If you think they are jump, then do the following DP combo
cross-up d.hp -> cr.lk -> DP of choice.
If you guess wrong then:
lp.dp if you think they are slow to react.
ex.dp to escape with an ex.cs to escape if not facing the corner.
If you think they are jump, then do the following DP combo
cross-up d.hp -> cr.lk -> DP of choice.
If you guess wrong then:
lp.dp if you think they are slow to react.
ex.dp to escape with an ex.cs to escape if not facing the corner.
Ultra 2 is the EXACT answer you are looking for.
or stand fierce and walk up jabs to discourage them from jumping. cr rh too
After cl.MP on block, I’ve had a lot of success with s.MP or c.MP against jumps (It’s not exactly scary damage wise, but it smacks them out of the air and thus resets them pretty close to Hawk). If you time any normal properly after a crossup, you can catch them during pre-jump frames and score a combo.
I’ve had good success with dashing tactics.
If they jump in and it’s not a deep attack you can back dash Typhoon.
If they try to cross you up sometimes you can dash forward under them and typhoon when they land.
so what do you guys think
LP With MP Or LP With HP?
About MP Typhoon, I’ve been trying to use it more just for some variety since I use LP almost exclusively. After MP Typhoon I’ve been using the following:
-L spire, M spire: Beats jumps and normals and at this range is safe. Trades with normal dp and if they backdash you can super/U1 if their backdash is close enough.
-M dp, c.HK: Beats normals, jump, and most backdashes.
-M dp, backdash: If they start trying to dp the above, this causes it to whiff and you can dp/U2 them.
-M dp, jump forward: Still messing with this one, it causes reversal dp’s to whiff, not sure how autocorrect works here.
Thoughts/comments?