IDk if anyone has said this yet cuz i stopped reading after a while but maybe its not so much ur reaction time and more ur inputs. Try this move ryu to the far end of the screen and lp dp ur way to the other side. If you can do that consistantly then reaction dps will come out so much easier cuz u wont have to think bout much and ur hands will be so much faster.
0.224 on the reaction game
Anyway, i have the same problems, man! I try to do mexican uppercut, but fuckin dan’s mexican uppercut is so slow and low priority that ive never flat out beaten anything.
Reaction time isn’t a fixed number. It’s based on how aware you are of what might happen. If you are anticipating a jump-in you are going to react faster to it. If you are holding crouch-block and scared of a throw or frame trap it will be harder to DP on reaction. Part of the trick to DP’ing reliably is that you have to devote part of your mental energy to specifically looking for it. Your opponent can take advantage of this by playing footsies because you won’t be fully focused on the footsies.
If you’re not thinking about a jump-in at least a little bit you’re probably not going to DP it. It’s all about confidence and anticipation, not just reaction.
What are you talking about? Dan’s HP uppercut is great for anti-airing. It trades less than Ryu’s. You have to do the uppercut later if you’re trading.
Oh and parabellum not all of Daigo’s uppercuts are ‘safe.’ You’re telling me you’ve never seen him whiff a HP uppercut in footsies and look totally dumb? He is guessing, it’s just a very confident guess based on yomi.
Actually I can’t recall seeing that happen, but of course I do believe that it has happened. I’m not a daigo dick rider here, he is human just like everyone else…I’ve just not seen him make that specific error.
I think it happened in a few games of SFIV. Admittedly I can’t even recall the matches though, so… well, there we are.
Dude you should’ve just PMed me and got a solid answer…
Okay, DPing on reaction is all about limiting their options. What I mean here is that if you force your opponent to jump as his only means of launching an attack, you’ll know it’s coming and you’ll be able to react to it faster.
Essentially, if I was to just walk up to you and say “react to what I do” I could stand around for an hour and then slap you across the face for instance. But if I told you, “Hey, Imma slap you now… DUCK!” Then you’re gunna duck.
If you keep your opponent out with fireballs, pokes, block strings. Every time he gets close you push him out, punish him for approaching on the ground. NOW. NOW NOW NOW! This is when they will jump. When they have no options but to jump. Know this time. Feel it out. It’s going to be slightly different from one opponent to another but this is what you gotta do.
Limit their options. They will want to jump. You will be ready. DP them.
After you can do this, just doing a DP on anyone who jumps will be like a second nature.
Good luck.
Practice your Anti- Air Dp from every set up.
-whiff c.mk Dp
-whiff c.mp Dp
-lot of jabs Dp
-moving backward Dp
-moving foward Dp
-crouch Dp
-tech throw Dp
-fireball motion but instead of hitting punch Dp
being confortable Dp from every setup is benefitial since you wont be there doing nothing and expecting them to jump
my 2 cents
“-fireball motion but instead of hitting punch Dp”
this really made me laugh for some reason.
imo STHDR fake fireball motion -> SRK is usually better (they hear the motion, see a movement and go to jump but you’re not really throwing a hado so BAM). random fullscreen overhead -> srk works more than you would expect, too. actually whenever you mess up an FB and get a command normal you should be looking for a jump right after.