===Jump-in option select===
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This method can be used after scoring a knockdown on teleporting characters (bison, dhalsim, seth). Basically, you perform a jumping attack as your opponent is rising, and if he teleports or does a backdash, you will land a hk.tatsu instead of whiffing your jump-in combo.
Here’s the inputs, also shown in the video:
j.HP~QCB+HK (immediately after the j.hp), c.hp xx lk.tatsu, c.lk xx shouken.
If you land the j.HP, you will not perform the hk.tatsu.
If your opponent teleports or backdashes, you should land a hk.tatsu.
There’s obviously several inputs you can use, but these are the ones I used in the video. However, this might not work 100% of the time. If your opponent performs some invincibility ex move or you botch the QCB+HK, you might throw out an otoshi instead of the tatsu.
If you dont feel comfortable doing this, a cross-up j.lk seems to work well most of the time, especially on ryu and sagat as i show in my next video.
===Jumping in on Ryu & Sagat===
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Some of you may have seen this in the Q&A thread, but I feel like it deserves its own thread. All you need to do is score a knockdown with a hp.shouken, then immediately take a small step forward and cross-up with a j.lk. If they do a quick stand-up & attempt a reversal shoryuken/tiger uppercut, you will either stuff it or they will whiff completely. As with the option select, this doesnt work 100% of the time because the timing is tricky. If you timed it just right, you will stuff their reversal DP and you can still combo into the j.lk or it will reset them in the air. After doing this 2 or 3 times, I will take an even smaller step forward after the knockdown and do a j.HP, most of the time they will expect me to cross over with j.lk so they’ll be blocking the wrong way :smokin:
That’s all for now guys, I hope to share more videos and knowledge with you guys soon. Comments and Criticism is highly appreciated!