wait I thought throw cr.lk into jump in is for 4f reversal.
the one I saw is at Kim1234 game against who I don’t know, is throw them into corner, cr.MK, jump fierce.
indeed is very hard to tell is cross up or not, I can’t even tell if he use fierce very late, it looks so much like unblockable.
I find some cool stuff too on Bison anti air, I know a lot people already know this, but just make sure I understand it right.
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st.roundhouse beats a lot of mid-far screen jump in attempt, I remember this work super well vs neutral jump honda, I was hit him from half screen.
this advantage can change if they come too close to you, you lose to:
==ANY JUMP IN with POSITION/ANGLE CHANGE, IF YOU ROUND HOUSE YOU LOSE, ANY CHARACTER HAVE AIR MOVE CAN DO THIS.
==Jump in and push attack early, roundhouse only punish the late jump or neutral jump attempt, Gen for example can get in from far but make your kick whiff.
==Focus your kick, that is dangerous, when they know and dash forward and FOCUS, if you push KICK you get crumble, GEN DID THAT A LOT TO ME.
==Dash in while your move recovery, like stay out your roundhouse range ASAP when you kick if they whiff they dash in and throw you, character have
fast dash can do that easy, like evil ryu and dictator can do it too.
==late footsie but have longer effect, like Makoto, her hands have BRICK HITBOX, and if you kick and her punch at same time, your move comes first
but I think Makoto gonna win, even you hit later still lose to it because those hands stay there forever, same as her st.roundhouse, that lag stay there 3 sec. -
Neutral Jump.
=Neutral Jump roundhouse is…very very good, it punish most stuff in closer range but if they press attack early with long duration time (like dictator jump MK) you will lose, very good against certain pattern love jump in or don’t know how to abuse jump in against dictator, don’t work on smart player that well.
=Neutral jump Fierce. this beats a LOT of stuff too, I mash it because it last long and it can hit pretty high if you think they will at higher place.
it beats early jump attack, but it lose to late attack sometime, this is one you mix it up with when smart player adopt and start work on you.
It work well vs Larient too.
=Neutral Jump MK.
is kind of both between roundhouse and fierce, but lose to early attack too and at high point, is pretty far, I kick out ibuki try to throw out a kunai before at corner.
it works with people like jump in where your st round house whiff, mostly they try to jump again when they land, and cr.fierce is hard to land while NJ.ROUNDHOUSE will get beat, using this you will have range and accuracy to push they away from the mid/high air space, and likely they will start adopt or they lose to you (either time or HP) while you farm all their health due to their stupid jump in.
this is 3 I know most, but other stuff is cool too, I am still try to learn.
on some character looking too hard for a cross up, jump back fierce/jump back roundhouse works, and jump in fierce I don’t like much since it make you in very bad position depend on character.
cr.fierce bears dive kick, or trade, only thing need to be careful is watch the timing, as soon as they jump you cr.fierce, but if is too late since a lot of YUN/YANG like neutral jump a lot to make people into anti air panic, roundhouse might serve them well at far range, I use st.MP as mid and cr.fierce as punish tool when I gets good read, add some jump fierce will confuse them too, they will TRY to punish your jump fierce so your cr.fierce can work on them even better.
finally, if you are bossy, st.FIERCE is very very painful and is a lot of stun too, I think this move get buffed somehow in SUPER and never gets nerf again.
this st.fierce also punish close range neutral jump, if they gets too close, magically it become CLOSE ST.FIERCE, SWEET!