Buk where are u, the thread seems to be in dire need of ure answers!!!
Oh yeah, Geese has a 4 frame jumping MK. Thatās extremely good. A trick Iāve also been practicing after a knockdown when Iām raged:
-low jump straight up, land, d.LK, d.LP, d.MK xx super
-low jump straight up, falling low jump MK at the last possible second to hit overhead, close s.LK, d.MK xx super
Off the kick throw itās a guaranteed 50/50 guess because not only is there no tech rolling or delayed getup, thereās no way youāre blocking a four frame attack on reaction when your first instinct is that Iām going to go low (like most people do after empty low jumps).
Itās not quite a āfree jump-inā, but itās sure close if you ask me. Low jump MK hits very deep.
Off the low jump MK crossup after the kick throw, since youāre hitting so meaty, itās possible to hit confirm your low jump MK and then decide whether to link s.LK or block low for a second throw/counter hit mixup. No need for random guesses with the super I strongly believe. You always have frame advantage whenever you do the cross-up low jump MK correctly (regardless of 8 frame low jump delay) and plenty of time to react to whether your attack hit or not.
Itās that low jump forward double overhead palm attack into super that you take guesses on. I havenāt practiced enough, but Iām pretty sure low jump forward j.HP (first hit blocked), (opponent ducks, gets hit by second hit), Deadly Rave is impossible to hit confirm.
Raging Storm is my favorite super in the entire game now. Against all those Vegas that love to jump straight up after knocking you down, take a random guess with wake-up Raging Storm and I guarantee you theyāll never do that again when youāre raged.
The best way to land RS is a reaction anti-air anyway. Itās sure as heck not easy, but practice makes perfect. Get good and Sagat will never abuse you with far j.HK anymore either (unless he likes getting drawn in for all five hits of the super).
Timing Scum Gales
Buk:
Itās really cool and all, but how often does timing an Iori command grab so it beats Blanka wake-up RC electricity come into play?
Against A-groove youāve trained to be afraid to tech roll, I can see itās usefulness, but C-Blanka can do the delayed getup which totally throws off your timing and leaves you grabbing the air (and very vulnerable). Any Blanka can also be gay and wake up with one of the RC ball attacks as well.
Iāve been practicing Iori punches combo, run after body, whiff d.LK, timed command grab to always grab a wake-up RC elec. After some thought, Iām starting to think this really isnāt worth learning and going for in a real match though.
Stay out of range and wait to counter with a DP or low shorts both seem like much safer options. Even just block low at point blank range, normal throw after a slight wait seems safer than taking a total guess with the command grab.
the problem with wakeup rc electricity is that if you time the grab for rc electricity and he doesnt, then you get a whiffed grab and he kills you. if you time the grab for non rc electricity and he does it, then you eat rc electricity. i think thats the case, unless rc electricity comes out in more than 6 frames (then you can grab him after the ungrabbable window or grab the rc electricity before it comes out).
against wakeup rc electricity i would think it would be best to just stand outside its range and short its recovery as iori has a pretty long foot.
Are you sure thatās true? I recorded dummy Iori doing the grab setup and I was getting grabbed when I had Blanka regardless of whether I was waking up with RC elec or just blocking as I got up.
hmm⦠Iām going to test if Blanka can mash on wake-up throw to beat my Iori grab the wake-up RC elec attempt.
result: Oh man, the good Iori players must seriously piss off opponents with that command grab at times. I was able to bite Iori out of his command grab when I waited for a second before I got up to hit f+HP, but everything single time I tried to throw right away as I got up (I made sure not to mash too hard so I wouldnāt get the elec to come out), I was getting grabbed. Human error on my part most likely, since I would randomly be able to throw Iori, other times it appeared Iori would command grab me right out of my mash throw attempt. It was definately one of those, āWTF?! I threw you!ā situations though. Good for Iori.
I was also able to avoid the grab by waiting for a second as I got up, d.LK; hold back as I got up to walk out of range; and hold up as I get up to avoid the grab with a jump.
I was using Iori punches, run up, whiff d.LK, max range grab as my setup, but now I see why the Buk trick of run up, roll behind, command grab is so powerful. You take away Blankaās charge and make it so none of his guess options to counter your grab will hurt you at all. Unless heās going to wake-up with the two one-frame link combo of d.LK, d.LK, d.LK xx super, you effectively shut down a significant number of Blankaās counter options and tempt him highly to wake up with RC electricity (which is what you want).
Of course A-groove totally shuts down Iori offense with itās awesome, two button ājust CC though itā tactic, so whatever. Iām still having fun though, and Iāve decided to practice run up, roll behind, command grab RC electricity until I can do it consistently. Any time I want to counter RC electricity from the front, I donāt think itās worth it to try a guess with a command grab. I will use option select, normal throw or one of the wait out of range counters instead.
All this side-switching input stuff is giving me a headache and making me feel like a dyslexic.
-Blanka jumps at you with j.HK, you dp+MP with Iori, run after body, roll behind, command grab
I challenge anybody here whoās not Buk, Togawa, or Big Head to record themselves doing it ten times in a row from both sides without spazzing out like a retard. You get bonus points if you can land the follow up combo of close s.MP, f+MP xx super every time as well. Doing it from the 2P side of the screen has been the hardest for me. Just something very awkward about rolling the stick from left to right, then quickly slamming left to right while hitting a punch, all while paying attention to whatās happening on your TV screen at the same time. I definitely have a newfound respect for people who can control N-Iori well thatās for sure. The only things Iāve been able to master so far (although unintentionally) have been roll behind, normal throw; roll behind, fireball; and roll behind, useless super. :xeye:
am i big head? cuz iāll do it if iām not
I think iām big head yeah?
that sounds like some good practace because i know i cant do it
In Majās CFE guide he explains that you forfeit your throw immunity frames (after waking up, blocking, etc.) once you attack. I donāt recall reading this anywhere with respect to CvS2, but the same seems to hold true.
Set the dummy to grab you as soon as you wake up, i.e. before your 6(?)frames of throw immunity runs out. If you just wake up without doing anything, you WONāT be thrown. If you perform a reversal, you WILL be thrown. This means that you should be able to grab mostāif not allāRC reversals.
Applying the fact that you can time a command grab on the first grabable frame, you can command grab RC spammage without fear as soon as they wake up or leave stun. Good! Use a fucking uppercut instead like SF was meant to be played!
ā¦
Who wants to jump on 3S with me?
This may seem silly or been posted elsewhere but how many immune frames do you get when you activate?
āIncluding the 5 frames of start up the first 19 frames of a CC are totally invincible.ā
-Bukās System FAQ
When you press HP+RH, thereās 5 frames before you see the flash, but youāre already invincible. After the flash, you get 14.
I Think i really unleashed my true N Groove Iori in the arcade the otherday.
Buktooth/KCXJ - That Run, Roll behind is a great trick. Its fun and beasty because you have so many options. and Scum Gale ticks are great!!! You have so many options for it:
C.lk blocked low, scum gale.
s.lk(must be blocked low), scum gale.
j.lk, land scum gale.
cross over b+lk, scum gale.
or just plain run up scum gale.
Buk, watching you play your iori has really impacted the way i play my iori. So thank you much buk!!! Now to find a good R2.
this is the same for supers too.
this is why people say guileās super is āinstantā yet on the frame data it has a 4 frame startup.
The Super Freeze freezes everything so immediately after the super freeze it hits making it seem instant.
Josh, how do I beat Blanka with K-Geese? Iām using an R2 and I canāt even manage to take out an R1 Blanka. That jump HK he has is too much and is stuffing my d.HP anti-air clean. I also eat a ball whenever I do something canceled into Reppuken. K-Blanka using his low jump on me is driving me crazy as well. The thing that makes me the most annoyed is when I do running jabs for the guard break on Blanka, he can mash on his b+KK hop for an easy escape.
Sakura has also been roll canceling her roundhouse hurricane kick in my face and itās pissing me off. Whatās my counter suppose to be? The only thing I can think of is to randomly jump over her head when I think the RC hurricane kick is coming, run up and sweep her from behind. If sheās doing it randomly to get in, I can use hcb+LP to counter on reaction and Iāve been practicing that. Iāll be attacking her, and she just does some RC in my face though. wtf⦠:mad: Her d.MK also stuffs my far s.HK clean.
Well sakās rc hurricane is annoyingly hard to deal with if the opponent does the move while ure trying to attack.
But I do know that I dont see lot of people using sak crouch forward. Especially against k-groove, as if it get jded, then free sweep/crouch forward+super.
JD hurrcane kick and youre good to go.
also, geese j.mk beats blanka c.hp if thats any consolation. You should talk to xxdeusxx about k-geese because he has been playing him for like hella years, he might have some good tips vs blanka.
Yeah I usually just do wake up raging storms haha or low jump Raging Storm. Also when they just randomly roll past you, RS can stop that bs. About Sakās hurricane kick, i think a lot of players do cr.mp after itās finished. So just counter that or try to JD it i guess?
Keep blanka on the ground since hes a large character you might want to give Geeseās Far.Fierce a shot cause its a great anti jump and comes out almost as fast as gats Cr.Fierce.
When blanka jumps at you since your in K- small jump back and use him high kickāor JD.
If you can get a raged throw game going use this it works really well and you can get a good laugh out of it.
Score a knockdownāmix up into his kick throw----small jump over the body and kick throw again then small jump straight up and come down with a RS, you do like 9500+ if you can score this.
Edit: When he hops back try to shoot out a F+HP or when your doing a GC instead of doing his cr.HK try his cr.mk into reppryuken or wait a sec and use his far. high punch.
Blanka can duck Geeseās st. HP. Blankaās cr. HP does get hit by the HP though, since his fist comes up a bit.