Thanks man, they’re coming out now and again but it’s far from an exact science. And no, no recording equipment or software. Best I could do would be record replays.
Oh hey Paulie, didn’t know you used srk too lol. You need to stop stalking me.
So you actually need to be that fast. I guess you just need to spend a couple of days hardcore practicing the move.
(I still hoped there was an easier way to do it :-()
Negative edge is already the easy way, heheh
This is more of a general question, but as far as I can tell there is no general faq section and people seem to frown upon new threads, so i’ll post it here if you guys don’t mind, as you’ve proved to be the most helpful out of any of the character boards i’ve used.
I’m trying to work on my footsies game now but more specifically punishing whiffed normals from my opponent. If I were to walk into my opponents footsie range to bait an attack, and then immediately backdash out of this range would I then have enough time to score a counter hit with crouching hk?
Or would It work alot better if I were to just use Akumas walk speed try and fish for counter hits like this?
I realise alot of factors would apply, such as the speed of a characters attacks but is this generally a good idea or not? I haven’t really experimented much with dashes in my time playing SF, except for when using the exploding heart technique… So my knowledge on them is a bit vague.
This is a good footsies video: [media=youtube]5kAnluubeO4&feature=related[/media]
My two cents: don’t use backdash. Akuma’s walk speed is fast enough that you don’t need to. Plus I think a sweep might catch you if you backdash out. I’d say the best time to use a backdash is if you get a knockdown and walk up to your opponents as if you’re going to 50/50 a throw or an SRK, and backdash instead. You’re opponent might SRK or throw, depending on what they’re expecting, and you’ll be close enough to punish either hard.
However, they might also just crouch tech, in which case you won’t be able to punish, but you’ll be safe too. Might not be worth it against vortexable characters, but could come in handy against someone like Cammy if you get a knockdown but you’re not in a position to safe jump.
few question.
when you cornered a sagat. some of them tend to do jump back heavy punch/heavy kick.
i find it extremely hard to attack them during that situation due to their hitbox heavy punch is huge. any wrong move you might end up eating uppercut or worse fall for their ultra bait.
what do you guys do about that? so far i can only predict their jump and do jump hp to counter it but its not really a good imo.
secondly, their s.mk seems to be keeping me out fairly well. and its hard to sweep that because hittable box is far. i use s.hk to predict their incoming s.mk but sometimes it can go wrong and eat a few s.mk or smk counter.
im still winning the sagat matchup but this 2 things is sorta like a trouble to me.
btw can anyone explain what are the startup for zangief u2?
i find safejumping gief is getting more troublesome lately. im trying to condition the zangief not to do reversal or backdash but somehow not working well.
they have lariat 4frame (stuffs up when my safejump palm/kick is not on point)
is crouching lariat 4 frame?
ex spd kick 2frame(kills safejump hk)
ultra 2. (kills divekick imo)
backdash spd (kills my demonflip grab if guess correctly)
my divekick lately trades more often but i guess thats fault at my part.
anyway i just wants to know what move i do gets beaten by what and is there tools that i can condition gief to absolutely just block instead of worrying about their reversal beating mine.
thanks guys.
If the sagat is constantly using jumping back fierce wouldn’t he end up in the corner pretty soon, then you can essentially trap him in with air fireballs and mixups. Also I imagine heavy tatsu would punish this and throw him even further backwards.
As for Zangief, my vortex game isn’t great but I imagine jumping towards him and using ex air fireballs could be used to condition him to block. As far as I know only the lower part of Zangief is immune to fireballs while doing the lariat.
Bad idea…ONLY his head is vulnerable. If you jump forward with ex air fb a good zangief will just crouch lariat and hit you…of course you MIGHT trade, but you’re doing him 40 damage (1100 health) and he’s doing you 100+ (850 health). You do the maths =)
This match has to be played keep away…when you land that KD you CAN harrass him with df throw a few times, it’ll beat anything he does except jumping or backdashing…but if he backdashes you’re gonna eat spd or ultra, and that’s bad…
any tips on landing sweep after tatsu? im doing it on right characters my timing just sucks. i was in training mode for awhile trying to figure it out. is there a trick to timing?
i think i am not sending my question right.
my opponent sagat is in corner and loving it. due do his jump back heavy punch covers so much range its risky to attack him. if timed wrong and got hit by jump hp + kara uppercut fadc ultra = 500damage i couldn’t afford.
basically my opponent is cornered and loving it. which is wrong but it worked for him.
i’ll throw out an example.
the sagat almost dead with full ultra, 1or2 ex bar doing jump back heavy punch.
i stick out a sweep a bit late and end up eating a full ultra. tries to do far s.hp but it trades. tries to do uppercut to catch it but seems a bit hard to get might.
also
sagat s.mk have good hitbox and very small low hittable box. making my sweep impossible to reach and most likely getting hit.
and
for gief. i couldn’t condition my gief opponent to just block.
they either backdash spd, u2, or lariat on wakeup.
i can’t start demonflip grab when they are consitently doing either one of those.
look at it this way.
demonflip kick > lariat but loses to u2.
demonflip grab > lariat but loses to backdash spd/ultra.
safejump hk loses > loses to ex spd kick (unsure about this)
4th frame palm > everything ( i suppose)
so far my timing to get 4th frame palm is very erratic i can’t get it right. i find it lately for me, my choice of attack doesn’t reward me as much. and i couldn’t condition my opponent to stand on the ground. maybe i am being stubborn i don’t know
Then don’t. Leave him in there. If he wants to sit in the corner, let him be. It sounds to me like you’re playing into his hands or being forced to play out of your own game - either way, you’re doing what you don’t want to do and what he is hoping you’ll do.
Leave him be and choose a nice space so you can chip away at him or slug him with an uppercut/fs.hp if he tries to jump out. Another option is to space yourself maybe 3 - 4 character widths away and use neutral jump air fireballs (preferably EX) at the very ending of your neutral jump to see how he reacts. nj.hk/hp at the correct spacing will also slug him if he tries to jump forward provided you can predict his movement well.
Another option if you’re feeling ballsy is to fs.hk kara demon his back jumps, though this again is him baiting you into acting on your frustrations.
Don’t forget that tk ex airballs are also a nice way to advance on opponents that are putting up a wall. Its possible you might net some good results trying this also. i.e.:
tk ex airball > lk/mk demon flip dive kick > c.lk, c.lp, forward jump cross-up +lk > etc
Problem here is that you then put yourself in the corner, but it will help change the tempo and ruffle up his strategy. The cross-up lk may open doors for possible options anyway, including a combo on ht or a tick throw on block, etc.
It sounds to me like his jump back crap when working could easily be avoided if you just plain back off and go into a projectile war. Akuma has an advantage here VS Sagat and eventually he’s going to start taking chip or be forced to advance in on you. I’d imagine this may be different if you don’t have a life lead but its possible to sneak in a surprise EX flip in the middle of a projectile stand-off to change things up.
Remember my matches VS George at SS?
I argue George is the best Gief AU has and he really has my number in that matchup. If you’re playing a good Zangief, demon flips once he has U2 is out. No questions asked.
If the Gief has a good understanding of Akuma’s wake-up fuckery, it almost becomes a 50/50 for both characters. Flip grabs are very risky and palm I have mixed results with. I noticed that Mago didn’t bother with any voxtex stuff when using Akuma VS George and instead his entire game was based on zoning him and keeping him out with the most basic (but well applied) methods.
If the Gief is solid, the matchup is best played very cautiously and lame. One fuck up turns the tide against Akuma. Personally I tend to alternate a couple of times per round between ultra lame and risk taking to net some decent damage as I just plain don’t see any guaranteed go-to vortex option VS Gief that sits comfortably with my own risk/reward coin flips (especially VS George!).
I was wondering how smart or dumb it is to jump back and do ex fireballs right before hitting the ground against someone in the corner. I started doing it lately but I don’t know if it’s a waste of meter or what. It keeps the opponent from jumping though.
It is good if they are trying to poke you as you land, because you get a free combo. If they just block it, don’t or throw a normal air FB.
And the worst part is, if you win the coin toss, you net only a few % of damage, but if Gief wins it, you lose a hefty chunk of life
I try and sweep just before the opponents head hits the floor, the timing is pretty lenient so you should get the hang of it pretty quickly if you keep practicing.
I always do it, keeping them pinned in the corner is a great advantage. If they’re low on life I lame it out and spam it followed by overhead chop/sweep mixup lol.
Probably not a great idea to spam it in anything but the final round due to metre conservation but I do it anyway lol.
lol yeah I started doing it without realizing after getting pissed at some dude spamming srks or neutral jumping whenever I got him in the corner. I always follow it up with an overhead chop or d+mk
i loved watching you type this from outside your window
I have learned the joy of meaty attacks to keep neutral jumpers grounded