I read a little while ago the best thing to do against balrog on his wakeup is to sweep the backdash on reaction, because if you os the sweep headbutt will hit u.
I haven’t gotten to try this much because its hard to test this in training mode, but i wonder if this can be applied to alot of other characters, where their wakeup reversals are unsafe when blocked (rose, cody), yet their reversals are too slow to late os sweep (balrog).
There are a couple different reasons. For one thing, low block and hit stun can be a plus when it comes to ticks, and they have a smaller window to buffer their reversal within.
Also, the jump LK reaches further in the “cross-up direction” than jump MK. So if you are crossing under an undesirably close distance (after a back throw would be an example of positioning constraint) there are distances where if they block the cross-up direction, the jump MK whiffs and they get to trow you; where-as jump LK would be blocked and you’d keep the initiative.
Another thing is start up speed. If you are cross-up jumping in a situation where you do not have the recovery advantage to make them wake into a deep cross-up, doing jump LK can leave a smaller gap for their reversal than jump MK. Jump LK also pushes them back less than jump MK when it hits or is blocked, which can be important in what you do next.
Both are of similar value. Use the one which suits what you’re trying to do in a given situation.
Jump lk also can stuff shoryukens pretty well depending on how you use it I find. And I think you can OS low forward against rog on wake up off a palm and that stuffs his headbutt? I’m not too sure so don’t quote me on it.
i have some Trouble with Boxer as well when i get an unteachable knockdown, i never really OS any thing except Demon flip palm to Raging Demon vs Able and Bison. the thing with boxer is his Jabs are annoying and i have a little trouble with footsies vs him (actually a lot of trouble against a solid boxer…) his dash is decent and its kinda hard to punish on reaction even tho i have done it b4. the headbutt is decent and most of the time i do punish with Shp to LK tatsu to sweep, ill whiff Demon flip palm over him and ill get grabbed or eat a nice Headbutt to ultra.
Does anyone understand the plink Loltima suggests here [media=youtube]FxJWPdhdchg[/media]? He says its LP~MP~HP+BACK+LK. I understand the last part obviously (HP+back+LK) but the first plink is not completely clear. Wouldn’t it be better to plink f.LP+MP together so you have to time everything in an overhead instead of a jab? I know you can do a pretty easy kara demon from an overhead, but it looks cooler when you just walk up and demon. Or is it the same? Cancelling your walkup animation in to an overhead, and cancelling that into demon?
So I’m still haveing a lot of trouble with spacing on the cross up tatsu. are there any good visual signs to help land this consistently? Does it matter which kick you use to tatsu, I’ve connected with all of them but is one preferable? The sweep after a comboed tatsu is also still a massive pain in the ass. I’m trying to plink it but the timing still sucks for me.
The only thing is to keep practicing it. Comboing a sweep after tatsu is just a training mode thing, and for crossup tatsus, always use hard kick as that one does the most damage. And that too is just a matter of getting familiar with the range and feel of your jumps. An easy way to crossup tatsu is to forward throw, dash twice, then jump and crossup tatsu. For the rest, just keep on doing crossup tatsus in training mode to learn what ranges they work on.
Visual signs? None I know of except hitting Training until you get the feeling and timing down. I know most say and use HK for crossup tatsu but I find MK seems to work better for me. Also, wait a split second for a down arc before starting tatsu else you’ll whiff over the opponent’s head vulnerable for punish.
The tatsu HK sweep is char specific and I mean it varies with each char too - timing wise. With Boxer and Cammy, it can literally be mashed. But with Guile and Fuerte sometimes plinking even misses. I know this is ‘huge’ for vortex but if you can’t hit it 8/10 then drop it and just go for the sure BnB or other mixups. I’ve given up on tatsu HK sweep for nows. Training did little to help me even with plinking :(.
Are you plinking correctly then? I assume you know how a plink shows up in training mode, but just to be sure:
HK+LK (or MK)
LK (or MK)
If you are plinking correctly, just learn the timing when to plink. If you can sweep Cammy, you can sweep Guile, he isn’t that hard. For Fuerte, know that you can only land a sweep on him after cr.lp, cr.lp, cr.mp, light tatsu. Cr.lp, cr.lp, cr.lp wil whiff, cr.mp, cr.mp will whiff. Any other way will simply whiff on him, so that’s probably why you couldn’t land it on him.
I cant find frame data for akuma for some reason and I looked all over the place… what I want to know is at how much does s.FP disadvantage leaves u on block?
Admittingly, I am not the greatest ‘plinking’ masher but yes I do know what it is and can do them. And in Training all my plinks register as required though the tatsu HK~mk sweep connects only 1/2 the time yet I plink lp lp mp~lk tatsu without fail, even mp mp~lk tatsu. The added timing requirement for each char for tatsu HK sweep doesn’t help improve connecting the plinks either thus I settle for BnB.
I dont know if you completely know what you are supposed to plink. You said you do this: lp lp mp~lk tatsu. What you do then is cr.lp ,cr.lp , cr.mp~lk tatsu which means you are plinking the tatsu, not the sweep. Just to be sure, are you doing what you just said, or are you doing this (you should be doing this): cr.lp, cr.lp, cr.mp xx lk tatsu, d.HK~MK (or LK)
Emmm, I was just giving lp lp mp~lk tatsu as an example of a plink I can do successfully. (And yes, I am referring to the cr.lp, cr.lp, cr.mp~lk tatsu plink. Just syntaxed it incorrectly.) Of course I know the lk tatsu, d.HK~MK is the tatsu HK sweep plink in question - being asked. But as I’ve said, the timing varies slightly per char so the plink is not a gaurantee. The timing following lk tatsu has to be correct foremost then the plink is just an after-thought so that the sweep will connect/combo. If the timing is off/wrong, the plink is pointless. At least that’s been my experience. Heck! If your timing is solid/perfect, the plink isn’t even necessary. It just helps to increase the odds of landing the sweep, making a 1-frame link 2-frames is how most have deciphered it.