You get beat against crossup tatsus because you only rely on 2 options on what to do, try to knock them out of the tatsu in the air, block and let them continue pressure, or you give them ground by jumping away. Again, it’s not their frame advantage that is the worst part of them, it’s that the moves will adjust the jumping arc and will end up in a rather large ranged crossup.
If you see a Ken jump forward from about Mid screen (or whatever a crossup tatsu’s arc is) from you, try forward dashing under the assumption that they will do the Tatsu. If they do a air normal and hit you, then take note of this and expect them to not tatsu as much as you think.
Another thing about crossup tatsus, yes they get the opponent in range most fo the time, but the thing is that I’m fairly certain at that point they cannot do another crossup tatsu within the range. If they try another forward jump it’s most assuredly a normal crossup, so at that point forward dash under them.
Yeah but Hugo’s hitbox is fricking massive. I was kinda generalizing about the cast.
Besides, can’t Hugos just EX (or maybe even normal) anti air throw people in Tatsu animations?
EX backbreaker’s pretty good for air tatsu spam. It will grab them from almost any distance off the ground unless it doesn’t autocorrect and you fly in the wrong direction, in which case you’ll safely escape.
If you’re having problems with air tatsus I suggest going into training mode with Ken/Ryu/Akuma and trying to use air tatsus against the CPU. You’ll learn quickly that there’s a specific zone that you have to be in to use an air tatsu effectively. Anywhere outside that zone and you can get punished on landing. You are getting air tatsu’d repeatedly because you are keeping yourself at the perfect range for your opponent to do so. This is partially why I think Akuma’s air tatsu is the best, because he can get where he wants more easily with his walkspeed.
It’s good, but it’s not overpowered in the least and like most other things if my opponent starts relying on it, they will get punished for it.
I’d like to point out that this guy has pointed out something I don’t think many people utilize. If a strategy or tactic is blowing you up – go into training mode and try using it on the CPU. It’ll show you very quickly that its not bullet proof. Trust there’s always something you can do.
I’m not sure that’s a good idea. The CPU is really stupid. The only reason it can punish certain things is because it can react a lot faster than real people (e.g.: DPing your normals before they go active, sniping you out of the air when you’re barely off the ground, etc.), so unless you have impossibly good reactions it’s probably not going to be that helpful.
Personally, I’d prefer recording a training dummy doing tatsus over and over, and then practicing how to punish it with stuff I can pull off in a real match.
True, CPU can at times have ESP (which is annoying as all creation in some instances), but I think what he meant was that you can get ideas on what to do from the computer.
I’ve had the CPU show me holes in things I was doing that no one else seemed to pick up on. It’s not a perfect thing, but it has helped me a few times. I guess the suggestion comes with the caveat that the CPU -is- a psychic retard and shouldn’t be completely trusted.
That’s more or less what I was thinking of trying out. Of course…
This is also true. Fighting game AI needs to be improved to make them actually useful, though I know we’ll likely never see that happen. They’ll just make them reversal even faster. :-p
Considering that fighting game fundamentals are based on SF mechanics and that Seth Killian is a long time practitioner of those fundamentals, you’d think that the AI would know how to play footsies and such…