I always forget about that normal lol, that would be the best for 37f I guess since whiffing one normal would be a lot easier than 2 when you want it to be frame perfect.
What’s cool about that is that you can really see if you wasn’t frame perfect, even the slight delay is somewhat noticeable. Also plinkable. Dunno if it works, but if 37f is the gap needed, we should be set.
Ok so just to make sure we don’t get an influx of mediocre set ups, here are some things to keep in mind before posting your set up.
1. Make sure you test the set up completely
This should be obvious, but make sure it doesn’t just look like a fake cross up. Make sure it is by blocking it yourself.
2. Make sure you have a consistent way to hit the set up
With a lot of these corner set ups you are taking a positional risk in order to gain a massive amount of damage. Being able to only hit it 60% of the time isn’t good enough. It is ok to post that you found something is possible, but make it clear that you haven’t determined the proper timing yet.
3. Make sure the set up has a complimentary set up.
The best mix ups are ones where it is impossible for someone to tell which way it will hit even if they are familar with the set up. I found a lot of corner set ups back in AE that would land fake cross up, but it was near impossible to get any other move to hit cross up from the same set up.
Mix ups that are based on ignorance are good for a couple hits, but if you opponent catches on that mix up becomes worthless.
4. Check your opponents escape options
Most corner set ups are hard to get out of, but there are some that aren’t.
So guys, has anybody tested the setups i posted on the first page yet? Please confirm them so that everybody can use them
Is there any difference in total amount of frames when you dash instantly out of a FA instead of a normal dash? I thought maybe that might allow for a usefull move for timing purposes.
Unless there’s some restriction on the first FA frames which’d allow the dash to always come out always at the same time, that doesn’t look like a good move for timing purposes…
but how about going focus lvl2 and then dashing? Could be interesting if can do the focus on perfect frame after the throw AND cancel it to dash lol
… err wat?
Even assuming you do the focus on the first possible frame, how do you time the dash?
If timing things was that easy, what’s the point of using normals for timing purpose, you might as well just wait like 34frames and then jump lol.
Gamogo, edit the first post with the most up to date and thoroughly tested set ups when you get a chance
Divide into 2 sectiions
- 100% confirmed working set up
- Still needs testing
I just tested the Guile corner unblockable (throw dash close MP j.mk) and it 100% works if timed properly. Good shit to whoever found that.
I’m stuffing that throw double dash mk DF kick all day with Ken’s MP shoryu. Is my timing off or something? Ya’ll sure that’s 100% efficient?
was messing around with the f.throw in the corner, double dash, jump roundhouse setup on sakura. Seems like she can just cr.fierce me out of it (godlike 4 frame normal).
There is no delay. The moment you go into focus you can dash out. They can setup interesting safejumps but the timing is fickle.
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Guys, I’ve cleaned up the first post and split it into confirmed and unconfirmed/hazy setups.
If you come up with any confirmed setups, please flag them bold and underlined in your post so I can fetch them out and put them in the list.
Right now it looks like we have replacement setups for Ryu, Ken, Makoto, Evil Ryu and an interesting one for Guile. The Ibuki and Viper setups seem hazy, albeit promising.
I have confirmed against Fei dash x2 j.HK works as a fake cross up and j.MK is a true cross up.
I was using them in a real match last Monday. It not only works but is an insanely good mix up.
I am going to test the Ibuki set up more, but last I tried it I was able to get it 90% of the time using the dash c.MP set up
This is just an easier version of the c.mk ,c.lk>j.mk unblockable right?
Works against E.Ryu as well, and also a fake cross up against Akuma.
In the old setup thread, lets say we have:
Can someone clarify what instant means? I’m assuming it has to be done the moment you finish recovering from the previous action.
And what’s a good followup/setup after a c.HK? I’m starting to learn Akuma so I’m slowly learning some setups (and why it works I guess, not %100 sure why it works).
You might want to make a seperate line for Sagat or something, because the throw, dashx2, forward DFK definitely works.
As soon as you land from the throw, you instantly dash once, then do the classic Tiger Knee motion. Although in this game it’s :d::df::f::uf: and :lp:.
The answer to that is pretty convoluted. It’s not only character specific, but range specific. Did you hit them at max, med, or close range with it? The most generic options would be:
- DFP either trying to hit them on wakeup or whiffing in front of them or crossing them up.
- DFK
- DF throw on wakeup
- Cross up attack
- Jump straight up and try to hit them with a safejump attack on your way down
- Crossup air hurricane
- Meaty attack on wakeup
- Backdash
My personal favorite though (doesn’t necessarily mean it’s that great) is doing a crossup palm whiff and doing the Raging Demon on wakeup. It seems to work at least once every time.
Anyone got anything interesting against DeeJay mid screen? So far I’ve tried (after forward throw) dash x 2, j.HK/j.MK. I only got it to work once (safe jump) but the other times I got stuffed. Then I tried dash x 1 HK DF Kick. I was able to stuff his regular upkicks, but not the EX.
So annoying to have to stand back after a knockdown with him… Grrrrrrrrrrr!!
I wish you could make a video of this showing the proper way to set it up. I’m having problems timing where the kicks should be initiated.
Use SUPER Demon only and be wary of using it against shotos who can (usually?) reversal DP anything on wakeup! LOL!
Against Bison:
I was just tinkering with f.throw >st.Roundhouse>jump Mk. Dk. Ive found that if you are frame perfect it stuffs all of bisons non EX options, Safe jumps his EX options but looses to U1, U2 and super. Forgive me If this is already mentioned somewhere.
Err, I thought it was evident that it was the super. I mean, evident to anyone who actually plays Akuma anyway.
I also get it on shotos constantly, but it’s not something I’d do from the start of the round, or even the first round. I usually just do a few whiffed palms and just block to see what they do. Eventually they stop dragon punching and that’s when you hit them with it.