@nick
too lazy to double tap…wasted calories…you know, like pressing the back button so I could quote you directly =P
@kuwa
if they throw you when you try to punish, you’re doing it way too slow, attack earlier, if you didn’t know, a low can not knock someone out of the air, so if they’re landing from an uppercut or something and you don’t wanna accidentally make them flip out of the air, do a c mk -> special or something
mixups are your best friend when it comes to offense, actually =P
if they’re trying to jump away from your poke string, that’s really easy to deal with, in fact, most of the time I’m hoping my opponent tries something like that, the solution is simple, end the string with a mid/high normal instead of a low (example, with geese, end with st hp/hk instead of c hk, blanka c hp instead of c hk…etc), once you smack them for 1300 a few times, they’ll sit still, then you can get your own mixups in
anti-airing should be second nature, you shouldn’t need to prepare yourself for it, and, if you’re getting ready, you’re probably telegraphing it, if they’re jumping your pokes, you’re telegraphing them too much probably, or they’re just reacting to you moving, so just whiff some lights, if they jump, you’ll have an eternity to choose which anti air to make them cry with, you don’t even need to whiff lights, you can do the tokido and just spaz (that is, rapidly move your joystick from db -> b -> db -> b…really fast), if nothing else, it’ll stun them with the WTF effect =P
just about every jump in in the game can be anti-aired by almost everyone, you just gotta know what anti air to use and when to press it
a generic cross up anti air is super jump backwards hp
a perfect tiger uppercut stops anything with it’s 1 invincible hitting frame
kyo…hp uppercut usually works, if it doesn’t, use c hp I think? I don’t really use him…don’t remember…
cammy, st hk for far jump ins, otherwise cannon spike
always do uppercuts as late as possible, the ideal way to do them is semi early f, then slowly -> d -> df -> wait 5 frames or so -> hp, that way, it comes out while you’re crouching and are able to hit it as deep as humanly possible without getting hit, if you’re standing while trying to uppercut, you might get kicked in the head cuz it’s sticking out
iori, c hp everything, screw his uppercut, close st hp/hk for crossups or on top jump ins
ryu, completely invincible dp and dp super, st hk for far away jump ins, c hp if you can’t dp fast enough, there is no excuse for being unable to anti air with ryu =P
bison…well, his anti airs suck, far st hp, c hp, rc psycho crusher, j mps…all suck
sakura, c hp everything, screw her dp
…I have no idea for athena =P
honda, st hp or lp headbutt everything
yamazaki, c hp or st mp or super
rolento, st lp and standing mp I think? also jump forward lp
I’m too lazy to list pokes…but use high pokes more if you want them to stop jumping, and you should almost always start a poke string with a light, stick to mediums if they’re reacting to your hards…and don’t forget to spaz out