Speaking ot the upside down kick, I wonder if this can be used to defend against cross ups on non-wake up. In theory, you might (and I emphasise MIGHT) anti air any attempted cross ups except Zangief’s body splash. I need to do some testing to see if this is the case or not.
It will most likely take some insane reaction speed to do this though, plus the start up for the upside down kick may be an issue too
Played an ELF yesterday and did the Ultra as he was sliding in, first somersault hit him twice, then before the second flip hit him he was already behind me waiting for me to finish and punish. :tdown:
Even with all the negative frames on hit I have never been punished after accidentally hitting someone with bazooka knee. I really think you have found the hidden hit-stun, far stronger than the Dark Hado.
This doesn’t really work online, because all the scrubs mash shoryu once they get hit. But yeah, the opponents usually get shocked while not realizing their chance of punish.
A lot of times in tight matches when I am faced with a cross-up I will Ultra for a one-hit knockdown reset. In the last few days I have played around with the timing of the Ultra execution and I have had some (little) success with a late/fast directional input and a slight pause before button input. It seems like the slight pause can allow auto-correct, and actually catch the crossup for some damage instead of the one-hit wonder.
I was wondering if this is crappy online shenanagins or if this is an actual viable option all the time that I just never noticed… Anyone else trying to hit this?
Auto-corrections, once you get the feel for it (which it sounds like you did, the key is separating the directional inputs and the :p: or :k: button respectively, it’s an abuse of how long the game holds inputs for specials), are incredibly useful.
I wish I had a video of my friend trying to tatsup (tatsu crossup) me, I threw the ultra, and during the flash he was facing the wrong way, but right after it ended Guile extraordinarily blatantly and obviously turned around to kick the right way and stuff the tatsup, <-- I’ve only ever had THAT happen once.
You have to time it so that you’re doing the motion as they’re going over your head, but just keep going with the motion, if it’s a valid input the game will auto-correct you if you did it fast enough (within a few frames of them flying overhead).
You can also do this with normal flash kicks with varying success depending on their jump angle. If they’re crossing you up from too close, in that they’ll land farther away from you, an auto-corrected EX flash kick wrecks face. However, if they’re too close, most FK’s will whiff entirely and leave you very, very open (you end up moving underneath their jump and the hitbox for FK completely misses them).
Yeah, it is pretty interesting how lenient the inputs are. When I go for sb xx lk.super —> Ultra (I know, kind of useless but fun) I input the Ultra very slow to time it for the catch. For the anti crossup I input it fast right as they cross the threshold for auto correct, but I am finding the key is the delay on hitting the 3K, sort of like separating the ultra into 2 sequential parts (directional inputs -wait- hit 3K).
I will play around with the FK version, but I kind of feel like it is far too dangerous (I am already working really hard to remove any unsafe FK’s from my game).
im going throught the same thing lol:sweat: on the subject, ive had the auto correction happen a few times and i always wondered what i had done as far as inputs and frame data. that is a good explanation by kich
Unsafe flash kicks are a necessity. You just have to use them very sparingly. If you never do unsafe flash kicks characters like sagat and rufus will shit on you for free. You become much more predictable when you are not willing to take risks.
A fair point; as an anti-poke I like it a bit too much, and as an anti-air I like it far too much. As an anti-crossup I feel more comfortable with other options, but I wiill work on it.
Yeah, that’s a lesson that I had to learn the hard way. A couple months ago, I was really focused on learning how to play extremely safe. To the point where my zoning and spacing is good enough to take out the “random” factor and my opponent never has a chance to build an offense.
Unfortunately (or fortunately, depending on your world view), you just can’t play like that all the time, and you have to take calculated risks. Sometimes a Sagat is rushing your face down and you just have to throw out an unsafe FK to try and beat his Tiger Knee block string mix up. Sometimes you’re just getting murdered by Gief cross ups and you’re not sure if Ultra/Super will stop the cross up madness, but you have to try cause you really got no other option and you don’t want to block and guess anymore.
hi i was reading something at around page 10 of this thread and had a contribution about bazooka knee.
it’s bad frame disadvantage on block and on hit. so…
i use it at the stalled game where a shoto is just out of my s.fierce range. the knee doesn’t connect, then i throw. it’s a tricky mix-up that won’t work if OP is expecting it.
but most people are expecting to actually block a hit before they punish.
other than this, i just use it for advancing while charging sb.
Thanks for the contribution man. Not that we don’t appreciate your input, but that’s been a pretty well known Guile gimmick for a while. Another good set up for empty bazooka knee into throw is to hit cr.lk 3 times and Guile will be pushed into the perfect spot to whiff a bazooka knee (as long as the 3 cr.lk’s were blocked or hit).
For those who worship lk.fk above all else, I finally found a use for hk.fk: it trades more often, but it trades in a way which puts op at perfect ex.sb juggle height. i.e., if your spacing is such that an lk.fk is clean, a hk.fk will either hit clean or trade. The downside is if it hits clean, your spacing after recovery isn’t as nice as it is after lk.fk.
Oh, and before anyone gets smart-arse, I do use the hk.fk, but only for ground-based punishment or long-range AA.
Just checking, are we sure that ANYTIME a lk.fk will hit clean, a hk.fk will trade or hit clean and NOT get beat out? I’m down to take the trade for a chance at combo’ing into EX SB, but I’m scared that I might choose hk.fk and get beat out, losing my chance at lk.fk damage AND getting hit.
EDIT: Actually, rereading your post, I see that you were referring to the distance where the tip of lk.fk would hit clean instead of the traditional AA lk.fk, when you use it as late as possible to make use of the invincibility frames.