On arcade you can parry, wait for the super, confirm no super, and punish. Def not online.
It really shouldn’t be a problem punishing ppl for wake up parrying. Just supering isn’t really a good decision. Delayed attacks, Kara throw etc.
Fun fact: in Japan when player B parrys but player A threw our the super and it ends up hitting B because B pressed a button, you can often hear player A yell out gomen! or “sorry!”
I realize it’s a risk, and it’s only one I have taken when I see someone wakeup parry and hit buttons behind it often. It was the solution that first and most obviously presented itself to me in the face of that problem. “I don’t want to deal with people wakeup guessing all day, how do I fix it?” Cancelling into super has worked as a solution because it usually only took one or two to make people stop guessing parry on wakeup.
Ryan’s advice seems sound and I will work it into my gameplay. It seems like a far more elegant (and less risky) way of dealing with wakeup guessers. I remember 5 star talking about Ken standing close strong with shoryu buffered behind it, that seems like a cool thing to use too. and of course just walk up throw or low forward EX fireball, I went to those several times each tonight as a way of approaching the problem and they seemed to work mostly pretty well.
I’m only interested in getting better at the game. so I’m always up for learning new things and adjusting my gameplay as I find smarter ways to deal with problems.
im really down with cancel a parried meaty. it really just depends on who you are playing. theres a grip of people in socal, particularly denjin ryu players that so frequently go for shit like wakeup parry meaty, instantly into hp x joudan. altho i do think this depends on the character youre playing. if you do meaty far range c.mk and it gets wakeup parried, its not worth risking a stock on the chance theyll do some wack punish like raw shoryu. i look at it more as a bait then a fallback plan for when your move gets parried.
in this instance it’s either my Chun or Ken vs Goldblum’s Oro. my wakeup game in this situation with Chun was either low forward, back fierce, or walk up throw, and with Ken it was low forward, target combo, or throw. if the wakeup parry is wrong I just accept the free damage. if the wakeup parry is right I’ve been cancelling into super when I see it. for the most part I’ve tried sitting in a range where you can’t guess based on spacing. like if I were in range for one but not the other it would be really obvious. if I thought he might wakeup parry but didn’t want to risk super I’d go with Ken low forward xx EX fireball.
Yes of course. So many factors make the idea of cancelling parry a good or bad idea. What move you’re cancelling, what your punishment can be. How high of skill your opponent is and so on.
Wack? I go for raw shoryu in this scenario almost always. That way it doesn’t matter to me whether or not they cancel into anything, I get a punish either way. You’re already taking a risk by going for the parry, why would you take another one going for the punish?
I meant wack from the perspective of the Chun player as in you’re not getting hit by a full combo here, so less worth the risk of cancelling into the super. The Chun player would actually be wack since the shoryu wins lol
So, screw Alex vs Chun notes how about Dudley vs Chun notes? I’d post this in the Dud sub-forum but SRK being the way it is I would guess it would take 6 months for someone to spot it and it would most likely be Akuma-HAX putting a voodoo curse on me.
I may use Alex for 1 or 2 matches but after that I have to switch to Dud. Her footsies just shut Alex down like 90% of the time and all you’re left with is jumping and that’s still in her favor even without SA2. Whereas Dud can almost stand toe-to-toe with her footsies and has his own brand of BS to kill the bitch.
I know if she’s crouching you cannot do a stHK into EXMGB so I try to do tMK into SRK or SA3. At midscreen range I throw out a stHP or a Sweep. I think Dud can do 6 Sweeps on her in the corner, right? After the 6th one you cannot follow up with a Duck and Roll into SA3, right? I try to jump in and get a sense of what they’re going to do, if they’re just going to throw or parry or AA everything. I feel like if you get in it’s basically crLKx2 into SA3 pressure, maybe throw out a tHK and catch her while crouching, and block/parry.
I’m by no means a Dud player as Ryan can attest (really all my alts suck) but I remember learning something kind of Kokujin esque…
If your Dud and have Chun cornered, doing low short x lp SA3 will catch whatever Chun throws out, but if the short whiffs and the SA3 comes out, the spacing + short distance of lp SA3 makes it safe.
I’ve never actually tested it but remember hearing Aiku uses it. And fwiw toward+HP x SA3 can work as DED confirm.
I think the best corner juggle with kanipan is kanipan x 4, lp MGB, lp ssb x SA3?
Vs Chun, you need to react to a parry when you punish. If she’s standing you can do rh ex mgb, but if she’s crouching you need to do rh duck upper with or without cork.
Please master short short super and overhead super. No Dudley should ever ever ever ever miss overhead super. No excuse.
Throw in occasional kanpan for big dmg and meter. Also start doing toward mk cork on oki to kill wake up down parry/jump out.
Best I’ve found is Crab punch x4, t.Forward - Strong Upper - SA 88dmg when ^ is 82dmg. You can walk up for the t.Fwd, but I find it easier to dash, also, you need to hit the t.Fwd when Chun is very close to the ground so that the Strong Upper will combo, this does more damage than Fierce.
The combo you mentioned builds a tiny bit more meter though… Both will earn a little over a full bar of SA3.