Hey all. I was very much taken into this whole corner mixup thing with dudley and the very nice rose setups that could lead to huge damage.
I’ve nailed the overhead into SAI. I have that timing down thanks alot to the folks on here. But as we all know, mixups are supposed to go one of two ways. So what’s the other option off of the rose if my opponent won’t block low anywmore.
I’ve tried c lk c lk into super but I usually get too far and they block the super. Is it better to go for one c lk into SA?
I’d only use the two hit then super version for hit confirming but it seems that the price I pay is fucking the whole thing up entirely.
Or wait, do I got with a grab and reset the whole thing?(My opponent standing blocks everything after the rose like some robot.)
Any constructive comments and criticisms would be appreciated.
you have lots of options after taunting in the corner.
you’ve already mentioned one, which is to go c. short x 2 -> super.
here’s a list of what i do after throwing le rose:
twds + roundhouse -> super
c. short x 2 -> super - if they’re blocking, immediately do UOH. at this distance, it’ll easily link into a super. you can also tick throw from a single c. short. but i wouldn’t recommend going into a super from one c. short. it’s hella risky :lol:.
c. short, c. strong, c. fierce chain
twds + forward tick throw
just throw :lol:
walk forward -> Short Swing Blow (xx super if i have a super)
s. roundhouse -> duck - after this you have more options. if you have a super and they get hit by s. roundhouse, cancel the ducking move into the super. if you don’t have a super but they get hit, you can throw after or immediately do Short Swing Blow if you feel that they’re anticipating a throw attempt. you can have some variety to your mixups by using different buttons for the ducking special. use forward so you’ll stop short of their throw range. sometimes you’ll see them whiff the throw. at that point, punish accordingly. other times they’ll poke you. usually a low one at that. so it’s like parry bait. parry -> make’em pay :badboy:.
you can also use different normals to cancel into the ducking rush. i.e., use s. strong/c. strong instead of s. roundhouse.
c. roundhouse -> juggle - more than anything, this is probably the one thing your opponents will fear as an alternate to twds + roundhouse -> super. one thing that helps is that the starting frames for this move look similar to the initial frames of twds + roundhouse :wgrin:.
there’s probably lots more you can do, but the aforementioned is what i prefer.