend plays Ryu and I have no real strategy against him, I just try to win with sheer reaction time and spam the same stuff over and over. This doesn’t work so well.
What should I be doing when Ryu is up close and jumping is not a viable option (thus eliminating my air fireball and demon flip gimmicks)? What attacks should I be throwing out that won’t get me punished?
Pretty much, you have to stay grounded and make HIM jump at you in this matchup. Just stay out of his poke range and eventually he’ll get antsy and start coming at you. You can pressure Ryu pretty easily on the ground when he has no meter. I like to stand about a jump distance away and look for him to chuck a fireball at me that I FADC through and then land a sweep for the knockdown. Once he’s down, start your wakeup game (I.E. Vortex) pressure and keep at it.
I used to bitch about Ryu when I first started, but I think he’s pretty easy now.