Mash HP.
I doubt this will get answered on the 66th page and all but here it goes :
Is there a chart that shows the characters that duck under S.MP after a F+MK?
Someone had listed it before but I could not find it when I tried looking for it.
Yeah, I tested it, and I got it here.
Ryu
Ken
Akuma
Dan
Vega
Adon
Guy
Blanka
Honda
Bison
El Fuerte
It works on everyone else though.
Ideas for frame traps?
If you know what a frame trap is, you can answer that yourself.
crLP, fMK have good + frames on block, anything you press after is a frame trap pretty much. Frame trap is just 2 moves that have a decent gap between them to catch them if they press anything (that isn’t invincible).
That’s what I pretty much already do. I thought there could be more that I could do. Like what if something hits that doesn’t combo but still frame traps them? Or maybe something that allows me to step forward? I’m thinking catching late moves too so it may allow a fair gap in between.
Frame trap, to my understanding is doing a series of normals on block that have a gap.
Like if your opponent is blocking and you do crLK crLP fMK crLP. crLK is +1 on block so there is at least a 2 frame gap between crLK and crLP. crLP is +2 on block and fMK has 8 frame start up so there is a 6 frame gap at least. fMK is +3 on block so you crLP can have 0 frame gap making it a true block string so fMK crLP is only a frame trap if you delay it.
crLP to stHK and fMK to sHK are more good ones. stHK on counter hit, if you stHK (CH) LK Duck you can link a LP or another stHK.
If you abuse fMK throw like I do, you can set up a few good tech traps (frame traps designed to punish throw tech and crouch tech)with fMK fMK, fMK crHP or fMK stHP.
Well, it’s having an advantage after block or hit so that if you both do a move afterwards yours will win, I believe. It depends on what they want to do, like if they do late tech you want to do a slower normal or delay a normal, which could involve stepping forward during the delay. I’m not sure if that still counts as a frame trap since it’s delayed but the goal of catching the start-up of the opponent’s move is still the same.
I didn’t know CH s.HK xx Duck, LP/s.HK combos, though. I’ll have to try that out.
Dudley has a lot of stupid (as in good) CH combos. fMK CH can link into crHP, another fMK, stHP or both Ultras.
Thanks to Mr.X & KingHippo42 for the info. I was too lazyto test it on every character myself.
On the frame trap subject : Dudley frame traps opponents for you with his great normals. Once they block F+MK “Let the games begin!”
Whats a good OS For backdash punishing?
What are good Frame traps with dudley? (I know of the Forward HP~HP, and the Kidney blow + grab.)
OS hp Jet Upper/OS Ultra (either). OS lp mgb is needed for some characters with ridiculous backdashes, like chun and Rose.
Look at the posts above yours.
In addition to the ones Mr X mentioned F.mk > c.lk is pretty good. If they block it there’s 1 frame inbetween + c.lk has to be blocked low. If you hit with f.mk then you can still link into c.lk. The problem with it is that you need to be pretty close to your opponent so that c.lk> c.lp>s.hk hits. I like doing s.hk xx empty duck after hitting hp mgb since its a 4 frame window. You can also do s.hp after lp mgb, it’s also a 4 frame gap.
How to do the ‘‘Marn’’ combo? Someone has the whole combo transcript?
Thanks
f+MK, LP>MP target combo, st. LP, st. HK xx …
Thanks man.
I was punishing a Rose today quite consistently with f.mk xx st.mk+st.hp xx st.hp. Don’t know if that works with Chun Li though.
Against Chun Li though I tend to just say fuck it and go for meaty f+hp on her wakeup unless I know they love EX.SBK, in which case I’ll make sure they stop using it after a couple punishes.
mowr, explain your punish on rose backdash again,unclear to me what you’re saying.
Duck Upper Safe jump, Daigo OS MP MGB if she has no meter, Corkscrew Cross if she has meter and is cornered.
(EX Soul Throw gets her out of everything so be careful of Daigo OS)
From Throws just OS MP MGB (you should know the safe jump set ups for throws)
IMO the key to beating rose is shutting down her escape options and poke games.
Outside of slide range, counterpoke fierce punch, and play footsies with c.MK c.LK (i use to feint a c.MK) to counter her slides and non soul spirals.
Not a hard MU