Anyone have that website/video where it had a bunch of ultra 2 punishes for all characters??? it was posted on SRK around a year ago
best way to beat bad bisons who mash short after anything?
use st.strong and electricity to frame trap, then do a ch. combo. I like doing elec walking a bit, then doing ch low forward to sweep, then just pressuring on wakeup, cause meaty low short gives bison 0 options really.
you can block dictator’s ex PC in time? (never tried)
-LAU
Yeah, ex PC is slow
second post of this thread says that jump = 42 frames
does this apply for both neutral jump and angled jump?
curious how are you gonna apply/use this information?
-LAU
applies to both yeah, so if you need to time a meaty setup, or a safejump, both work the same for the most part.
Like vs. some characters it’s better to do one or the other cause their wakeup hitbox might not interact well with nj.hk or crossup j.mk. Also for positioning. If you are in the corner and f.throw someone, going for a nj.safejump after a ground crossup is really really smart because it corners them.
for timing some of the safejump setups
This. In fact you mention the scenario I want to avoid: safejumping (good thing) leading to cornering yourself (bad thing). Good stuff and smart for sure, thanks!
So I’d established earlier that because Blanka recovers quicker from lp electricity on hit. Interestingly enough, THE KNOCKDOWN TIME IS CHARACTER SPECIFIC. While this sucks it leads to some corner safejumps and such vs. characters like Rufus and Sakura. You can also do some interesting fake crossup stuff with various jumpins. Gonna make a vid I think.
Interesting hmm this might explain why when I was trying to do the mid screen electricity cancel into super I felt the electricity I used made a difference…
-LAU
lp electricity also doesn’t knock back as far. So you can do things like lp xx lp electricty, kara hop forward, safe meaty cr.lk
Forgot to post about this one:
b.throw, whiff jumping attack, far st.hp = meaty
Combos into jab xx ball
On counter-hit, you can combo into sweep or cr.mk xx ball (316 damage + the b.throw)
Haven’t found a good use for it, but on the other hand I’ve never tried it in a real match.
[edit] I also need to check if it’s safe on block, and if it can be used in a frame trap.
Illiterit- meaty fp is safe on block, tested against chun li ultra, chun ultra was reversal timing.
Ves- interesting about lp elec knockbak. My only concern is that lp elec often whiffs in combos where fp would not. Also, while lp elec leads to that setup, the fp pushes closer to corner, which is what im always trying to do.
Intriguing nonetheless, kara hop has a couple neat uses.
Random thought though - would kara hop keep u grounded for an additional frame or two? Completely unrelated, just curious.
hmm, now I gotta play with that meaty FP, cause I use that a lot.
[S]i don’t get it…[/S]
[S]have boxer in training room to block everything. i do backthrow > dash right away and then jump + hk & ml … boxer blocks it[/S]
[S]i jump towards boxer, like a normal jumpin… that’s correct, right?[/S]
hagen was so kind and told me what i was doing wrong
tricky stuff hehe[S]
[/S]
Blanka FP is only -5 when enemy blocks it on first active frame (i.e., when hands are in the air), and is punishable.
if FP is blocked when hands are on the ground, even if not meaty, it is like +0, or i dont really know, but its not punishable by chun li ultra. I didnt test the super with my friend (or i did and I forgot), but when the fp is blocked when the hands are on the ground, its not punishable at all.
Its really cool that a setup exists for meaty fp into jab, thats actually really cool, so illiterit gets huge props for that.
Bender: Glad u figured it out. I do have to say though, that for all the unblockables, I have found that the timing seems to be a little more strict against balrog than for example viper or guile. This could all be me, but it feels like the window, timing for the mk is a bit more strict, as against viper and guile i ALWAYS get the unblockable, yet against balrog, I would say im only around 80%, which isnt much, but it does suck as that matchup is pretty rough.
Here’s another neat b.throw, whiff jump-in trick:
b.throw, whiff jump-in, forward hop makes 4f and slower reversals whiff. Also works on Cammy, Sagat and Blanka.
If you do an empty jump, it’s possible to make 3f reversals whiff, but it’s not practical because it means you have to hit it on the 2nd possible frame or something otherwise the reversal autocorrects. The whiffed jump-in gives you that attack buffer so you’ll always get the right timing.
b.throw, whiff cr.hk, slide = safe meaty. Safe even vs Chun Li’s super. You can time it maybe 1 or 2 frames late and it will still be safe vs all Ryu’s reversals besides super because Blanka is either out of punish range making the HP DP whiff completely, or he will be able to block in time. I haven’t tested EX DP in that scenario, but Ken’s HP DP will hit for sure. I haven’t been able to perform this setup too early ie. making the slide whiff completely, even vs Blanka.
Hurray for training mode.
Very good stuff, thanks a lot.