1.) jump back +:
jab: leap away from opponent slowly (minimum height achieved)
strong: leap away from opponent slowly
fierce: leap away from opponent slowly (maximum height achieved)
2.) neutral jump +:
jab: jump over opponents head, landing on other side of them(minimum height achieved)
strong: jump over opponents head, landing on other side of them
fierce: jump over opponents head, landing on other side of them(maximum height achieved)
3.) jump forward +:
jab: fly to opposite side quickly (minimum height achieved)
strong: fly to opposite side quickly
fierce: fly to opposite side quickly (maximum height achieved)
I’ve noticed that every time you do a neutral jump devil’s reverse with the same strength button (no followup attack), you end up landing closer to the opponent each time, assuming you don’t move after you land.
I think the “safest” application of devil’s reverse would be the neutral jump or jump forward version right after the opponent techs a throw. I’d imagine the follow up attack (that you could guide) would end up similar to Claw’s wall dive crossup shenanigans.
Anyone know the trick to doing c.MK into super? I can do both s.MP and c.MP into super, but i can’t seem to do it with c.MK. Is negative edge involved?
I can imagine the cr.MK is a meaty. Negative edge is just an input technique and won’t influence whether a combo will work or not. (Apart from aiding you in getting your special moves out. Unless you press and hold all your button presses, negative edge can always be involved.)
EDIT: Oh, it’s super-cancellable? If you’re getting accidental Scissor Kicks in stead of the super, try holding down the MK button after you do the cr.MK, so you don’t negative edge on the forward input of the super and get a Scissor Kick. If that’s not the problem, then I dunno, try different timings I guess.
SRK, please have a seat and pay attention, I’m about to give you a little lesson…
from crouch: charge d/b, f, b, d/b, d + mk (hold), d/f, f + lk (and/or hk)
start the motion from back or crouching defensive state, then towards, then back. That’s the easy part.
prepare to do a yoga flame motion with two kicks. the first is c. mk (down + mk).
*hold so you don’t get negative edge scissors or kara c. mk into scissors.
the second kick activates super. you don’t have to roll all the way to forward. it’s only annotated that way because it’s easy to practice yoga flame motion. you CAN input the second kick at d/f and get c. mk xx super, but it just feels easier rolling to forward. you can even learn to c. mk, d/f, button release super but that’s just dumb.
*do full yoga flame motion.
*c. mk xx super with lk feels the easiest to plink.
*if your first kick is pushed at d/f, chances are dict. will just do super.
the inputs are nearly the same as c. mp xx super with the exception of the the ending. with c. mp xx super, you can hit (and hold) the mp @ d/f (since there’s no super to be activated with a punch), then plink all kicks.
if you wanted to combo s. lk, s. lk, c. mk xx super, it’s easiest to hold onto lk after the first two hits, then do the rest as stated above and plink hk in the end to activate.
Nevermind, i got it now. I was trying to negative edge the mk for the super but lk works best. Your version has a lot of extra directional inputs. I’m doing charge d/b into d/f, d/b + mk(hold), then d/f + lk.
Update: The action of this one depends on your distance from the opponent, i think. In some cases he leaps away, and
in others he lands right in front of the opponent.
Tips for the Balrog matchup? My main problem are tick happy Rogs that try to out-prioritize me with j.HP/HK and then go for a throw or cr.HK mixup. Standing fierce is too slow for me to use it as an anti-air against Rog’s low jump, and the only thing I can think of is diagonal j.MP, which is tricky.
Zoning him with standing HK and MK is hard too because he can beat those pokes with cr.MP or punish their recovery with a dash. Reacting to dashes with scissors usually gives me good results but sometimes they lose to rush uppers, and then you are in okizeme hell.
I think the bigger problem which i just found out yesterday is whiff kick dash -> throw with the whiff kick dash hitting if you jump. I dont play dictator at all but i say try to hit him out of it during his startup/active frames rather than recovery.
Try jumping on reaction to their jump and hitting them or walk under. You have to keep your spacing for this to work obviously
Jump back mp is the best option to counter his jumps, if the distance permits it. If he’s jumping from max distance he will have to walk a bit to throw you, in that case you can just block and decide what to do afterwards. In the corner it’s generally best to get the hell out with a fierce psycho crusher in reaction to his jump.
Realize that it’s also okizeme hell for him when he’s on the ground. You can safe jump him and do the usual throw mixup (stand lk, cr mk xx scissors or stand lk, throw). You can also meaty attack him for free with cr mk. Follow it with a throw or another cr mk canceled with scissors.
Using the safe close lk tick is also powerful, especially after blocked scissors (provided you end up at a safe distance). When he techs your throws you can go for safe close lk too, or do a devil reverse while he’s still in the air. Then if you see him charge, steer away from him and counter the head butt when you land. If he’s not charging, try to hit him with the DR, taking advantage of its ambiguous crossup properties. If he blocks it you are still in an advantageous position for another throw mixup.
There’s this loop which he has to take damage to escape.*
*I believe YuuVega predicted the escape attempt and used Jab Psycho Crusher to land on the same side and maintain Tsuji in the corner. Because of that, he had to try the reversal throw - which failed - or he would have to take the hit again.
Thanks for the tips. I really have to practice my okizeme against Rog; too many lost matches because I miss my crossup due to his wacky hitbox and then die to throws.
Personally I rarely cross him up, instead I just go for a safe jump lk followed by the basic mixup.
Yes, it often happens in this scenario, the player was holding back while pressing lk. I think It’s corner dependent, but I haven’t investigated this in detail.