Yeah jumping mp owns a lot of stuff. Sometimes I beat out Guile’s flashkick. Airdash/Mechanica I just played you in some ranked heheh. I’m in Lynnwood.
The hitbox is smaller supposedly in hd remix on the jump in medium punch, but the same on the jump straight up and possibly jump back mp. They were sayin a few pages ago how it doesn’t hit characters out of slides now. Well I wish the training mode didn’t suck so that I could just test it outside of a match or something. I’ll give jumping MP another try next time I play the tough ken/ryu player I usually play and see how it goes… and of course share the info with everyone.
Honestly I don’t use j.hk that much, usually just jumping mp and jumping lk. I use jumping light kick more than anything since it easily combos into her medium punch on the ground.
Thanks again for the suggestion!
Jumping towards or away MP has the same hitbox. Straight jump mp has a hit box that extends farther down and slightly out.
Straight jump mp still beats slides. Jumping toward does not.
What’s the BnB for shotos?
A lot of people say to cross-up with lk and I do this, but it seems that if I face someone even remotely good then after i land (regardless of what i do) I get thrown or spinning piledrived. I thought i had more of an advantage when crossing-up lol. sometimes you have to change your strategy lol.
You can’t throw if you’re being comboed, so you’re only safe if you hit with it. Jumping weak attacks are the easiest attacks to counter-throw unless they’re done deep enough to combo after.
i air threw ken out of a dp once
the hell happened? i realllllllllllllllly need to know what i did, it’s been bothering me for ages, and i’m having a hard time reproducing it. i thought DPs were invulnerable?
my working theory is air throw range extends outside of cammy’s hitbox, dps aren’t invulnerable to throws once airborne, and i hit the input sometime between when my throw range overlapped with him and before his fist hit me, but i don’t know much about that stuff so it’s probably way off
double post but, 18 pages of info is a lot:
crouching fierce seems to beat most jump in options i’ve gone against. are there many times when i can’t just be lazy and do that instead of a cannon spike?
If you threw him in a DP while you were on the ground, it was lag and not real.
If you threw him in a DP while you were in the air, thats perfectly normal. You can see Guiles do it on youtube. You can actually punish an SRK with the shoulder drop on reaction if you are GDLK Japanese
GDLK?
And yes, I was in the air. “air” was the second word of the post, actually. Cammy can do it too, I imagine? I need to learn this technique, or the timing rather.
Godlike. Missed the air word. I don’t know if there is much point at practicing it. I’m guessing that there are more damaging options…ask Syxx.
Ah.
Sorry, I didn’t mean to be rude, I just thought that was a little funny how you missed that part.
It seems useful for if I jump in and they DP a little early, though…
if you are getting counter thrown after the cross up, you need to adjust your spacing on the crossup a bit… because they are walking under your obvious crossup and going for a throw.
I’m late to the party as usual.
Crouching fierce does work, but it can be a tad unreliable, as far as spacing and timing go. I actually really like standing strong as alternative anti air, as it lets you walk under the person for a bit of a mix up.
OK
how the FUCK do I fight gief?
Ummm…
Getting knocked down is bad. C.fp beats all his jumpin’s except splash (it trades, iirc). Don’t drill from long range (zang c.hk beats drill on reaction =( ). If you are confidant, go for crossup lk, but if you are even a little off, get ready to eat SPD. DP shit. Hooligan lots, most gief players aren’t looking to hit it and it can’t get spd’d.
That’s all I got.
ok, now, hooligan throws are fine… but i’ve had the case where they lariat and if they’re far and i get a slide, i’ve had times where i’ve been spd’d upon landing
In all honesty, I don’t think I have ever done a slide against Gief. Too dangerous. It’s actually pretty dangerous against the entire cast since the recovery takes FOREVER. You can get away with doing it meaty on wakeup, but it’s not something I have incorporated into my game (yet).
And yah, lariat is bad and hits you out of hooligan, but than you just apply the same strat as any other fight: elevate your ground game and punish all those lariats with drills and such. Example: don’t buffer for c.mk. If he lariats, drill. Do this until he doesn’t want to lariat anymore and than mix it up with hooligans.
Gief is pretty fat so landing the crossup combo after a hooligan knockdown is pretty easy. And if you land that, it’s GG.
Be very careful going for a crossup on Zangief, even after a knockdown. A good Zangief player will lariat your crossup attempt, which will put you on your back right next to him. That is the last thing in the world you want in this fight. Keep in mind that this doesn’t stop me from trying it every so often, but I know the risks going in
You’re right on about elevating your ground game. I do a lot of dancing in this fight, as well as a lot of jumping straight up and down with roundhoue and strong. I poke with cannon drills more now than I used to, due to the improved recovery, but it still a risk. Once you have him committed to the ground game, the hooligan game opens up.
i’ll work on that. thanks.
the main thing with zangief is keep out of his spd area. You don’t have to jump that much. I just poke away with MKs on him all day. Jump straight up with LK or even HK is pretty good against him. If you get knocked down it can be pretty tough to recover and win against a good gief. He can easily keep your cannon drills out with his crouching jab. Be careful whiffing those and trust kick because if you whiff them most of the time you land in his SPD range. Also, if you continuely use MK and crouching MK, like with most characters, you are more likely to get hooligans off. Don’t forget to punish whiffed lariets with cannon drill. Also keep in mind it is very hard to reversal dp his crouching HK on wakeup but it is imporant to staying alive in this match. Don’t be afraid to use the super to get out of the situation. I like to reversal throw a lot but in this match, like with ehonda and t-hawk, it is pretty much impossible, except on your wakeup, but meaty crouching HK makes that very difficult.