It’s said that jumping fierce and roundhouse has a good hitbox against uppercut,but I found my jumping roundhouse beaten by auto-correct uppercut,even on wake up,so I wonder how it works and how to avoid being hit on wake up.BTW,is there a way to safe jump with jumping roundhouse?
are you doing it just as they’re knocked down?
I’m always getting eaten by dp’s when I poke out of range (or so I think) so now I just wiggle around and see what they’re going to do.
Even if they have good hit boxes against it, a properly timed Shoryuken will always beat it because of the invulnerability frames/superior priority.
Safe jumping is a character specific move, The timing can be solved with some mathematics but I think there is a thread for those already going on.
–> Bison Labwork: setups, option-selects and unblockables (updated 4/2013)
Well I mean, not that kind of safe jump block before invincible move comes out, but to use the hitbox to avoid uppercut and even beat them. I don’t know how to call it exactly,and sometimes on their wake up after forward throw,I wait a while ,walk a step forward and jumping roundhouse beat Guile’s reversal flash kick,but when he delay it,I was beaten again.I thought i should have something to do with the position and timing,and according to that thread even the fastest move is not a proper tool to count because using that ,it would be too slow that the opponent would be able to simply walk away or using normals to anti-air
one more question,when I use the safe jump in thread,I whiff the specific move after throw,and then I can block the uppercut,but my jumping attack whiffed,too,then I’m throwable. Should it be like that ?Or did I made some mistakes