just started rocking GGPO tonight, and im wondering how to deal with people doing FC combos to me while im in the corner… im kind of at a loss as to what to do to interrupt it and get out of there. Also, i was having difficulty dealing with Terry’s anti-air options. this guy kept jumping at me, over and over, and his power dunk was not hitting or trading, and Crack Shot obviously doesn’t work when the opponent is ontop of you. I tried using :d::snka::snkb: but that doesnt seem to work to well as an anti air. The only solution i could come up with was to switch to Butt and start dping this guy, which worked wonderfully. But still, what are my options as Terry?
If they are timing their FCs correctly you can’t really do much agains’t it. All you can really do is wait for any windows/gaps in their FC block strings. Then you can either reversal with a special/super with good priority but it’s risky unless you know you can land it. You can try backdashing but it’s also risky if they know it’s coming. :d: + :snka: + :snkb: can help because if they miss time their FCing they will get hit by it. The next best thing would be to just JD their attack so it screws up their FC block string attempts. It all depends on who they are using for the most part.
If someone keeps jumping at you then you have to look at your options. Are they jumping straight up or torwards you? Do they tend to jump after a normal gets blocked? Break those down firsrt then you have to decide on what will work best for you. Let’s say they are jumping torwards you. Terry has a few options but each has it’s flaw.
-Thing to remember about :d: + :snka: + :snkb:'s is that you have time them right as they are trying to attack you from a jump in. The drawback to this is if they hit you deep enough then the :d: + :snka: + :snkb: will get beaten/might trade. It all depends on what normal they are using to jump in at you.
-Another thing to take not is the distance they are jumping from torwards you. If they are about sweep distance and jump torwards you. You have the option to run under them if you react quick enough and catch them as they land the opposite direction. The problem with this method though is that you might get crossed up if you didn’t space the run under just right.
-Another option would be to just beat out their jump if you know for sure it’s coming with an air to air normal. Terry’s best air to air is probably his jump up :snka:. It stisks out long enough to beat out most things. You can also try using jump back :snka:/:snkb:/:snkc:/:snkd: depending on the situation you are in. Problem here is that if you didn’t predict the jump correctly then they have the option to hit you with anything as you are stll in the air.
-You also have Terry’s :dp: + :snkb:/:snkd: which is really good if you time them just as they are about to hit you. If you are lucky you can land a counter hit easy from it. Though it does tend to trade with certain things but for the most part it’s a very useful special you should be using with Terry a lot.
-Don’t forget that you can JD and GC as well to counter their jump ins. Don’t always expect to beat out their jump ins always. It’s good to sometimes just stick with JDing if they are being predictable or too aggressive. Draw back here is if they start picking up the JDs then they will likely empty jump and throw you instead.
-Let’s not forget good old backdash. If everything else fails for you then backdash might be another solution to your problem versus jump ins. Again like I mentioend earlier if you are in the corner this might be more risky to try.
-You can also try using Terry’s supers as anti airs. The problem though is they are pretty slow for the most part and can be JDed easy from that.
Look at all your options and try some of these out. Remember to look for patterns as it will make things easier in deciding what to use in a specific situation.
I find Power Geyser to be fantastic, not slow at all. The best part about it is that it comes out fast and comes out regardless of if Terry gets hit while doing it or not (kinda like Kain’s air super), so trading hits is a yay. Not to mention you can hit them on the ground with a Power Wave if it hits as a counter hit for extra damage (and it connects as a counter often). Probably my most used super, air JD bait but thats a small price to pay. SDM invincibility is a great pinch of the moment plus.
Buster Wolf I don’t use very much but a guy I played used it as an anti-air against me a few times pretty well (activating it right before my jump in connected, for a second there I thought it may have some invincibility).
Overall,you’re right, if no super then go for JD into Power Dunk or if they like to jump high then run under them (not hard to do) and A>A>fwd fwd+Ax3 for great damage. Chance of them crossing you up compared to you landing a combo from behind is much lower so go for it. A few here and a few there and they will usually start hesitating when it comes to jumping.
thanks for the info. would you preload the power dunk input before doing the JD if the jump in is while you are getting up? or are you just JDing and then doing the power dunk. As for power geyser, the was this guy was jumping in, he would be above me and to close for the power geyser to connect, yet still land infront of me so i could no run under him, and it was off the getup anyway.
as for the FC comboing, i guess im just gonna have to get better at counter attacking. any tips on that?
found out that hotaru’s 2b can cancel into any special move as well as her supers.
if you 2b and kara cancel any special move into another 2b the move will come out.
in the corner you can do a DP and it will combo (D one for 32 damage point blank) but nothing else will.
so overly complicated frame gaps that can probubly be jabed through and an unsafe corner option.
cant get it to work with feint cancels though which is a shame because that might have been a real use.
don;t get why it wouldn’t work either.
You can do it which ever way is easier for you. Both methods work it’s just a preference. Then try backdashing or JDing if nothing else is working for you. It sounds like he’s getting knockdowns and you are roll recovering torwards him. Is that what is happening? What character is the guy using? That can help out more.
Yea it’s just like Kain’s combo into charge kick. Everyone can combo certain things like that. Like Marco can combo close :d: + :snkb:x2 into :qcf: + :snkb: with that method. It’s been known for a while now.
Butt can cancel his Cr. B into specials?
I always thought he can only link into his QCFx2+K off of it.
He can link the following:
- cr.B, dp + A or C
- cr.B, qcfx2 + B or D
- cr.B, st.A, qcf + A (these are all linked)
He can do links like ATB mentioned but he can also do the kara stuff like Shiki just mentioned similar to Hotaru’s. In order to combo it correctly you have to do it like this:
:d: + :snkb:, then :qcf:, :d: + :snkb: again quickly.
If you do that correctly the :d: + :snkb: should combo into the :qcf: + :snkb:. It will appear that he canceled his :d: + :snkb: into his :qcf: + :snkb:. Again similar to how Kain can combo his charge kick into his :d: + :snkb: you are able to kara normals into specials/supers with that method.
Neat! I’ll try and experiment with that today. Do you know if other characters can exploit the kara cancel into specials?
Everyone can do it for the most part besides maybe Kevin, Grant and Tizoc. Though most of the cast can already combo from their lows without that technique. Thing is also the special you combo into has to be pretty quick for it to really work well. That is why it’s really good for Kain cause it gives him an option to create an opening from a low.
I see so is it possible for Butt to link his cr.B into his fireball? If so how would you do it?
I believe you can if you do like a piano kara method but I’ll have to test it out when I get back home. You can probably try doing :d: + :snkb:, :qcf:, :d: + :snkb: then :snka: quickly right after like a piano. Try that out and let me know if that works. Planning on making a video showcasing a new Rock technique. I’ll keep you all posted.
It works, but the way I do it is:d::snkb: :qcf::d: + :snkc: :snkb:
Piano the C into the B. It also works with A, just swap A with C.
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Here are two combo videos I made for Dong Hwan, the first focuses mostly on his mixup strings.
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In the 2nd vid where you do Dong’s close st.D, down feint, st.D, etc do you run or walk after the down feint? I try to run but I can never get the combo down consistently.
Walk.
Great stuff Milk! Excellent execution
does terry have any moves that link into a super easily? like Gato’s qcb k and lk does? or any jump in fierce hits that do the same thing?