The lp crusher can function but always make me think a lot because, yes u can perform as a reversal and has 3 frames of invincibility but doesnt lift until 12th frame so you have 9 frames where u can be grabbed from zangief that after the body splash that is a air attack dont have recovery frame and also dont have start up frames for the spd because is a throw.
I think this solution is very difficult and nearly impossible if the zangief player has a perfect timing.
I could be worng on this… Wouldn’t be the first time…
Take a regular kick throw character. Lets say Chun doing St. Strong> Strong tick throw.
The game option selects the throw/ normal move.
If the input for the throw is input on the first frame in the LP PC start up, during those 3 inv. frames, the normal up close strong would come out, (the game has no missed frames) and would then hit on it’s 4th frame in the remainder of Dic’s start up; koncking him out of the PC.
I think your right Fatboy. I don’t think the jab PC hits until later than 4 frames. Dic’s best bet is a reversal throw. If the opponent has a farther throw range than you and is out of your range than all you can do is hope they screw up (if you don’t have Super).
I’ve heard people talk about the jab PC but really your better off trying a fast normal or Scissor Kick. There is only 3 frames of invc., it doesn’t hit until the later frames and he stays on the ground for more than enough time to get thrown, jab PC DOES NOT WORK (unless opponent completely screws his tick throw).
The logical approach is to use a Scissor kick (they all have 8 start up frames, but Dic “actually” lifts off the ground after the first 3).
Here’s the frame data from YBH in case anyone would like to know: LP PC: 18, 32, 16 (first 3 frames are invincible). Scissor Kick: 8, 18, 10 (11, and 12 recovery frames, respectively for Foward and RH) Dic lifts off ground immediately, but the game only counts it after the first 3 (i.e. Gief can still throw you on first three frames).
How do you do Dic’s backwards j.forward overhead? I’ve seen Taira do it a ton yet I can’t get the timing down. Does it only work on specific characters?
At last all capcom classic olympic in Kyoto i have also seen yuuvega doing this and looking at his hands i have seen that he jumps, then press forward and back quite together. This requires times and many experience.
when yuuvega was doing that i was just some steps behind him and from what i have seen, from near he was jumping and that hit back and forward. He was able to hit very near to the ground. However yuuvega is yuuvega…my opinion is that the key is to start from very near, infact also in ur video i see before a meaty overkick. However i am testing this me too just in this days. If i have some news i will post.
This is exactly how u can do it (1 way might be others). Yuuvega is incorporating a method I use to escape quickly with ken’s reverse juice kick. The motion is to start at down roll your finger to back+foward Kick, then quickly up/twds. Yes, you press up/twds your opp. this “slings” you away in the opp. direction. I plan on doing more testing on why this works like this. I wonder about a lot of things in ST like guile’s actual input, why some moves don’t requires entire motion (360), and how inputs like the above work. When I’m done I’ll be sure to post unless someone has already explained this phenomenon.
This method works 10/10 times for me and is easy/safe (IMO).
I tried performing chun’s mk stomp, um…I wasn’t able to do it consistently b/c you have to hit dn+mK. I did the following motion: dn/away, up/twd, dn+mk. This is extrememly difficult IMO. Thanks for the correction, I meant Foward Kick, I never put foward or backward in a motion, confusing depending on the side; I always put towards or away.
This may be a dumb question, but I was playing against a Chun-Li recently and her lightning legs were fucking me over. Knee Press and Psycho Crusher were inconsistent in breaking through. I take it there are some specific frames in the lightning leg animation that the Psycho Crusher/Knee Press will beat out?
Any advice on how to deal with this match up overall? I was getting ran over pretty hard.
Abuse of jumping back medium punches for defence, j.forward C3 when she is discending a jumb, standing rh/forward against adoken or hp from distance. Attention in antiair attack u need a good timing, for antiair attacks abuse of also jumping straight rh.
And then u can also use the hover cross up when she makes an ukemi even if she is not in the corner. A really short distance s.C1 combo or throw. J
ump in combo of j.forward rh - crouching forward xx psycho crusher.
Head press win over upperkicks.
Psycho crusher win against lighting legs if u are in the hitting frames and she is not, however the kicks is a seguence of hitting and non hitting frames so better if u dont use it, or use at the end when she is recovering.
Hello! I started to play Dic, and he is pretty funny!! But i have problems connecting his j.mk, s.lk, c.mk --> sissor, any tips with the timming? or this combo only works with specific characters? :wonder: