ken matchup: According to the frame data… the hitstun on ken’s low forward is only 13 frames while his fireball comes out in 14… this means that low forward into fireball IS NEVER a block string… is this common knowledge yet?
so when ken throws you down and starts doing his pressure… watch for the low forward and answer with zonk…
or when your playing a ken that likes to randomly throw out step kick… low forward xx fireball… Zonk knuckle will blow throw…
Ryu Matchup: His low forward has 14 frames of stun while having a 14 frame fireball… it’s status of block-string is spacing dependent…
Another note… his sweep is -14… so at the very least that’s a forward ruffian kick… does everybody know this?
c.hp xx ex rocks followups sorted after damage:
c.hk (325)
s.hk (333)
mk ruffian (349)
ex ruffian (349)
hp cu (373)
c.lk xx hp cu (373)
c.mp xx lk ruffian (377)*
f.hk, mk ruffian (424)*
c.hp xx hp cu (437)*
f.mp, c.lk xx hp cu (403)*
f.mp, u2 (595)*
u2 (604)
…
there are various more and different variations of the combo followups.
what you need to know:
-everything is spacing dependent. even a mk ruffian will be blocked if you counter hit a streched poke.
-everything listed above does work against ryu+similar characters at least. against bigger hitbox character it’s easier.
-if a combo is marked with a * you need to HOLD FORWARD during the animation of ex rocks so he does a “babystep” after the recovery before inputing the followup. while it’s more advanced it sounds harder then it actually is imo. feels natural.
-the f.mp hits meaty that’s why you can combo u2 after it
due to the fact that you can’t judge the distance cleary (unless you doin it up close) in the heat of a match, it’s hard to go fancy on a consistent level. I myself use (if u2 is not available) c.lk xx hp cu and mk ruffian myself most of the time midscreen. If I face an character who has a weak wakeup game and I can affort the meter, ex ruffian. in the corner c.hp xx hp cu/lk ruffian or f.mp into followups.
btw, c.hp xx ex rocks on hit as non CH or on block has with f.hp a nice mixup followup option.
Hey guys, I have found a series of option selects that work on Makoto. I have neither seen anyone use it nor have I read anything about it, so I decided to make videos of it.
tho, there are a few characters that can only resort to unthreatening noncomboable normals like abel with s.lk (if he has no super). Also, I’m somewhat positive that if you only hit with the tornado there are distances that makes it safe against certain characters.
Hitting with just the tornado is actually more unsafe because it has less blockstun. Almost all characters can make the Criminal Upper hit with just the tornado from switching from crouch block to stand block.
It’s better to hit with the initial hit then without it.
yep, it has little to no use anyway, but the max distance alone makes it safe against a few characters. it’s tricky and doesn’t worth the risk tho.
I’ve made no point but a remark. But while we’re at it, all I meant is just that it is “less risky” against some characters then it is against others. When I can afford it with a reasonable life lead and my abel opponent would nearly die from a c.lk xx lp cu poke, I’d go for it since all I have to fear is 40 damage, while my vega opponent could deal 310 with ease.
also, I think -5 for lp cu is fine, anything better would be nice to have but wouldn’t improve cody much. if you go for it as block-string-ender the trade off is that you lose momentum for a little chip. doesn’t worth it most of the time.