well, because i’m bored i’ll post up a general er… faq on waking up, that is what options the waking opponent has and what options the attacker has to beat those options:
first the waking persons options:
(note, not all of these options are standard, but depending on the matchup and the level of mind games involved, they will all get used)
1.reversal ultra
2.block
3.reversal invincible move that isnt an ultra.
4.backdash (this has invincibility frames, but the option to beat it is different than the option for beating “hitting invincible reversals” or invincible moves that actually hit.
5. poke with a jab or medium
6.jump back/straight up
7.crouch tech
8. stand tech
so this will be based on chuns waking game… its a pretty standard wakeup game unlike someone such as goukis or giefs.
here are her general options:
- meaty throw
2.block
- meaty crouching short (rarely used)
4.DELAYED crouching short (i pretty much use these almost exclusively versus the meaty versions)
5-6. chun only option (wont get into this since she is the only one that has them.( but they are her D/f+hk and her short hasan shu)
- matchup specific shit (like versus rog or dictator, chun can use a meaty cr.lp and that leaves few options for either character, which makes them easier to anticipate)
so heres what beats what from the getting persons perspective:
jump beats delayed crouching shorts and meaty throws, but loses to meaty crouching shorts.
reversal ultra beats meaty throws and meaty crouching shorts but loses to delayed crouching shorts.
backdash beats meaty throws but loses to both versions of crouching shorts if they get option selected with sweep.
block beats meaty shorts but loses to meaty throws, block can still be thrown after the shorts are blocked though… blocking on wakeup is not the hottest idea in 4, but still needs to be done at times.
waking jab/short beats delayed shorts but loses to meaty shorts and meaty throws
reversal invincible move (but not ultra) beats meaty shorts, delayed shorts, meaty throws, but loses to block unless reversal is fadc’d.
crouch tech beats meaty throws but loses to meaty shorts unless tech is delayed.
stand tech beats meaty throw but loses to meaty shorts and delayed shorts.
so basically once you know all of that your wake up game will be very well rounded.
me personally, my go to options for dealig damage to a waking opponent is mostly delayed shorts mixed up with blocking and then the occasional throw.
i only start to do the other things when i see that my opponent has something non standard in there repertoire, like, jumping on wakeup… unfortunately most opponents arent smart enough to do that.
when i’m waking up, my go to option is ex sbk cause it hits on both sides of me and people get flustered when playing chun and jump at her on wakeup cause they are desperate to mount an offense… so the first thing i do is to make sure that i NEVER get knocked down when i have no meter… once i do have meter i can takle more risks offensively since i know that my waking defense is shored up.
once people get wise to the fact that it isnt smart to jump at chun on knock down if if she has meter (unless they have a dive kick) they will either attempt a newb version of a safe jump (which i will just wakeup and throw all day)
or they will attack me on the ground which is the much smarter option, generally if they attack me on the ground i will mix up between wakeup jab,ex sbk,block or backdash. if i’m feeling really scrubby or just too pressured in general and i get knocked down with no meter, i will sometimes wakeup with my ultra cause if i’m down a shitload of health i figure WHY NOT… FFS. (RARELY WORKS, is bad to do in general)
hope that helps some folks :tup:
oh shit… i left out the best part… the actual mindgames:
generally speaking most players will mix up 3 different moves on there wakeup… now against MOST players… the move that they choose to do is based on there emotional state:
scared or not scared at all will sometimes be a block other times a reversal, rarely will it be something unorthodox though.
confident will usually be a block, but will be a reversal if the attacker just came off of a long winded string… particularly if the attacker came off of a long winded attack that leaves the waking opponent far, meaning the attacker has to dash forward 2-3 times in order to get close… in those positions most attackers including myself will go for the “obvious low” to try and keep that momentum they just got… so this is why reversals are seen so much here.
however some players will have different responses, its just what i posted is generally the normal behavior at intermediate levels… however even the pros can get caught off guard by acting in a predictable way.
generally i see whether or not my opponent is confident or scared by how they move there character/press buttons right before the knockdown (pressing lots of buttons frantically signals panic or fear):
if they are moving forward alot, then that means an attacking mindset… which means that i might want to expect a reversal out of them (they’ve been pressing lot of buttons so they will want to keep that up)
if they are moving backwards alot that signals fear depending on what just happened:
if i just hit them with a big combo or punish and they start walking backwards, i can smell the fear.
i could go on and on about this but suffice it to say its nowhere near an exact science, and is in fact still guessing… imho though it makes my guesses probably 10-20% mor correct if i can read my opponents psychology PLUS know what they generally like to do on wakeup… its like an elaborate equation that i dont really think about in game, but most certainly use, if my opponent is predictable enough to let me.
oh yeah… some people react the exact opposite as what i stated above… but thats easily readable as well once you figure it out.
when i cant figure someon out or just when i knock them down and i’m confused as to what to do… then generally speaking i will throw a meaty kikoken which i know is safe to reversals based on my distance… i generally only go for the wakeup games once i think i have a read on my opponent…
also just to keep this complete, i’m not saying that once i have a red that i can always attack the opponent… a psychological read only lasts a couple of seconds… if i dont take advantage of it, then the match gets reset.
-dime