Ok so in 2012 does DF Throw > dash > Instant LP Zanku still work as a set-up? If so what does it beat/lose to?
Works fine. Doesn’t lose to anything specific as you can do a setup that is safe. However the cross up setups will sometimes eat autocorrected reversals.
Alright cool thanks Shin. Is there a better setup I should be going for after that? Like I know for example against Ryu, I can do DF.Throw > Whiff c.MP > HKDF Late Kick and it stuffs or makes most of his stuff whiff…his only way out is focus dash forward or raw forward dash…I am just wondering if universally I should stick with the Instant Zanku setup or go with something safer…
Tokido has been using this setup a lot lately:
DF throw, dash once, then take a tiny step back >
Command dive kick to hit front
j.mk to hit as crossup
You want to keep it mixed up unless you have an unblockable setup. So air fireball, Demonflip and Tokido setup is what you should be using. If you find one works specifically well on the opponent then abuse it.
Ok so you are saying after DF throw I should stick to zanku, another demonflip, or tokido setup? What is tokido setup? The one metallica mentioned?
He is saying you should use a mixture of all of those, because none of them is completely safe. This keeps the opponent on the back foot. If they seem incompetent in defending any one of those, use it more heavily (but not exclusively).
Just wondering, is there a list of characters that df throw > dash > ex df kick works on as an unblockable?
I just saw it on Juri on the unblockable video made by laugh/Infiltration. Does it work on anyone else?
I believe its possible on Viper.
I have a job for ye: Test it.
Actually against crouching characters it is universally unblockable, standing characters though it is limited to a couple.
Ah, so I don’t really see the point in using it then. Wouldn’t everyone just block low when they see a demon flip?
No I mean blocking low causes the unblockable. They would have to block high.
Generally the EX Flip is something you use against people who don’t know about it.
If they aren’t, they should be. Good players have made that adjustment from what I’ve noticed.
I’ve caught myself using EX flip grab to snatch up crouchers online sometimes due to its extended reach and online’s lack of precision. Its a shitty habit though that I keep telling myself I shouldn’t stick with (i.e. developing online specific strategies.)
I still think Capcom should’ve made palm strikes hit box larger since they took away it’d overhead property.
I think this would negatively impact intentional whiffs personally (i.e. it would potentially connect, etc).
When playing online placing palms on crouchers can be difficult, though offline its perfectly fine (imo).
I have a quick question, since 2012 came out and messed up my favorite set-up, I’ve seen Infiltration use st.HK after the forward throw to time the MK DF divekick on Ryu, more over I’ve seen him use HK DF Palm whiff to land on the other side from the same set-up. What’s interesting is that I’ve noticed that it didn’t make Ryus wake-up shoryu autocorrect itself which resulted in him just flying the other way, that is actually a hard thing to do with the HK DF palm whiff land on the other side set-up. Is it consistent? Because I’ve tried different timings for DF palm whiff land on the other side, after a dash, after dash x2, dash and slight walk and they all mostly made a mashed wake-up DP autocorrect itself. Does this work on other shotos as well? Also does the MK DF kick timed immediatly after a st.HK stuff shoryus or what? Because I swear I’ve seen Tokido use the same set-up on Ken, and I definitely remember testing it out and it wasn’t stuffing shoryus (at least not all of them IRC). Can’t verify it at the moment, if someone has info on it please let me know.
I play Sakura and I was wondering if there was any set ups that make dive kick cross up on her and how they are done?
I thought the 2012 set up to beat SRKs was f.throw > sHK > HKDF Dive? That’s what I use and it works pretty much 100% of the time on lots of stuff.
Without the game in front of me, I’d think that with that timing MKDF Dive would put you right in the path of the uppercut?
Yeah, I check it out already, it is HK DF after the st.HK, but the thing is, it doesn’t stuff any shoryus oO If you do a late dive kick, it makes Ryu and Ken MP HP and EX uppercuts whiff, but LP ones always beat it clean or trade for free Ultra\juggle follow up. It does however make all uppercuts of Ryu and Ken to fly the other way when you go for HK DF palm whiff on the other side, from the same set-up, which is awesome, but it doesn’t work on other characters as I tested (Sagat, Cammy, Seth shoryus autocorrect themselfs and hit Akuma).
So yeah, I still have no idea about a solid set-up that stuffs shoryus, this one just makes the majority of Ryu and Ken uppercuts whiff, but not all of them, and it doesn’t stuff any of them.
interesting
forward throw --> standing round house --> demon flip palm / high kick
either lands you safe on the opposing side, or beats the srk moves
I keep trying to do forward throw --> dash x 2 --> jumping HK safe jump… but it wont even work on cammy. I can’t even tell who it works on anymore… maybe I’m doin it wrong