I like to record the training dummy doing popular block strings to see if they’re true or not. If there’s a gap, what button of mine can stuff it. What kind of mix ups do those characters like to go for and practice what you’re able to do against it. That sort of stuff.
Is using f hk to cover both recovery options in the corner not good?
I was playing around with Cammy in the lab, and I think whiffing st lp and then doing f hk covers both tech options in the corner after hk spiral arrow.
Main problem with f.hk is it’s really hard to meaty it (the second hit) and even then you’re like neutral if I remember correctly. If you get it wrong and they block it you’re -2 near the corner and right in their face.
You know, the problem with fHK isn’t the -2 alone. I go for meaty stHK, which is -2 as well, here and there and I think its really legit when you have the read.
Whats the difference? Well, on a blocked stHK you’re pushed back pretty far so you’re way past the grab range, it’s pretty much a reset to neutral, while on a blocked fHK the opponent may grab or frame trap you, so you’re giving them the offensive when YOU were suppose to be the offender. Also, the reward of a counter hit stHK is kinda huge, half VT bar and CC for tons of dmg/stun, meanwhile the reward for a fHK is nice and all, but nothing to write home about.
take out the frame gaps stuff i put there if you want to, most of it is kinda pointless. i can revise it to be more practical if people request it but its easy enough to figure out. 3-5-7 frame gaps seem to be the only truly relevant ones anyway,
Doesnt this shit wiff on crouchers? There is 1 or 2 frames opponent is standing after wakeup but if someone does a reversal crouching attack the st.hk gets beaten straight up right? Am i missing something here?
@Necrotrophic , is not really secret to cr.lp target combo, for me mk dive is easier one to get that,lk dive is hard, i guess u have to hit it lower? i try it to do it like osayu in their wake up to get it in the training lab.
Have you tried it meaty or against crouching opponents? I think I’ve only seen this working on wakeup so this could be it. I’ll test it out too once I’m home.
Necro to get that you have to land a counter hit from a closer/higher/more unsafe position. You usually land it as a counter hit setup to catch something or meaty on a slow get up (you literally are right on top of them when they get up). It’s much riskier than hitting at the waist as you are guaranteed at least -2, so you have to be ready to block/late tech if they block. It’s more of a hard read to beat someone you know is mashing something after a short string in most cases. For example you could go for a st lk, cr lk, st lp and then go for a grab, they get used to teching that so instead you do a quick jump instead of grab to lk dive kick and counter hit the grab allowing you to get the st lp TC to combo. However if they block you are -2 and have to guess what they will do at point black range which sucks.
Personally I have stopped going for this setup as it’s much like doing a F+hk. I’ve found going for the waist and doing cr mp to SA to be more effective even at the cost of less damage as it’s safer if they do block. I tend to only use st lp TC after cr lk crossover, but mainly I use cr mp, cr mp after the crossover for slightly less damage. Just feels easier to confirm and V-trigger off of if needed. I know you can trigger after the B+mp but it’s less damaging that way.