A perfectly spaced cr. HK from Karin I think can only be reliably punished by EX Tatsu and EX SRK but if st. RH was guaranteed that would be fantastic, I just am not sure about the range. I wish st. RH->v-skill was + on hit … I hit them a couple times with that but thought they just weren’t blocking.
Something LordWilliams turned me onto that really works in a lot of matchups especially against Chun is doing cr. MP buffers, just start mashing it right outside her cr. MK/sweep range and if they walk in and press a button (cr. MK or st. MK) you will eat them up often with a counter-hit. If you have V-trigger you can use that and confirm into an activation -> b. MP->st. FP. In general I think that is how we are going to have to play a lot of matches, buffering that button is extremely good and seems to beat a lot of stuff. Also you can buffer it into EX Tatsu, MK Tatsu, and VTC and combo from really far away.
Birdie st. MP doesn’t seem punishable on reaction and I couldn’t find a button that beat it preemptively. I won that matchup a couple times due to just RTSD but I still don’t have a solid idea what I’m supposed to do in the neutral vs him. His cr. MP doesn’t really give 2 shits about EX Tatsu, worried about that matchup at the second more then the others.
On anti-air I mixed it up between MP DP and cr. FP. cr. FP was my go too especiallly against Nash, as it guarantees pressure. Gonna have to get used to doing MP DP sometimes as more then a couple times I traded when I should have used MP DP instead. The anti-crossup protection from cr. FP is fantastic.
I didn’t mind the karin matchup, I felt that when she didn’t have meter it was free to jump in on her, karin has a sick tick throw game though, hard to react too.
the issue with the chun matchup is that when she’s on her game only way in is to basically jump in. …and that’s a bad idea lol, I experimented using air ex tatsu instead to beat her anti airs , but that had varying results. She recovers from her fireball quickly enough to block roundhouse tatsu too.
After I read the momochi vskill to v trigger to ex srk I actually tried it and landed it on a chun that was fun lol then I lost.
Yeah watched it live yesterday, they need to to do something about EX SRK and FP SRK whiffing so much all these hitbox nerfs make them extremely unreliable. Especially near the corner.
Perfectly spaced you’re probably not reaching and will just get whiff punished. Will EX Tatsu reach regardless of range?
I suspect your neutral is going to be a lot of whiff punishing with a st.mp buffered into EX Tatsu against Birdie. You can stick that hitbox out for free as it extends beyond the hurtbox by a decent bit.
Looks like SF x TK does the same thing SFV does in terms of registering hits visually though. Guess I’m just used to frame counting for Smash where hits register visually on the same frame as they connect.
It is like the old rose A2 trick you do it at a range where they really can’t whiff punish you as cr. MP hurtbox isn’t super vulnerable to lows and at that range she can’t really walk in and whiff punish in time. Not consistently at least. Your goal isn’t to actually have it hit, you intend for it to whiff unless they press a button. cr. MP recovers pretty quick for a medium button.
It is the same idea you are having with Birdie just I found cr. MP to work well against Chun. Hadn’t thought st. MP, but it might be more useful … just so slow 7f : (
Cr hp is fantastic as an antiair but from some distances st mk is dirtier because it moves Ken forward. So you can end up behind the opponent when you run cancel it instead of in front. Still, its hurtbox isn’t nearly as good for anti airing so it needs to be used with caution.
It’s basically a hitbox/speed trade. St.mp reaches further and is better if you’re trying to trade buttons because the extended hitbox means you’re more likely to get a clean win. Cr.mp is good if you need the lower startup to react to a button an punish its extended hurtbox.
That said, st.mp has a very high hitbox, so you can’t use it to try and beat a cr.mk. Use cr.mp there; it’ll cleanly beat most cr.mk other than Bison, Ryu, and Ken’s as they low profile; use cr.lk against those.
Does anyone know the startup of jumps in frames? I suspect that the st hp changes since beta 2 were made because it’s a valid button to press after an antiair run cancel.
Hmm, so you are at least +2 when run canceling cr hp. I am pretty sure that depending on how early you do the cr hp antiair you can increase that to +4 or even +5 (i’ve seen cr mp sometimes whiff because it came out too early), making a delayed throw/st hp a very favorable 50/50 when the opponent doesn’t have super.
i always knew this white boi was better than we all thought, just had to give him some time
I didn’t get to play as much as i wanted to this weekend, but i took the opportunity to learn match ups as much as possible
Yeah Ken’s f. throw really might be the best forward grab in the game the more I look at other characters. You can also do a fireball trap off it with LP fireball and if they jump over get a free DP as you will recover in time for if you are trying to not approach them on wakeup. Don’t think it is safe to supers or anything crazy, but definitely jumps.
He’s seeming reasonably solid though incredibly demanding on 1-hit hit confirms that are going to take a lot of getting used. He just focuses on different things in Beta 2 since st. LK and st. MK aren’t so godly anymore.
Jumps definitely have 3f startup and airborne 4th frame do cr. MP->cr. MP which is a 4f gap and you’ll notice if someone holds up they get hit airborne every time. I lost a round or two to doing cr. MP->cr. MP->EX fireball and they air reset at the second cr. MP : ( If you do cr. MP->b.MP they can’t jump away which is a 3f gap.