No I mean the unblockable. Just like the one against Ryu, Ken, etc
You mean Dash fwd x 1, cr.MP, j.HK? I can never seem to get it to connect. It either gets blocked or I whiff. I tried with MK, gets blocked. Same with LK. I spent a lot of time in training mode trying to get it to land as an unblockable, but I just can’t seem to get it to work. This one works like clockwork for me…
Dash c.MK j.MK
Use j.LK if you have trouble with the MK timing. It works just as well.
Ah! I thought you were talking about the “Classic” unblockable setup. I’ll try that then, thanks!
Dudley can be completely safe jumped. The only thing he can do is backdash and Thunderbolt (which you won’t see happening). I can’t give you the exact timing either, because I had a hell of a time getting it consistently, although I only played with it for about ten minutes. After a forward throw, dash x1, step forward (~2 small squares I think), j. Hk. You’ll end up hitting him right on his belt buckle. It works for sure, because I randomly got it on my second attempt, but then failed the next ten, then finally got it again. The timing is just weird. I would either land too early or too late on most attempts.
Theoretically, it should be possible to Dash x 2, empty jump his LP, MP Jet Upper after fwd throw because it has 5fs startup and he wakes up -1fs after fwd throw. His HP and EX Jet Upper have 4fs startup so any 5fs setup would work. When he has no meter, I would chance it…
What I’d like to know is the invulnerability on his jet upper, where does it start? How many frames is it invuln?? It should be possible to stuff it like Ryu or Ken’s DP, but I always have a hard time doing it. I can either make it whiff or it trades no matter how I time the DF Dive Kick.
VS Ryu:
Flip grab > c.mp > hk demon flip dive kick.
Results:
lp SRK = stuffed
mp SRK = whiiffs
hp SRK = whiffs
ex SRK = whiffs
super = whiffs (and Akuma lands behind)
ultra1 = whiffs (and Akuma lands behind)
ultra2 = whiffs (and Akuma lands behind)
focus = wins, though a c.lp will hit his backdash recovery, focus forward dash appears to keep him safe.
Raw forward dash looks like it wins (i.e. is safe) though if you use palm os sweep, you’ll catch him.
This strikes me as kinda useful. Apologies if this was already known.
Free punish if he tries to reversal, free flip grab if he chooses to block. If he chooses to back dash, switch to palm OS sweep/demon.
Appreciate it if others could validate this for me in case my timings are a little off.
are all c.mk > hadoken not true blockstrings or is it just h.hadoken?
When do you activate the dive kick? Immediately?
@VolcanicAkuma55 - I believe none of the variations are a true blockstring.
Nothing out of the ordinary in terms of when I did it (i.e. not mashing it to get it out immediately and no intentional delays).
is close HP > fireball a true blockstring?
Yes it is, IIRC close fierce has something like 15-17 frames of blockstun, so it’s enough to cover the startup of Akuma’s 14f fireball and there won’t be any gap between them. Keep in mind that Akuma’s fireball is -4 on block so some characters can punish it if you throw it out that close (e.g Vega with his long reach 4f normals), ex fireball is safer on block.
sure ? I though it would need a 3f move in this case the first active frame have to connect off guard but numbers here seem to mean active frame will start right when block start.
To sum up, a Xf punish move from player A can connect after a -Xf move from player B on block ?
In SF4’s frame data the last startup frame is also the first active frame, so Vega’s 4f cr.mp for example gets active on the 4th frame and is fast enough to punish anything that’s -4 on block or worse (while being within range of course).
Now that was a hot info I was unsure about. Thanks a lot !
GAMOGO IS AN ABSO-FUCKING-LUTE GENIUS!!
Flip grab > c.mp > hk demon flip dive kick.
For those who dont know, (stuff/beat = combo after) (reset = no combo after) (x-up = crossup) (*= correct/incorrect timing gives different effects)
Ryu
lp SRK = stuffed
mp SRK = whiiffs
hp SRK = whiffs
ex SRK = whiffs
Tatsu= all versions stuffed
super = whiffs (and Akuma lands behind)
ultra1 = whiffs (and Akuma lands behind)
ultra2 = whiffs (and Akuma lands behind)
focus = wins, though a c.lp will hit his backdash recovery, focus forward dash appears to keep him safe.
Raw forward dash looks like it wins (i.e. is safe) though if you use palm os sweep, you’ll catch him.
Free punish if he tries to reversal, free flip grab if he chooses to block. If he chooses to back dash, switch to palm OS sweep/demon.
Focus Backdash= sweep or HK Tatsu
Ken
SRK, Focus Backdash results same as Ryus
LK,HK,EX tatsu= stuffed
MK tatsu= whiffs, land behind, but u have to block or u get hit once
U1= whiff
U2= whiff land behind
Super= all stuffed
Akuma
All SRKs whiff, land behind
All Tatsus stuffed
Focus whiffs, won’t absorb, land behind
PPP Teleport towards= HK DF Palm, Kick, Throw will hit (YOUR DF must b input the opposite way of the 1st DF)
U1= wins
U2= block it
Evil Ryu
All SRKs whiffed
LK Tatsu= whiff n land behind
M,HK Tatsu= stuffed
EX Tatsu= whiff, land behind, must block or get hit
PPP Teleport towards= HK DF throw, kick hit (YOUR DF must b input the opposite way of the 1st DF)
U1,U2= auto-correct, block them
Balrog
hits crossup but he must block non crossup
Dash Straight= L,M,HP stuffed, EX wins
Dash Upper= EX wins, others stuffed
Dash Smash= LP stuffed, others whiff (land behind, sweep or HK tatsu)
Dash Overhead= EX absorbs DF kick, land behind/ others stuffed
Dash Low Straight= EX absorbs DF kick then SRK on landing, others stuffed
Headbutt= ALL WHIFF HALLELUJAH
Super, U1= (reversal timing will whiff n ull land behind, hard red FB him) (non reversal, ull land n front and must block) didnt check U2, either whiffs or stuffed
Oni
SRK= LP stuffed, others whiff
Tatsu= EX whiffs, but u must block ull get sucked in, others stuffed
Overhead= LP and MP reset, HP stuffed, EX whiff and ull land behind him
Demon Slash= Stuff all, but a delayed EX ull have to block and punish
U1 vertical= whiffs, ull land behind
U1 horizontal= block, no punish possible
U2= whiffs (u land JUST behind him, so damn close)
Crimson Viper
this setup will cross her up but WILL NOT WORK IN THE CORNER
Thunder Knuckle= block HP (FK), stuff others
Burn Kicks= reset L,M,HK, block EX (FK)
Seismo= block EX, stuff others
U1, Super= block
Gen
Gekiro (Up Kicks)= EX whiff n ull go behind, others stuffed (YES!)
U1 (1st Ultra set, Mantis)= wins
Super (Crane)= LK,MK hit, HK whiff
U1 (Crane), U2 (both), Super (Mantis)= whiff, land behind
Guile
This setup will
Flash Kicks= all whiff, land behind
Super (All), U1= ull land behind them and get hit once, no knockdown, punish Guile
U2= block it
Fei Long
This setup will x-up Fei Long only in the corner
Flame Kicks= all whiff
Chicken Wing= HK stuffed, block the others
U1= whiff, land behind
U2= this will NOT activate if u do the setup in the corner, otherwise it will activate
Super= stuffed
Juri
Pinwheel= EX whiffs, others stuffed
Counter Pose= LP,MP,HP stuffed, EX activates, c.HP Juri
U2= block it
El Fuerte
This set up will fake x-up Fuerte only in the corner
Guacamole= all whiff, ull land behind
U1= jump out of the way
U2= wins, but can whiff
Cody
Ruffian Kick= all stuffed
Bingo= all whiff, go behind
Criminal Upper= LP,MP,HP stuffed crossup, EX wins
U1, both Supers= block it
U2= whiff, go behind
Honda
Sumo Smash= all whiff, go behind
Sumo Headbutt= MP stuffed crossup, others whiff and ull land behind
Super, U1= whiff n ull land behind****
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