in neutral, there’s a bit of a mixup between ex mp break and ex divekick. mp break loses to meaties (not loses in the sense of you being punished but you lose pressure and put yourself in a frametrap situation) on landing and the divekick can be anti aired but if they try to anti air the divekick and you did mp break instead, they’ll get punished. likewise, if they try to meaty the mp break and you instead did a divekick, you’ll either beat their normal or they’ll block. either way you’re in with a lot of frame advantage. it’s pretty good.
Does kara-throwing with st.mp make a difference to her throw range? I noticed she moves a fraction further but whether it’s useful or not I’m still not sure. It’s barely noticable unless you do it a few dozen times and notice shes creeping forward a bit
Does anyone have a list for her AAs (besides psycho sting) and which situations? I know she doesn’t have a proper all-round normal to AA and there’s about 4 different normals that she can use (e.g cr.HP, cl.MP, st.MP and cl.MK) but I can’t find a consistent one to beat jump ins that are outside psycho sting range
use meter for everything whenver you can just dont waste it on bad scrambles in neutral. i save for super a lot but its not really worth it.
you can use scrambles in neutral but you need to be very crafty and creative. if you can get in their head you can normally create a scramble to beat every situation.
block: ex divekick - free string
or evne break it down further - block fwds - xup ground pound
and vice versa if they block bckwds
focus: ex ground pound
reversal: feint
you can use the lk scramble feint to bait fireballs or just scare them out of throwing them to force thme to back up. commit to slide if you see him throw it.
i use cr MP and st FP for frame traps, you could also use ex scramble instant divekick. its just a mtter of conditioning them when to press buttons works like anyone else. you can even use feints + ground pounds here as well. also max range hands is a great extension of MP frame trap.
AAs, st mp when u need above you and you dont have charge, st FP + st HK when they are far, it really comes down to knowing the characters jump ins.
far mp kara throw moves her forward but it’s far mp so it doesn’t help you within throw range , cuz you get close mp which doesn’t help
far hk is her far range aa
far hp also works but it moves her forward a bit don’t mess up
Every thread reads… A new thread you could have asked this in such and such thread then when they come to the thread to ask the question it’s should we answer this again or making someone feel they have to explain themselves it’s literally bitching about something in every thread versus useful info it’s kinda sad!
brb phoning robert langdon
cl.lp is the best kara throw as far as I can tell.
i hate to use lights for kara tbh
i’m used to it from blanka where his next best kara doesn’t move him, and then jab moves you two tiles and lets you kara throw after 2 cr.shorts and previously low forward(RIP)
Yeah i know
Still hate it
thing that helped me was to use middle finger on jab, and index on short when i want to jab kara throw.
i use middle finger on jab and index on short to tech by default… how do you tech?
thumb+index?
either way i hate those kara throws
So you plink jab into throw for jab kara throw?
yeah
that´s why i hate them
thumb+index for teching yeah.
i hate my thumb
You’re 100% correct. People get bitched at for opening a new thread for things that have already been discussed. If they come into a thread and ask a question/post a comment that has already been settled they are likely to get bitched at or just ignored.
The reasons for this are pretty simple - If you can’t be bothered to read the threads before either making a new one or posting in one that was discussed the page before, people are going to get annoyed. I get that people might feel like they’re being picked on because people are fed up with explain the same thing over and over but if people chose to read the already available information before smashing away on their keyboards it wouldn’t get to that stage in the first place.
In short, if the information is already there for the taking it doesn’t need another people asking/telling people about it because it’s already there!!
should really have a faq
anyway low short + LP hands os (all you do is same timing as crMK hands for the input LP MP HP MP LP) for backdashes works on like yun. hits grounded recovery. wonder if HP hands works.
on block crLK crLP comes out
Couple of Safe jumps I came across… don’t know where to post it so I’ll just post it here.
4 frame safe jump (tested against Guile):
[In the corner] After landing lp hands > nj.hp is a safe jump. It’s pretty simple.
5 frame safe jump (tested against Yun, Cammy, Fei):
[In the corner] Psycho Sting > FADC forward > neutral jump air throw > whiff cl.st lk > nj.hp
Note: you must throw them at the apex of Decapres jump, right before she begins to descend (i.e. she doesn’t have any air time after the air throw, she just comes straight down). Takes a bit of practice but not too difficult.
Some random notes:
Also (I believe this was mentioned above), I feel Decapres dive kicks are powerful on block. Close range, after having a mk/hk scramble dk blocked (assuming it’s done safe leaving you at + frame advantage), you can mix up throws, with EX dive kicks and EX mp breaks. Chances are you’ll catch players mashing crouch tech once conditioned. It’s somewhat similar to Cammys. The plus side though is since you’re at + frame advantage off the dk already, usually any reversal attempts to stop your EX dks will whiff since (unlike Cammy), Decapre is invincible prior to the attack coming out. Once conditioned to expect ex dk’s, catch them off guard with EX mp break on the other side. Obviously it isn’t as cookie cut but my point is, her dk’s are pretty strong for the follow ups they allow afterwards.
Her hp break off scramble in the neutral game is not so good (i.e. using it in block strings). You can get jabbed out of it as she’s coming down for the attack or even worse, get jabbed grounded before her attack comes out (9f start up). On top of that, she’s -9 on block. However, being active for 12 frames means it’s a good meaty attack on wake up. Theoretically, if done perfectly meaty, she can be left at +2. It’s not too hard to make it safe either. I’ve varying success using it meaty post rapid dagger combos (as they quick rise).
Also, i’ve been messing around with EX SA up close as a way to blow up crouch techs. On block, i push the advantage since i’m +. Worth the meter? What do you guys think?
Meaty EX scramble break > spiral (non EX) > MP sting does lot of damage for just one EX.
You can use EX spiral for more damage/stun (and easier). But it seems non-EX spiral is only doable after meaty EX scramble break. Doesnt seem to have time to charge after a non-meaty.
We usually have shitton of EX to spend, so using meaty EX scramble break mixup (MK+HK or LK+HK) is a good thing, I think. Especially aftee RES.
Since its 100% safe if done meaty. It whiffs on DWU but isnt punishable, and it breaks armor (if opponent try to FA to see which side he has to backdash).