Lots of people have been saying that you can space lp dagger to make it safe against Ryu hp SRK punish. I could not replicate this. Has anyone actually tested this?
hm. if you space the cr.mk so the toes hits a crouching ryu (blocking) and he then stands up during the lp daggers, it appears that hit two and three of the daggers is not a tight blockstring and he can mash out an srk inbetween them
i don’t have the dexterity to do an uppercut with one hand while recording with the other but it shows that autoguard stops working inbetween hits two and three and an uppercut can be snuck in
did some further testing and this seems specific to ryu, ken, seth, ibuki, akuma, oni, elena, chun li, dhalsim, poison and evil ryu.
yeah, but you still have to stand to block overheads and crouch to block lows. for example, if you were to block a cr.lk, cr.lk, cr.lk string you only have to block down/back on the first hit and the other two would still be blocked if you were to hold straight down or down/forward. against mids you can just release the stick after the first hit and autoguard takes care of the rest
Can someone please give me tips on getting down cr mk into lp hands? I’ve seen the cr mk cr lp, cr mk cr lp LP MP HP method but it’s still very difficult for me. Very new to piano inputs. I have no idea on how my fingers are supposed to move, I have my thumb below my index finger to hit cr mk cr lp twice and the rest I try to piano normally but it’s difficult, I can’t get it.
I’ve been doing cr. mk + lp, mp, hp, double tap lp. I find it a little easier because I’m used to doing cr. mk x HP hands with Honda so the first part of it is the same and then just double tap lp. The window is pretty big for the cancel so it’s not that hard to do.
i’m playing on pad and i can get cr.mp, lp.hands with complete consistency but not cr.mk, lp.hands. when going for mk into lp hands, i end up getting hp hands the majority of the time which kinda sucks. i don’t want to have to change the face buttons on my ps3 controller just to pull this off. i’ve mapped a secondary lp to my L1 button and that’s helped me get hands in combos tremendously. but i really do want to learn cr.mk, lp.hands for that safe(ish) pressure. theres also a fake block string version where you can just mash cr.lp after a cr.mk and you’ll end up getting cr.mk, cr.lp, hands. if your opponent isn’t the mashing type you can use that i guess.
from my experience you should be fine as long as you can do these three things -
1.hit confirm into hands (strength won’t matter)
2.some kind of block string into lp.hands (from shorts or mp or mk or whatever)
3.getting cr.mk ex hands on lock. ex hands is really, really easy to do and is 0 on block.
as i just posted in the match up thread, cr.mk, hands is essential against balrog rush punches. the beauty here is, because you are just buffering it into cr.mk, nothing will come out unless it connects with him. so if you accidentally get a strength you didn’t want, no problem. same goes for some other characters that have a special that makes their own body cross the screen like that (oni, gouken for example)
edit - see that video above pretty much proves that ex is the most important version.
Do you know what the quickest reversal this meaty setup is safe against? It would be interesting to know how many frames delayed wakeup adds, so if you see the “technical” you can do a different frame kill to setup another safe meaty for that situation on reaction.
as a former Gen player, cMK xx Hands is quite easy for me. Problem is, Decapre’s cMK isn’t anywhere as good as Gen’s cancellable pokes.
Decapre’scMK hitbox is meh and hurtbox sucks, it’s not that great of a footsie tool, expecially against characters with good pokes. I guess it’s decent in strings and such being safe at the correct distance, but I’m not too hot on that.
lol that’s definitely good to know that’s not a true blockstring… on the other side it doesn’t look all that simple to react to that while you’re in a real match