Ask me something

it’s after evo now, so i guess it’s ok to tell. do the headstomp, leave the stick in neutral for a moment, THEN hit back. that’s it. bison should fly back a full screen’s distance

i’ve already touched on this before, but i guess i can go over it with a bit more detail now;

a huge part of footsies is knowing what your opponent is looking for, and giving them something else. the more difficult it is to counter something, the more the other aspects of their game weaken.

let’s say i’m n-sagat vs ken. this is a ken with fast reflexes, so if i blindly low jump i’ll probably get uppercutted. if blindly stick out a low fierce and whiff it he’ll probably roundhouse me

now, if for whatever reason i know ken is looking to punish whiffs, that’s a fairly difficult endeavor that requires a lot of the ken player’s concentration. this allows me to get away with a lot of other stuff that i wouldn’t be able to otherwise, like say a low jump roundhouse, a random low tiger shot, a random roll, running up pretty far and doing a low forward, etc. again, the more difficult the task is to accomplish (punishing whiffs is fairly high up on the difficulty scale), the more seemingly crazy things you can get away with

of course, there are some exceptions. some characters might be able to counter two situations in the same way. for example, hibiki’s whiff punisher is low fierce, and her low jump anti-air is also low fierce. it is then feasible for a hibiki player to be able to do both at the same time. in this case, you would want to do something else that would require the hibiki player to shift their focus to counter, like throwing a fireball

to sum it up, nobody can be prepared to stop everything all at the same time. smart attackers will try to figure out what you’re looking for and give you something else, while smart defenders will narrow their focus down to one or two things that the attacker is probably going to do

people mainly do standing shorts in combos because they’re just easier to do that way. just like sak players doing low short low short stand short (because they’re inputting the forward motion of the dp) into dp. as an added bonus, standing shorts tend to go a little farther and do a bit more damage. for the most part i would say to just do what’s more comfortable to you

thanks noodleman.

yeah i think my timing is off,but i wasnt sure if its that or character specifics. at the moment i cant recall which i need practice on.

but like i said. i tend to WANT to press standing MP for an AA. and i normally do get an AA or a trade. maybe its just this person im playing against who attacks with something that lets my standing MP counter it,not sure. but does anyone ELSE do other AA’s for bison?

again thanks noodle. the cr.HP is getting better for me now. its just like the chun d.HK aa. i cant seem to picture that attack hitting a person coming downwards. lol

i’ll offer my suggestions. at first glance i’d say kyo because he meshes with your affinity for low short mixups and in close games. but he runs into some hard counter matches. maki is fun, but kind of inconsistent with a high learning curve. she does have the WTF oddball factor going for her though.

but if you say your problem is ricky’s sakura and choi’s guile, i’d HAVE to say pick N-blanka. N-blanka is cool because you don’t really NEED a charge very often to play him. low jump rh over fireballs and low jump pimp smack for AA covers up his two huge reasons for needing a charge for RC ball. run up sweep is nice also.

my biggest complaint for putting N-blanka second is his inability to land his super other than pop super or short jump mixups which can be avoided by a character with meter (level 2 super from guile or AA CC from sak). other than that, his matchups are so favorable he doesn’t even really NEED to land his super. plus getting lots of level 1’s lead to trades which are heavily in blanka’s favor.

my $.02, peace

np.

It’s basically a hit box thing. The best example of this is chun’s cr.mp vs sagat. Because chun li gets SO low with the cr.mp, none of sagat’s jump ins can actually hit her. After that trip guard is gone (cause they hit a button), and then the cr.mp hits. (try it, it’s fun vs ppl that don’t know how to counter this).

of course there are ways for sagat to get around that (by canceling the recover with a special/super), but it’s the same principle. Your character’s box gets too small/low for jump ins to hit, and your move ends up meeting up with the opponent after the fact, giving you a clean hit.

I never thought about having to carefully manage my concentration like that. Is it ever worth just blocking a jump-in attack if you’re not ready for it?


<blah, blah, blah>

The worst habit I’ve been trying to get out of ever since I started playing has been letting the other guy randomly jump in and work my guard meter. The easy way out a lot of players have taken is to pick K-groove and use JD, mash on throw as their anti-air instead (which makes you a worse player because it doesn’t work).

I’ve switched to focusing on anti-airing everything when I play, but stuff like misjudging the distance and going under with my DPs or losing to cheap stuff like jump-in activate and jump-behind activate really frustrates me.

I really don’t like it whenever I leave a Blanka random dash in or a whiffed fierce un-fierced back (but I’m going to stop worrying about it so much after reading Buk and Kim’s advice to me). I also noticed whenever I try to walk forward to improve my screen position is the most common time I get jumped on and I hate it. If I sit and wait for the jump, even after bait like a random roll, the jump never comes.

Some jumps I literally can’t even react to (like a Vega jump-in out of nowhere because I’m worried about random slide), but I never see that happen to good players, and the good players never really use that random jump against me. I wonder why? Maybe if they were super good they would know they should use it because I have trouble stopping it (I obviously get overestimated… lol), but stuff like Blanka and Vega jump straight up against throw attempts is the only jump that ever happens in those matches?

</rant>

i think theres one frame of recovery mandatory landing after a jump attack, so if chun does that c.mp early enough, he shouldnt be able to get out of it.

Agreed! Just gotta get into the groove! UUUSHHHHHHAAAA!

Actually…what tends to happen to me a lot, is I go one step ahead of this a lot, and I’ll get into a mode and play really really well for like…25 seconds then I deplete my rage gauge and either miss a comboxxGet hit by level3, or get hit with the random level3…

Buk any tips besides watch out?

hmm, you’re probrably right, but from what i’ve seen personally, if the sagat player does anything other than tiger uppercut or super after a jump in attack vs chun’s cr.mp, he gets stuffed. if they tu or super, they hit chun li clean.

i might have remembered wrong, and what i saw was empty jump dp/super…I’ll have to test that out when i get home.

two frames after an air attack normal jump…the recovery is gone with super/special. Thats why you can’t anti air CC shoryuken characters easy with tripgaurd CC’s

It seems the best players have the ability to switch up their concentration at a faster rate than their inferior competitors. Their minds don’t get focused on doing that one meaty mixup that looks ill. I’m just now beginning to get past this flaw in my game.

Also there are certain things I don’t or seldom do, due to creating bad habits. These things seem to work on lower levels of comp. Do you think I should use them against those guys and save it against buffer players or does it not work that way?

I like talking about these things cause it gets to very essence of the game as opposed to things like “how do I punish RC slappy hands?” That requires a very simple answer that can usually be figured out in training mode.

just some more examples:

a few times when i(sagat) jump back to bait CC, and my opponent (bison) activates, he does meaty slide, i land and try to dp, and i eat shit. i’m not sure if it’s my execution or if i just can’t dp against meaty slide.

what buk posted is something i tried to say many a times… but people were like “omg jump in with Ken??? blasphemy!!!” You can’t concentrate on everything. If you concentrate too much on whiff punishing… you get cornered. You concentrate too much on walking back and forth, walk up/run up cr MK super owns you. You concentrate too much on looking for a blanka slide or cr FP, dash RC electric owns you. You look too much for cr FP/slide or dash electric, jump RH owns you. I mean, no one is going to stop every damn option. Thats why Japanese players generally look like they are doing something in their matchs (because they know this)… whereas alot American players just pick sakura and do jump back divekick till they get meter and then try to land random activate with the periodic walk back st RH.

Keith:

07:37 of your Maki video. The CC against Guile. What the heck was that? Whatever you did, it happened too fast for me to tell what’s going on. It looked like you jump off a wall that wasn’t there.

not read any of this yet but if this hasn’t been answered pls do so. which characters apart from Akuma make a noise to indicate a successfull roll cancel.

RCing a LK hurricane sucks. meaning that i have no idea if i done it correctly or not. a hurricane done at the right time goes through/over a fireball anyway. :frowning: anyway to test the LK canes?

also what is singe tap?

and what about kens LK funky RC? whats the tip on that one again? i can get them out vs cpu’s,but i wouldnt test it against real players,yet. so im just tryna’ gather up info on practicing this.

thanks in advance

Whichever characters roll’s makes noise, will also make noise when you RC.

then there is no hope for me. i am deaf :frowning:

Haha, the jap cab in orbit (toronto, where T6 was held) never has sound for the cvs2 machine. We play regularly without sound, without that much adjustment. I think we all got use to just timing and visual cues for execution, and visual cues and player reading (not watching hands, since it’s jap cab) only for reactionary moves (counter activate for example.)

you talk rubbish if you don;t know what you are talking about pls don’t bother posting.

i found out htat some characters have one noise for a roll and some have 2 or more. ken has 2 noises but only one shouts when he RC’s. Ryu has 2 noises that makes a noise for a roll. but none of ryus noises can be heard during RC. i’ve only practiced on this game for 3 hours thats why my comments sound newbie since my 1st question wasn’t answered i wrote the above.

kcxj i still dont know who you are. PM me a name?

and yeah im sure the sound does help alot with timing. i used to sneak it onto the stereo system when my family isnt home. i can feel the bass sometimes. not all that helpful,but yeah,it was just a test. so you can see how much i suck lol. its hard especially since people dont wanna help. so im forced to read

Well since you can’t hear, my best suggestion would be to go into training mode, practice RCing until you get it to come out, then keep doing it the same exact way everytime, and remember it by muscle memory.

But yeah, having a hearing problem sucks in general. I’m deaf in my left ear. When a sound is coming from the left and i’m not noticing what it exactly is, it seems like its coming from the right cause thats where I hear it from. lol