Oh ok, I was just wondering if there were any safe jumps at all in this match-up. The SPD range kept screwing me over and I didn’t know what to do if I know that he’s going to do ex green hand on wake up.
Option select Neckbreaker catches EX gh.
Also take note that he can ultra 2 those hit box safe jumps
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Does that mean Gief can do U2 as a 0f startup move (or 0+3 to be exact)? Or is there some startup because you have to be airborne first?
I really don’t know the frame data on that ultra. But if you go for ambiguous lariet safe jump ins they can get ulta’d.
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What do you guys typically like to do after getting a hard knock down on a character with a 3-frame DP, and plenty of EX bars to spare. I want to keep applying wake-up pressure, but I don’t want to eat an uppercut and get ultra’d.
@Mingo, I was looking at your spread sheets and I just wanted to know what you meant in the headings of the sheet titled “Safe jump”. For example, one of the headings says “Neckbreaker”, and it says “b+MP” for Abel. Does this mean that’s the move you use to time a jump in? And if so, is this just a regular jump or a super jump? Sorry for the idiot question.
What hitbox safe jumps do you have to stuff lariat Mingo? I’m curious
Check the vortex thread, I posted plenty of kunai setups & hitbox safe jumps agains 3F DPs
Yes, b+MP is the move I use to time a jump in. Also, unless otherwise stated, everything is a regular jumpin fierce. Certain setups though require nj.MK though due to hitboxes, but these are all stated.
The setup you’re referring to is then: Neckbreaker , whiff b+MP , j.HP
Last thing I want to note is the color coding scheme, in case nobody has figured it out yet. Characters with a brown background cannot or should not be safe jumped (traditionally). These include shotos with 3f dp and Gouken.
Characters who are very easily safe jumped have a green background; I classified them as having a reversal that is slower than 7f; considering that you have 4f of landing recovery, this means you have at least 4 frames to time your safe jump correctly, which should be doable even without whiffing a normal for timing, so long as you’ve practiced enough.
Characters who aren’t easily safe jumped have a blue background; these characters have a reversal that is between 5-7f startup.
Characters who are really hard to safe jump have a yellow background; these characters* have a reversal that is 4f startup, meaning your safe jump timing has to be absolutely perfect for it to work.
*Usually this requires meter. For example, Dudley without meter has literally no wakeup options, but with meter he has a 4f dp. Also I didn’t take into account Elf’s U2, which theoretically has 4f startup. I wouldn’t advise anybody to try safe jumping that anyways.
Neckbreaker , walk back , sj.MK option select Neckbreaker
Depending on how much you walk back, your sj.MK may or may not cross up. If you’re afraid of U2, you could always throw a kunai to stay on the same side and stuff his mash ultra attempt, netting you a Tsumuji loop punish.
mingo if your air born you are getting hit with the ultra 2…period
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Zangief has to be airborne first. This means at the very least, the ultra is 1+3 if he’s standing (or still getting up).
If he’s mashing that 720 he’s probably gonna get hit by the kunai for not blocking.
I recorded the Feilong option select discussed…somewhere in the forum. Also a safe kunai setup vs Honda if you didnt already know it =P
[media=youtube]anCEos6OAyI[/media]
[media=youtube]SXyQlkcmYcM[/media]
1st video: Why option selecting cl.st.HK and not something else? I don’t think we can react to this OS beating an EX chicken wing/backdash by SJCancelling it for example.
2nd video: The setup neckbreaker - st.LP SJ kunai is safe to all the cast except 5 frames DP which autocorrect and beat the kunai. It’s also very useful against 3f DP as it stuffs everything. And if you have the timing right, it’s almost impossible to check if the kunai is crossup or not.
You can’t option select anything else if you want to deal with all his escape options, also the point is not to react to the st.HK but just to make him scared to doing reversals, also remember that one of the unblockable setups vs Feilong looks exactly like the safe jump one except you walk a liiiittle bit forward. This is more like a conditioning tool.
EDIT: ok I just tested stuff and what you “CAN” do, and I think this is also a viable option, is to option select cr.HK and react to a whiffed EX chicken wing with Hashinsho which hits him for full hits. But idk if Hashinsho is the Ultra to go vs Fei, I always thought it was U1.
Who says you have to reaction SJC the cl.st.HK? Why not just reaction juggle with Kazegiri or U2 or something?
So if I go to training room and turn on the second player and hold back on the controller, would this be a good way to practice a cross-up kunai? I thought about just recording it in the training room, but I’m not sure if the computer somehow auto corrects it.
I tried using Yang and record him DPs, and I seem to be able to hit the kunais just fine, but I can’t seem to get the same results when playing. I don’t know if my timing is just way off when playing live, but I find it harder to land. I am also aware the some characters have different wake up times.
Yes.
The computer does autocorrect block. But holding one direction on the controller as human will not.
Nasir must be a lazy mod or something. It’s been 1.5 months and he still hasn’t done anything. I just saw him online and sent him another pm to fix this thread, but he hasn’t responded…
Oh, I’ll re-PM him as well… I have a lot of ideas to improve this thread =)
Hi guys!
Do you know any good setups for the kunai vortex after a sweep? I can´t do it right, any tips? :S
Damn, I should continue PM-ing a mod until this subject becomes normally formatted
Mmm… I’ve never tried to find a normal to whiff for this, I just have the timing out of experience, just a jump - late kunai should do the trick (check Topanga League’s match Sako vs Kindevu to see this timing)
I’ll try to find one anyway, I don’t like to time my kunais without any whiffed tool