Crossups

I’m hoping there wasn’t a thread for this already…but could people throw out their favorite crossups for their characters?

Also, I was wondering does a particular kick (or punch) affect which side a person has to block on a crossup? For example, if Bison jumps in with a forward kick versus a roundhouse kick…assuming he jumps at the same point on the opponent, does the version of the kick affect which way the opponent has to block? or is it completely based on how far over the head you have jumped when trying to cross up? Thanks for any hints :slight_smile:

I always do cu.Mk - cr.j - cr.FP xx MGU with Dee Jay because i can pull it off pretty consistently and its his most damaging cross-up combo

Dude, you keep asking the questions I’d ask!!! :slight_smile:

I’m actually working on a FAQ right now that will list those crossups, so lemme do a little copy and paste action here. Please note that this list is not completely thorough, but I’m pretty sure I have all of the practical crossups here. Also, to answer your second question, my good friend Kuroppi reminded me of what I used to do regarding getting people to block crossups differently: jump from different distances. There may be a few moves out there that you have to block differently, but for the most part, it’s all dependant on your spacing.

Here’s my (not quite finished!) list. All crossups were tested on the CCC2 version of ST on good ol’ Vanilla Ken. (Not O.Ken…N.Ken in the white gi.) The asterisk indicates that you can land it deep enough to start a combo. The ones without an asterisk either have yet to be tested or they don’t allow a combo followup afterwards (and will otherwise put you at the opponent’s mercy). (Please please correct this list if I’m wrong!!! I give you crweditses in my FAQ! I be yo bes’ frwend!) :slight_smile:

Ryu: Jumping roundhouse*, jumping Hurricane Kick (jump, d, db, b+kick)

Ken: Jumping forward*, jumping Hurricane Kick (jump, d, db, b+kick)*

E. Honda: Jumping d+short*, jumping forward*, Belly Flop (jumping d+forward)*, jumping fierce

Chun Li: Jumping short*, jumping forward*, jumping fierce*, jumping roundhouse*

Blanka: Jumping short*, jumping forward*, jumping fierce*

Zangief: All jumping kicks*, both Knee Presses (jumping d+short and jumping d+forward), Body Splash (jumping d+fierce)

Guile: Jumping short*, jumping forward*

Dhalsim: Yoga Mummy (jumping d+fierce), short and forward Yoga Drills (jumping d+short and jumping d+forward)

T. Hawk: any jumping weak and medium attack*, Body Splash (jumping d+fierce)*

Fei Long: Jumping forward*, forward and roundhouse Rekku Kyaku (d,df,f+kick)*

Dee Jay: Jumping forward*, jumping roundhouse

Cammy: Jumping short*, jumping strong, jumping fierce

Boxer (Balrog in USA; M. Bison in Japan): jumping fierce/roundhouse

Claw (Vega in USA; Balrog in Japan): Jumping forward*, jumping fierce*, jumping roundhouse*

Sagat: Jumping short*, jumping forward*

Dictator (M. Bison in USA; Vega in Japan): Jumping forward*, jumping roundhouse*

Akuma (Gouki in Japan): Jumping roundhouse*

i been having some difficulty blocking them-any help please?

You always block away from the character. So if they jump over you you should be pressing to the side that they jumped on.

On a side note unless they’ve changed some of the crossup properties from SSF2T then a few of the crossups that have been listed are a bit suspect.

Ken and Ryu’s Jumping RH is a substandard crossup at best. It’ll hit someone whos crouching or if you do it really high, but in that case you’ll get thrown when you land. Same goes for Guile’s J. FWD. I have this issue with a few of the others listed, but these stand out the most.

thanks OJ…i will definitely try some of these out…spacing has always been a problem for me…especially with Chun Li…I feel like whenever i go for a crossup i just end up jumping over the opponents head and if i don’t go over the head i end up with just a normal jump in…probably just my lack of skill!

T.Hawk’s cross ups are the downward fierce splash, the downward strong punch (best in the corner), and his jumping forward. Jab and short and roundhouse won’t do anything to cross your opponent up.

After roundhouse hold for T.Hawk against Ken you can jump towards your opponent and Hawk will land on the opposite side and during the jump you can throw out a splash or forward and it will hit the opposite side of Ken. I think this only works on Ken, and it requires your opponent playing Ken to know the matchup well enough or he’s going to get destroyed by cross up, low jab, roundhouse hold loop.

Jumping jab is also a nasty cross up, and so are devil’s hand and head stomp.

Jumping jab can hit deep and you can combo off it the same way you would off of forward or jumping roundhouse.

Devil’s hand can force a nasty guessing game and if you time your head stomps on an opponent during wake up you can land a deep cross up stomp.

Dictator also has a unique corner guessing game where if you knockdown your opponent in the corner you can fierce psycho crusher or roundhouse scissor kick into their body while the are still down. Depending on the character, and depending on the corner, Dictator lands on either the left side or the right side, you need to know each specific instance if you are facing Dictator if you are going to block left or right.

[media=youtube]sKVjpAGnMTQ[/media]

This is explained in more detail here. It’s the same tactic as a cross up. Force an opponent into a nitaku (or 50/50) situation where they have to correctly choose to block left or right.

Dictator’s j.Forward is weird to block on crossup. Sometimes the regular way blocks it, sometimes the crossup way blocks it (need confirmation).

Akuma can also crossup with j.Forward (confirmed).

T.Hawk unfortunately doesn’t have as much cross-ups as O.Hawk or R.Hawk, as you pointed out.

However the last two mentioned can cross-up with nearly every damn attack while jumping diagonally. Most noticeable are j.d+fierce, j.forward, j.strong and j.roundhouse, whereas j.jab and j.short are quite circumstantial.

Cammy’s most reliable cross up is her j.lk. j.mp only cross up large opponents like Gief (confirmed in games), Honda(confirmed in games) maybe Sagat, Bison and T.Hawk (All unconfirmed). I have never been able to cross up with her j.hp even against those large opponents.

I thought cross ups had to be blocked depending on how deep the cross up is. [media=youtube]jCapuhsOMcg[/media] (1:40)
I realize that Bison uses two different moves here, but I think all crossups have this property. Otherwise everyone would always block them and their only use would be to set up a tick throw, right? And Vega’s wall dive knocking down wouldn’t be such a problem if the cross up was easy to stop. If you could just block the opposite way, there’s no reason Killian should get crossed up like this twice [media=youtube]O4svSLeqhgQ[/media] (1:30)Please correct me if I’m wrong

I dunno… the first one may have caught him by surprise, the second one looked a little ambiguous to me.

Wrong, and wrong.

The rule is that you always block away from the attacker. (Note that this applies to when Dhalsim teleports behind you with a Yoga Fire out.)

The problem with blocking crossups is that you don’t always know which side the character is actually on. A well timed and well placed crossup can be ambiguous. The issue is that the attacking character has hitboxes on both sides of his body forcing the other player to make a judgement call on which side to block, but the way to block is always away from the attacker.

What makes Bison so sick is that he’s got a very unique jumping arc and his crossups have huge hitboxes. His j.fwd seems to push him forward a bit making it even tougher to block.

Vega’s wall dive is a different story too. The Vega player can change the speed of his flight in the air. So in this case you have to guess which side he’s going to be on… even worse he can do nothing and throw your ass.

I wouldn’t call Ryu’s jumping roundhouse a substandard crossup at all. It will hit someone deep enough to combo, whether they’re standing or crouching. If it works on Ken, you can pretty much guarantee that it’s going to work on most of the cast. (Chun Li might be too small for it, but I have to test further.) When I was testing that cross-up, I was also testing my ability to do crossup roundhouse, f+fierce, cr.forward XX Shinkuu Hadouken and I can assure you that’s a combo to watch out for.

By the way…Ryu’s been using that crossup since World Warrior to slap ToD combos on folks. It’s far from substandard. It’s still a crossup, though, so you can still block it.

Ken’s jumping roundhouse, on the other hand…I’m not even sure that works in ST. It worked from WW to Super. Jumping forward, however, works very easily.

As for Guile’s jumping forward, the window is small, but it’s there. It crosses up. Is it practical? That’s up to you to decide. I’m not sure I put an asterisk next to that move. Remember what I typed at the beginning of my post. If it doesn’t have an asterisk next to it, then I haven’t confirmed that you can connect that move deep enough to combo…on a standing opponent, anyway.

Bison is pretty much the exception to the rule because jumping forward and jumping roundhouse have to be blocked differently. That’s what makes his crossup game very good.

You bring out a good point. I need to list each character’s most reliable crossup…tie going to the strongest attack.

By the way, I tested j.:hp: on Honda, the easiest person to crossup and combo because of his width and height combination. I posted in the Cammy thread some time ago that if you aim for their back shoulder with the very front of the knee of her lead leg (which will be the very very rear of her fist, you’ll crossup. Can you combo from it? The extent of that is yet to be determined in ST.

I’ll be sure to do further testing with Cammy’s j.:hp: because it was my favorite crossup with her…on everybody…in Super. :slight_smile: I’ll test further because that crossup followed by cr.:mp:, cr.:mk: XX Cannon Drill/Spin Drive Smasher made for some serious damage.

I’m guessing he can crossup with any kick, right? I’m certain Ryu and Ken can still crossup with jumping short. Just haven’t had time to test it, but I’ll get to it.

This is only partially correct. This is one that I know for certain. In Super, Hawk could crossup with any jumping attack except regular jumping fierce. But, to be thorough, I tested all of his attacks in ST and he can indeed crossup with any weak jumping attack, any medium jumping attack, and the Body Splash. Jumping roundhouse whiffs. Test it on Ken and you’ll see. Turn on the hitboxes if you have to, but it works.

Now this is interesting! I didn’t get to test Dictator out completely, so I will definitely be on the lookout for this. So…is the j.:lp: crossup easy that I’ll just find the spot on Dictator I need to hit with or can you describe what it looks like?

[media=youtube]XE1verIOVKE&feature=channel_page[/media]

Giga’s tutorial in Dictator’s cross ups and touch of death combos.

At 1:15 you see Giga use cross up jab in a pretty nasty way…

I’ve seen YuuVega and Taira use cross up jab but especially on Dhalsim players though I don’t know why.

^^ Excellent. Thank you!

Edit: Wow. His BELT BUCKLE hits! Must be those ultra sharp wings from the Shadaloo emblem. :stuck_out_tongue: