I’m not a fan of :lk: because to follow up you need a damn precision if you want a fake cross up. Hitting high to do a fake, and do enough stun to combo another normal is damn hard sometimes. Plus I’m pretty sure j.:lk: can also hit cross up and still land in front…
Where is the memo about this move ? I need a fucking manual so bad.
4 cammy: do c.mp and dive kick on the 1st possible frame
the st:mp: variation do the trick
That setup we are talking about (flip grab, c.mp, hk df kick). I tested it on ryu. not doing anything on wakeup makes the dive kick whiff against him, he can just grab you or srk you during the kick recovery. Not sure about other characters. Clearly it will be very rare for anyone to actually do this but good find regardless.
there’s a difference in the range you reach if you active the dive right after the demon flip start (mashing kick) or later.
If you do it later it whiffs even more doesn’t it. I do it as early as possible.
Also test Ryu doing EX tatsu on wakeup for me (I’m at work). I was told this is an option for Ryu so it would be good if you lads could try that also.
However, like C2Q’s find re: doing ‘nothing’ on wake-up, its also highly unlikley anyone worth a knob of goatshit is going to wake-up with an EX tatsu either.
I swear C2Q that you do it too late if you whiff. with cr:mp: or even st:mp: the :hk: dive hit not even cross up.
Ok hold on theres defiantly something wrong. I whiff if I use akuma as dummy recording it on Ryu, and hit if I do it in regular training with Ryu as dummy…
I’ll investigate…
Confirmed… it whiff in record mode on Ryu w…t…f
DF grab, cr:mp: insta EX DF Kick beats shoryu Ultra Super cr:hp:
-> In corner
Whiff if dashes / walk forward so OS possible. Loose to ex tatsu in corner.
-> Mid screen
Beats ex tatsu, dashes, lp hp shoryu, jumps, Ex shoryu whiff but loose to ultra and med shoryu.
Tried it on Ken, but a cr:mk: on wake up makes the dive whiff.
ive done the setup tons of times online and its awesome. ur rarely going to find sum 1 whos going to go neutral on wakeup. most r going to SRK, or not have enuff time to register that its whiffed IMO
Well I’ll try but I bet they’ll do what they all do really well, wake up throw my whiffed dives…
It would be nice to check if the thing whiff or not against Ryu in training using Akuma and Ryu both as dummy to check if the bug I found is or isn’t my own fault.
Gamogo not to pressure you but could you update OP?
It’s getting kind of confusing to find the setups u want.
can we discuss air fireball as a safe way of beginning an attack on your opponent? as this seems to be a reliable way of preventing him from interrupting your attack with a counter, as a shield, max height :lp: fireball seems to be the only effective one at doing so since you can combo off it, i dont know of any other possible ranges,
can U2 be used on jumping opponents? by teleporting to them as you would with raging demon to then cancel it into u2?
Ironically its viable VS Akuma if he does a sloppy jumping EX air fireball. You need to act fast though.
Yes U2 can be used as an aa, as Gamogo said it is possible if the Akuma you’re up against isn’t careful and just keeps doing predictable jump forward air fireballs, you can ultra 2 his face as he’s coming down. I have managed to do it many times online against other Akumas. You can also aa predictable demon flip dives with it, just fyi I find it better to buffer the up up motion into a whiffed normal and then do kkk to get the full damage, it is also faster to execute than teleporting and cancelling it from there. For example you can do whiffed lp and buffer the up motions during the animation and do kkk right after to u2. That’s what I use when I try to punish jump ins, but it has to be early as possible. Anything past the peak of most characters jumps and they are safe.
Anything on Gen guys? We rarely play him, but you know when you play a good one his footsies seem to go on par if not better than Akuma’s. Aside from St.HK, seems Akuma struggles against him especially considering all those weird jump angles.
What are some good setups from back throw and tatsu>sweep?
Here is a fun reset against Ryu that i just found. This is really ambiguous but is hard to get off properly 100% of the time.
so cr.mpx2 > cr.mp reset > hk df dive kick.
So basically what this does is that it will actually cross up sometimes and some other times it may not. It really depends on when you hit the dive kick. Also I find that Ryu can block the cross up dive kick normally just by holding back, but some other times if you delay it by even a few frames so that it doesn’t entirely whiff but still crosses up, it will be a true cross up dive kick and he can’t block it normally. The timing is really weird. Some other times you will hit in front. He may not expect you to land behind him however even if he blocks it so you can start going into a cr.lk to start a combo. Also attempting a cross up like this will lose to lp.srk but makes all other srk’s whiff. You can also delay it further and make lp.srk whiff as well.
anyone post an updated pdf file of the new set ups?
my friends think i’m reading text messages before games start, when in reality i’m looking for a usable setup
Could be a good project to maintain a google doc or pdf with the setups. There’s already a sheet for unblockables but f.throw setups / sweep setups is what we need