Nothing. You’ll just need to learn how to dart shot > jab > roundhouse > exMGB
Plinking with hk~mk+lk will give you more consistency.
I’ve been meaning to ask for ages that why plink with hk~mk+lk instead of hk~mk ?
Even the tutorial video in eventhubs used the 3 punch/kick plinking and I couldn’t come up with any reason why it would be better than just hk-> hk+mk
It’s the magic of “double plinking”, it adds one more chance to get the link, assuming you don’t press lk and mk at EXACTLY the same time. I don’t presently use it myself, I don’t even plink that link as it’s reasonably straightforward… But I might start doing that for c.hp, s.hk. It’d be fun to be able to pull that off online 100%.
Pretty much the double plinking comes to this:
When double plinking, you get three separate scenarios in the button input window that will count as a successful plink:
LK
MK+HK
HK
LK+MK+HK
HK
LK+MK+HK
MK+HK
Whereas if you do it normally, depending on the lower priority button you press:
(low priority button)+HK
HK
As you can see, if you do the double plink, your chances of getting a successful “plink” increase in two additional ways.
It’s my opinion that plinking can damage your skill level if you rely on it too much. So its good to mention that plinking should be a supplement to links you can already do as opposed to a replacement. Knowing the links without plinking will increase your chances of successfully using plinking to increase your chances of success!.. (lol)
In other words, learn the links without plinking, and THEN use plinking to make it easier.
This way you will increase your skills more and your chances of success doubly so.
Dunno if this is the right place to post this…Thought you guys might be interested, we’re having a New characters only tourney (PSN) tomorrow:
http://shoryuken.com/showthread.php?t=236621
Hope to see some of you there :tup:
Is there anything that can be done after an AA s.mk?
Dash in for a high/low mixup. Alternatively, do a meaty f.hp/f.mk for frame advantage.
Oh icic. So there’s nothing I can combo into afterwards? I must’ve read incorrectly somewhere else then.
How do you high level players deal with a good guy… what is punishable, what can you do about his (imo) broken everything
Well, I am not the highest level player, but there are definitely some things I know to look out for.
I constantly twitch to blocking low in case he slides, since the slide is the easiest move he has to punish. If I have ultra, I keep it buffered in case of his overhead run since you can react to how slow that overhead is pretty easily. Corckscrew Cross will also punish random elbow drops with full animation pretty easily.
I also listen for when he does his command jump out of fear of being hit by the grab. When I hear the gutteral noise he makes that is unique to that jump, I just HK duck under. Worst case scenario, he elbows early and I get hit. Best case scenario, I avoid a painful command grab. Generally, I just avoid a late elbow, so keeping duck at the ready and my ears open has tended to help in this match. Also Standing MK is excellent in this match if the Guy you are playing likes to random elbow drop a lot. MK will beat it cold, but you have to be wary of the grab mixup if you are always responding with it.
Also, unless you feel confident with a mix up, just stay grounded. That air grab is a real pain.
Guy has generally strong pokes and good footsies, so much like against other similar characters, I just don’t try to play footsies with Guy at all. I patiently guard myself until I can score a knockdown with certainty and then proceed to turn the screws on wake up. He has no good reversals without meter as well, so generally I keep an eye on his meter to know whether I should try to bait a reversal or not.
Guy players like to throw out focus a lot as well in this match, since his focus is pretty good. So keep your eyes open, depending on the scenario you should MGB or Dash back and punish the whiff with MGB.
Both of these characters excel at corner pressure, but Guy’s methods of getting in on Dudley can generally be telegraphed without too much trouble. So, you really just have to stand your ground, react this his moves and punish more than just try to push through wildly. You will just eat a lot of his footsies that way.
Anyone found any use of FADCing ducks? I’ve been FADCing ducks if I see I mistimed one or might get hit whilst ducking.
I’ve been musing about trying to duck in baiting a sweep happy shoto, and releasing the focus attack to crumple.
Haven’t tried it though. I’m also a massive noob so not sure if this is even a good idea.
If it’ll finish the match I’ll fadc a juggle state ducking upper to hp.jet uppercut/corkscrew cross. Apart from that, meter is too precious. Just not worth it.
I recall seeing in a sonic-hurricane combo video, he fadc’d two ducking uppers then landed the full corkscrew cross. Was this due to a counter hit starting the whole shebang off?
Has anybody been hit confirming counter hit s.mp to Corkscrew? Shit is nice.
is there some neat shortcut or way to help executing s.lp->s.lp xx jet upper. Really having huge dificulty with this one, the c.lp one is tad easier with the whole :df::d::df: shorcut. Negative edge maybe? help a fellow gentleman out, I beg you
Just double tap df after the second s lp, the shortcuts let you get away with murder.
Any tips for executing s.hk xx lp jet -> hp jet?
The s.hk xx lp jet is really hard to do on the pad (I use analog, not the d-pad).
Does s.hk :df::df: work well?