How do you DP on reaction?

Maybe a good way to think isn’t “use DP to punish”, but instead, “do something to punish”. I dunno, I’ve just found that I’m more willing to do something over nothing, whatever that “something” might be. Eventually, the idea of doing something may conveniently turn into DP.

Also, 0.196 on Kooper’s test. That’s good…right?

I’ve been practicing my anti-air reactions on the training dummy. Just Record him jumping in and attack at random times(not so random after you see it a few times but as long as you’re not trying to get the timing down it’s good practice). Then trying reacting to the training dummy jump, not pre-emptive, but reactive. You also don’t need to anti-air with DP only, you can also try Jump U/F and HP and a few other attacks but HP is really good. Also if they’re close neutral-jump to HK works well. C.HP and HK should all be learned with that training dummy you can move closer and further away to learn all the ranges.

We’re sitting here talking about practice. Not a game, not a game, not a game. But we’re talkin about practice.

Just play a lot. Picked up A2 recently and I can barely DP jump-ins on reaction, been playing 3S for six years and I have to tell myself to wait a bit to DP on reaction or I’ll whiff because I do it too early.

If it hits the opponent, how is it bad? I mean, normally I’m not a proponent of Lane, but he brings up a good point. Just think for a moment, in ST, you’re say… O Ken, and you start tick throwing your opponent. You’ve conditioned them to expect a tick throw. Ken’s DP is VERY good. They attempt to soften the throw or commit to a reversal, and you perform a delayed Dragon Punch and knock them down again placing them into the exact same situation they were in before. Dragon Punches aren’t just for anti-air or for someone to start talking about how good Daigo is. If you have a good mind game, you can condition your opponent to believe you’re going to do something as simple as a meaty and Dragon Punch their reaction instead. There are such things are guesses in fighting games, and while you’re told not to guess, it’s feasible to set up something risky like that in order to improve the odds of making something work.

You’ve got to work on keeping more than one option open. It’s like hit-confirming. If the hit lands, follow it up with one move. If it’s blocked, have an alternate strategy. Same sort of concept. So if you translate that into normal play, when you throw a fireball the one option is that the opponent blocks, the other is that he jumps. What makes this harder to learn is that you can’t practice it in training mode because it has no “random jump” setting.

early dp as a form of guess is viable in 4… not just against scrubs but in almost every ryu matchup out there since it is one of his ways to land ultra.

other than that… early dp is a profound wakeup call to the opponent.

para… how in the hell can you be as bad as you say you are with reactions like that???you should be winning every tourny out there… lol. mean that is like jeff schaefer/tomo speed, reactions… you need to play some counter strike… just camp long hallways with the awp…

maybe your hand eye coordination isnt the best? hmmm i’m just honestly confused.

i scored 280 on coopers test… lool.

and had clicks as slow as 690 on that fake test…lol sheep test is the best since i do best at it :tup:

haha

-dime

Yeah I hear you but I never put out a move that is as punishable as a DP without KNOWING its going to be safe. Eliminating that kind of guesswork is a goal of mine and to that end, its enhanced my play a lot.

For example…if you aren’t sure if the other guy is about to jump, but you expect it, you have lots of options that are safer than DP:

  1. Dash forward, throw him on landing if he put out an attack.

  2. Dash back, sweep.

  3. Wait, and use c.fierce as an AA.

  4. Focus absorb the jumpin and dash out (more risky due to the prevalence of option selects in 4).

With the exception of #4, all of those options are safer than guessing at a DP.

Dime: I don’t know what to say man. I’ve always had quick hands. Just the last night my buddy knocked a wine glass of the table and I snatched it out of the air like some matrix shit as I was walking by. Everyone in the room was like “WTF???!!! How in the hell did you do that?”.

But when it comes to street fighter…somehow those fast reactions I have don’t fully translate.

One thing that I’ve been complimented on is my ability to Ultra any fireball with Chun on reaction. Even from full screen, if I see Ryu reach down in his pocket for that plasma, his ass is mine (and I never use dash ultra, the normal ultra will hit for full damage from full screen on reaction as long as you are fast).

So yeah…I have no idea why those reactions (most of which were honed in about 10 years of martial arts training and competition) just don’t seem to translate to the stick yet!!!

>_<

i usually get ~.140 on the sheeps but i get like .200-.250 on the dots :confused:

para, you gotta use your fast reflexes for crazy/difficult hit confirms. i don’t know what ones chun has, but an example with ryu would be confirming cr mk into ex hado FADC ultra or something

If you can’t dp on reaction, then anticipate. Or fish for it like you said. I’m pretty sure most good players do both.

I do hitconfirm everything that I can…but in the heat of a match…sometimes I get anxious and rush things out. I’m bad at that with cammy…hitconfirming her low forward XX SA is something I often get wrong and then pay dearly for unless I have the two bars to FADC out.

Conditioning is really important. Its even explained in a recent article about grapplers if you don’t want to take my word for it. Conditioning allows you to open up the opponents defenses even easier, and allows you to fully exploit their fear. One DP, which is done after careful conditioning leaves them really vulnerable because they spend the whole match thinking about how they let themselves get hit by something so “random” and risky. I know because I’ve been in that position myself countless times, and I begin to respect it and not just discount it as randomness. Psyching the opponent this badly allows you to have complete control over them.

Oh, yah, and I forgot we are talkin about SFIV here. A DP like the one I was talking about with two meters stocked is an even heavier payoff. Not to mention the whole game encourages this type of play.

First of all to punish with DP’s off jump ins, there are basically 2 types of jump ins. When you understand your opponents jump arc, you can sit near the edge of it and play mind games. Sooner or later, this mind game might turn into a jump from the opponent. Here, your srk will always make contact with the opponents body. Some characters have the ability to readjust arc angles, ryu in SF4 for example can tatsu in place and try to bait something out. Other characters do better jobs of this like c.viper, cammy and rufus.

the 2nd type of jump in is one outside of the opponents jump arc but the opponents normals will make contact. This is a jump in you see more from experience players because its a mind game jump in. When the opponent jumps upfwd and doesn’t throw a normal, typically the SRK is supposed to miss here. You see this TONS, trust me. Only once the opponent throws a poke will the SRK hit.

now that the difference is explained, here’s the mind game. Good players can basically judge the srk distance w\in pixels of distance. @ times, they will choose this jump range which you will have a hard call on. Am I @ the end of his arc\AA angle or am I slightly too far away from it? you freeze and don’t make a call and now the opponent is in your face. What most players tend to do especially FB\SRK characters is then use FB for AA but in some matchups, this AA becomes a trade. This whole layer is really deep and it would take more explaining but thats the jist of it. You can alter tactics and vary your range all the time so your opponent has a difficult time reading your ranges etc…

lastly, for ume’s or psychic srk’s there are 2 tricks that come to mind immediately. The first one is the reaction trick. An ume is basically a counter hit. Relate it to 2 shoto players, player 1 throws a c.mk, player 2 throws c.mkright after and wins. If you pre buffer the ume with just an empty srk motion, you can hit P on reaction. Its just like counter hitting, hit the button 2nd. The other trick is reading layers and dedicating with an ume. For instace, 99.9999% of players have patterns. What you want to do on this poke trick is read poke patterns and figure out the ones that aren’t safe BUT the opponent is still abusing. Like if your opponent is CONSTANTLY doing shit like c.lp, c.lp, c.mp, of course that break between the 2nd c.lp and c.mp has a reversal spot and you can OP to take it there. This tactic seemed to more prevalent to ST\older SF games because of reversal windows being HELLA tight, sf4 is just too easy to get away with this shit so you see it a lot in low level play. It really matters in top tier play. Especially for a character like ryu who can break up a footsie string and punish with 50%ish life with ultra.

anticipation speeds up reaction time TREMENDOUSLY. If your opponent keeps dedicating to patterns, anticipation will fuck this type of player up easily. If you have a hard time reacting, see if there’s any type of tell the other guy gives off so you can anticipate patterns.

Everytime I try to DP jump-ins we trade. It pisses me off.

a bit gay, one dude on top, the other at the bottom sandwich the bitch (girl). :rofl::badboy:

those tests really don’t mean shit cause I feel like I react fine but those tests I was only like .390 even though I only tried it once, I think its way more about knowing your opponent and there options in SF than it is pure reaction, and to learn your opponent you just have to watch them really hard, keep an open mind the first couple of rounds. Play your game but be aware of theirs as well. And if something they do works then the next time that situation comes do something different, until you find something that does work. Then remember that so then next time an opponent puts you in that situation, you will see it and be able to REACT accordingly.

Pisses you off? Why? What’s not to like about getting a free ultra setup?

With Cammy Im always Cannon spiking(Dp) jump ins. 1.) You have to put your opponents in an situation where it will make them jump. 2)When they are in jump in range Im constantly going through the motions of the dragon punch. 3)I kinda not look at the opponent directly so their movement will catch my eye. Thats how i always ultra through fireballs.(results may vary.probably not the best idea).

I am another Ryu player that can’t DP on reaction. I have been saying this to my friends a lot lately and this thread seems to echo a lot of what I’ve been thinking. I mean…if you can’t anti-air as Ryu…what is the use? It basically nullifies your fireball game.

In any event, it’s encouraging to hear that one day eventually I will just start reacting to a jump in and that its perhaps something that I have to learn how to do over a very long period of time. Justin Wong told me that I should start using c.fp always and just train myself to hit with that and then work up to using DP once I have c.fp down to a science. Seems like solid advice to me.

That’s nice… but my example isn’t really for anti-air, it’s DPs in general. “solid players” don’t just use dragon punches in the safest of ways, if you watch Aniken play Ken in ST, you’ll see he’ll Dragon Punch you for whatever reason he feels like. It’s almost impossible to analyze his play sometimes because of it. It just works. From IV, since we’re giving general Street Fighter advice and even if you think you’re conditioning the opponent, there is no guarantee that they’re going to fall for your mind game. If anything, they might be conditioning you. I’ve let Giefs jump in on me for free just so I could get them to start using jumping MK so I can get a jumping MP in IV. But my example seems lost on you because throws aren’t actually a threat, it probably is best to just block in IV. In ST, throws are very real, and when you’re given the choice between teching and facing a dragon punch that could do just as much damage as that throw, the DP is still risky, but your opponent is facing just as much risk in just blocking. The context of my example was having an opponent on the ground in a game where if you press the attack, you’re not the one in as much of a guessing game as your opponent. DPs aren’t just for anti-airing, and if you think you can account for every single situation in a match, you’re going to be very surprised how inventive folks can get.

Play SF 2

Or any other fighting game for that matter, really. SF 4 feels like you’re playing in jello compared to other games. Whenever I play HDR for an extended period of time and switch to SF 4, I never let a jump-in go unpunished.