Alright, i am starting to get pissed off right now
People just keep spamming uppercuts on wakeup, tickthrow attempts etc. (but that´s my fault getting hit).
In most cases i manage to bait it, but my punishes are not good.
If i don´t have meter i resort to slide as a punish. If i have at least 2 bars, i go for cr.mp > EX MGU > EX Sobat.
What are my best meterless options (plus 1 meter)?
1 Meter:
-cr.mp > EX MGU > j.HP (?)
-cr.mp > EX MGU > MK UpKick x 2
-EX UpKicks
My pressure revolves solely around crossups, which is pretty bad ;] I try to do j.mk(crossup) > cr.lp,cr.lp > cr.mk. Rinse and repeat. Sometimes i mix it up with
cr.lp, cr.mp xx EX MGU/Sobat/Slasher. If the opponent is blocking the strings i´ll do (e.g.) cr.lp, cr.lp > throw. What´s your way of keeping the pressure on the opponent ?
um, regarding your pressure with your crossups, there is more u can do besides jump mk. you can empty jump cr. lk > cr. lp > cr. mk and start the mix up over again. you can act like crossing up, but then quickly knee shot to try to bait something or again go into cr. lk > cr. lp > cr. mk. you can delay the timing of your jump MK to make it a safe jump and ambiguous as well (idk if people know this yet, but ive done that for a while now, and it works pretty well. only person who that doesnt work on is yang, because its stupid hard to make him not autocorrect. probably doesnt work on 3 frame reversals either)
Thats just some options with your crossup pressure.
if you wanna push the opponent away, cr lp > cr lp > cr mp> EX slasher (on block)
not sure but i think that the first 1meter combo you listed only works in the corner, and only with NJ HP as well. (i could be wrong tho)
meterless options i just go for the knockdown. if their wakeup game is strong, and i have the life lead, im backin off. if their wakeup game is strong, and i am down on life, i go for an ambiguous safe cross up. if their wake up game sucks…stay on the pressure.
I Think I maybe thinking of Super…but I remember getting hit anyway doing something like that.
Also I dont know if anyone knows this since I never see it from any good DeeJays…but you can instant overhead Sagat with jumping roundhouse…You have to be pretty close to do it. If you do it forward I actually cant tell if it’s crossing up or not.
Maybe you can utilize some fuzzy guard stuff or something…I dont know. Just throwin it out there.
Man, I’m really freakn glad I’ve been playn Sf4 these past few days…feel like I’ve gotten better and learned abit about my playstyle…One thing I’ve learned is that I press too many buttons.lol My offense and spacing is pretty good but my defense is lacking. Grab teching and late teching…shit will get you killed.
The roundhouse only connects if the Sagat is standing, so it’s not great as an instant overhead, unlike Adon and Rose, which can connect on crouching opponents. It also seems to whiff if the Sagat moves in any direction at all. I don’t think it’s promising. DJ can do a similar thing to what you’re talking about with instant jumping mk on most characters, but I’ve never gotten much use out of it. Unless I’m missing something.
Anybody got a list of stuff you can go for after an lk sobat knockdown? I know some people are using that as a setup now, and if there are a few options to use it seems like it may be worth sacrificing the damage for the setup after a combo.
Any reason to use back throw over normal throw besides cornering the opponent? Safe jump setups seem out of place given you’re left at full screen distance. What do you guys do afterwards?
Well clearly the only difference is the range you create between your opponent and yourself. If you want them at fullscreen to zone, then backthrow (i.e. Yun, Adon, anyone who is difficult to safe jump and/or crossup). If you don’t, forward throw.
EX air slasher into EX dread kicks is a difficult link, and really the only way to learn it is by spending lots of time in the lab. It is a link, so you’ll have to wait a fraction of a beat after the second air slasher has hit before inputting the EX dread kick. Also note that the timing is range specific and character specific.
More importantly though, why are you thinking of using this combo? Compared to EX Machine Gun Upper into EX dread kicks, it’s much harder, does less damage, and costs the same amount of meter, and has more or less the same amount of corner-carrying. There are relatively few times when you can use EX air slasher in a combo but not EX Machine Gun Upper. I honestly think it’s ultimately a sub-optimal combo, and your time would be better spend nailing the 1-frame links required to work cr. MP into your combos. But that’s just me. Hope this helps!
ex airslasher is useful because sometimes i confirm into ex airslasher out of fear of dropping a link online. following with ex dread gets you damage afterwards and carries to the wall.
if you’re going to use a character learn everything they can do even if its useless.
I don’t play Deejay much now, but I know from certain ranges if you hit confirm you will be out of range for ex MGU but not for EX airslaher to EX dread. That was what I used it for primarily.
Fair enough. Personally, if I’m afraid of dropping links online then the EX slasher into EX dreads is probably off the menu too. It’s not an easy link to rely on online.
I disagree. There’s no point learning a combo unless you have a very clear idea of where in a match you’d use it. No one would recommend that Guile players learn Desk-style 31-hit, 8 sonic boom combos, because they’re realistically never going to happen in a match. I’m not saying EX slashers into EX dreads is the same thing, but you do need to ask yourself exactly how and when you’re going to use a combo before spending your limited time practicing it in the training room.