I’m having trouble punishing whiffed SRKs (especially lp SRKs) with anything other than a cr.mk/cr.mp into lk tatsu/SRK. It does okay damage, but is this ideal?
I’ve read a few places that guys double the damage by doing a FB FADC combo. But I swear every time i try to punish without them landing on my cr.mk, i eat another mashed SRK. Bad timing, i guess. Is this happening to other people?
well unless you’re really close, jab srk by ryu and ken are quite difficult to punish decently…my go to option, unless they’re close, is c.mp xx lk tatsu > shoryu or sweep…if they’re close you can go for the s.hp hado fadc s.hp bla bla bla combo, there is plenty of time. Mp and hp srk are easily punished with that combo even if they’re not really close.
one more newb question – i just realized that demon flip dive kicks in the left corner always hit in front (no matter how deep or how much it looks like it crossed up) but in the right corner they go behind the opponent. Does this register as a cross up on the right side and a straight kick on the left? Or is this only in training mode? How come no one has talked about this before? Seems like a very confusing thing to remember for an opponent getting corner trapped.
Question:
Ideally, you’d usually want to start a combo with cr.LK to hit-confirm (and crouch-confirm), but the frame data says that the cr.LK is 0 on block and +3 on hit. Say you cross up the opponent and follow with a cr.LK, the opponent blocks both hits.
Wouldn’t he be able to punish with either a throw or 3-frame reversal? Is this wise at all to use against Shoto’s?
Say he blocks your cr.LK, wouldn’t it mean that both opponents are neutral in terms of frame advantage, which would mean a shoryuken masher would beat your next logical choice : 3-frame startup cr.LP,
Am I wrong? A possible way this isn’t true would be if cr.LK, cr.LP can be done as a chain, is this possible?
If you chained the cr.lk xx cr.lp a masher won’t be able to SRK you between 'em, if you did cr.lk then cr.mp for example he’ll be able to mash an SRK, but if he’s mashing happy just do the cr.lk and block to punish him with HP, lk tatsu, HP SRK, they’ll think twice about mashing again (some idiots won’t though, they’ll keep mashing till their last breath, you probably shouldn’t waste much time against those guys anyway lol :P)
Ok, thanks. Now for the more important questions. I’m curious to know how cancels can have an effect on frame data.
What part of the normal gets cancelled? Is the normal cancelled directly after the active frames?
Akuma’s cr.Mk for example has one less active frame than ryu’s, but that also makes it safer in blockstrings in general. Ryu’s is 0 on hit and Akuma’s is +1, but if the cr.mk is cancelled in a fireball, does that make the recovery irrelevant? People usually buffer a hadouken with the cr.mk anyway.
If you are standing next to your opponent, your normal will cancel on its first active frame. So you ‘remove’ the remaining active frames plus the recovery frames. So that doesn’t make akuma’s cr.mk better than ryu’s. It just means that for ryu, you ‘remove’ 1 active frame more, but to give you a more complete answer, you also have to look at the blockstun it gives. But based on your question, 1 more active frame does not effect cancel time, provided you cancel on the first active frame.
Great, so is it a generally true that a move will cancel immediately into to the startup of the next move after the active frame in which you hit the opponent?
cr.LP is +2 on block. Does this mean that if you were to perform cr.LP, cr.LP in a ‘link’ rythm on a blocking opponent, he has the ability to interrupt it with a 3-frame invincible reversal due to that one frame, which is why you should always chain them on a blocking opponent?
Also, can a cr.MP, cr.MP link be interrupted if it’s a 2+ on block aswell? I don’t suppose they can be performed in a chain, right?
I want to know what NOT to do on shoryuken mashers and combat them with knowledge
I’m not sure how frame data works when in it comes to canceling normals into specials, but I’d assume that the normal move’s recovery won’t mean much because you’re canceling the hitting active frame into the special, you’ll have to see how safe is the canceled special move on block because the normal’s recovery shouldn’t be a concern anymore.
For example Ryu’s cr.mk xx hadouken, his normal hadouken IIRC is -6 on block, so Vega for example can easily punish him with his 4 frame long reach cr. mp into ex izuna drop or something.
When it comes to canceling special moves, I usually check the blockstun of the normal and the startup of the special move, because if for example you’re trying to cancel Akuma’s standing or crouching fierce into hadouken, the opponent will not be able to punish you in between the fierce and hadouken because it gives you enough block stun to cover the hadouken’s startup (how safe is the hadouken on block is a different story), but if you canceled the fierce into Akuma’s Shaku fireball (25 frames startup), there will be a gap between the block stun and the Shaku’s startup, you’ll eat a mashed out SRK or get hit by a fast normal if the opponent threw it out before you’re able to shoot the red fireball.
Spacing matters too because at certain distances your normal’s block stun won’t be able to cover the special’s startup, again for example Ryu’s cr. mk xx hadouken, at max range the opponent can focus absorb the fireball and dash in to punish you but that’s not the case if you’re close since you have enough block stun.
So after jump in for example cr.LP, sc.HP XX Hadouken is quite safe. it has 17 blockstun and 21 hitstun.
If you’d want to cancel anything into a demonflip, the st.Hp would be ideal, right?
The sad thing is, there is almost nothing to do. The only thing you CAN do is cr.lp/cr.lk chains. Any type of link or whatever generally doesn’t provide enough frame advantage to stop SRKs. But really, that isn’t much of a problem. If you suspect someone from mashing, try doing for example this blockstring :cr.lp xx cr.lk xx cr.lp (and if spacing allows it, another cr.lk). If they are mashing, the SRK will come out after this blockstring, and you can punish. The reason why i reccomend not doing 1 or 2 cr.lp/lk is because if they are mashing throw and you are in range, you will get thrown. By doing a chain of 3 or more pushback makes sure you are also safe from throws.
Again, thank you for this info I’ll make sure to practice on that.
It’s sad IMO. The game should at least allow these blockstrings to be safe even if it needed to be performed within 1-frame OR keep it as it is and require that the defender needs to time it just as accurately as well… I didn’t understand why people called this game turtle-sponsoring, but now I do…
I think you can do OS lk Tatsu against Cody and the Tatsu will hit the EX zonk from behind. I think he can EX criminal upper, but you can do a OS late lk Tatsu and you can block it. I tested this a longgg time ago, so I kinda forgot, but I think this works.
And Rose is stupid because she can backdash, EX soul throw, or EX soul spiral. Not a single option select can beat all three.
I think hk Tatsu might hit the EX soul spiral? Maybe it was the lk Tatsu; I forgot. :[ Well, if one of these does work, it will beat soul spiral and backdash but you will not be able to punish soul throws.
Option select sweep will beat backdash and recover fast enough to punish soul throws. You can’t do a option select late sweep. :[
And not option selecting is actually a good idea, since you will be able to beat soul throws and soul spirals.
So, yeah, you can do one of the three above setups to beat 2 out of her 3 options. Rose is stupid.
Why do some people use a LK crossup instead of the MK? Does it have a MUCH better hitbox good enough to sacrifice 30 points damage and a lot of hit/block stun?
Can you fake crossups or something?