Biggest issue now is safe spacing vs grapplers if even possible now without huge risk
looks like cancels into hands will put you too close.
LP hands if done right outside of farMK range will still get reversal LP SPD’d by zangief. did both crouching and stand blocking all in-range hits.
as far as i can see, if you activate LP hands within like sLP proximity guard zangief can LP SPD it. this is a very general estimate.
you can be out of range of reversal LP SPD still, if you start LP hands outside of that range. problem of course becomes jumps.
I didn’t test the “kara” SPD where you jump for one frame and SPD during that. Mostly because I don’t have access to my stick (tested on keyboard).
Well gird and oiled hakan is a no go but vs Hugo you could make him whiff.
at least the goddamn cr.mk xx hands discussion can finally RIP
RIGHT?!?!? RIGHHHHTT?!?!!?
Pretty much. No go in block strings :(.
you still need to use it in buffer situations but now it’s a question of should we buffer HP hands for the extra reward or do we stick with LP hands to minimize the risk, and make people have to be frame perfect in their punishes (for chars that have to time a 3f normal)
well i guess LP hands is still superior because it will reduce the punish your opponent can get (-3 as opposed to -7)
now we need to see how useful raw hands will be. i cannot consistently do LP-MP-HP-MP-LP fast enough to get a LP whiff canceled into LP hands, but i think i will be with some practice.
on the other hand, LP-MP-HP-LP-LP is very easy, but you do 2 jabs and whiff cancel the second, so you’re wasting all those frames. fun fake out tho.
Target combo > late as possible air throw.
This leaves you with 27 frames to kill before a jump in to get it to be a 4f reversal safe jump.
18f forward dash + 9f cl.st.lp = 27f
Target combo > late as possible air throw, dash, cl.st.lp, nj.HP
4f safe jump.
Dwu adds 11f to the equation.
27f + 11f = 38f
18f forward dash + 20f cl.st.mp = 38f
Target combo> late as possible air throw, forward dash, cl.mp, nj.HP
4f safe jump against dwu
I humbly apologize if this is old tech
Edit: for slow risers like decapre, cammy, and sagat, who this set up whiffs on, substitute a cr.lp instead of a cl.st.lp. for dwu against them use cr.mk instead of cl.st.mp.
you can also do back dash, forward dash, j.hk against those 3 if they DWU as well
For blanka he gets up in 30 frames so you would need to do a separate set up for him.
You can do
target combo > late as possible air throw, St.lk, forward dash, nj.HP
That also works against cammy sagat and decapre.
You could also whiff 2 cr.mp’s instead of the St.lk and dash. You would need to do a forward jump hk instead of a nj.HP
Target combo> late as possible air throw, cr.mp (×2), j.hk
good to know tali, good shit
ITOH i wonder, as i havent tested (idk why)
but is it possible to link RSE after TC? you know because this random @veserius guy keep talking about vortexing ppl and once i learnt how to use scramble > divekick it turns out SO F*CKING CHEAP that i need to use RSE in almost every situation
just saying
It’s character specific from what i tested iirc. Only works on the super floaties.
I feel kinda bad for asking this so outright, but I couldn’t seem to find the answer in the specific forum. When you go for a dive kick after scramble, is the frame advantage or disadvantage affected at all by which scramble- oh hey look I found the answer. Wow, I feel really dumb for not knowing that, I’ve just been cancelling into M Scramble - Divekick for this entire time. Huh, well let’s try using H now and see how it goes.
it’s a sticky…
and I made a 2500+ character post about how to use divekicks.
I know, haha, I found that. That’s what I was talking about. I assumed there wasn’t a difference before, but now that I actually went into the actual forum and looked I found better things to read and ideas for playing her. Or at least, that’s where I found the sticky. I didn’t see your 2500+ post yet.
On a side note, I did finally take a look at that footsies handbook you have linked, lots of great stuff in there. I definitely need to work more on this aspect of my game, wish I had taken a look at it sooner.
Honestly lp dagger against shoto and grappler is not really worth your time. I will always go ex if I have the meter the push back is so good even on block and hey you’re fully safe. You can get a true 5050 now. The corner is super important for decapre
what 50/50?
i think he meant that since you are 0 on block, its an even advantage for both the opponent and decapre, so if she wants to throw out a normal after to keep pressuring, or a risky sting, or a scramble or something, she is on even grounds compared to being -3 and not being able to pressure if the opponent decides to stick out a button.
Neutral and 50/50 are very different things, but I don’t need to tell you that.
Whatever, yeah it’s not a string 5050 you don’t force anything but the fact you are so close you kinda do
No I agree, bad terminology, I would say a bit more like a rock paper scissor situation rather then like a 50/50 jump in set up
Huh, so I recently got to practice a bit of Decapre with K-Brad at a local tourney I went to. Of course I didn’t do all that well, but he was telling me some stuff about her and I wanted to see what other people thought. He was trying to explain and instill that Decapre should be played as a lame character in some senses, wait for the opponent to be stupid and make openings for you. I guess it makes more sense when I look at it in the sense that’s how I should have been playing, but it’s interesting to hear her be described as lame, or mostly a waiting / patience character. Or at least I found it interesting, but it’s probably because I’m still going through that still playing a new character phase, haha.
is a charge character, so basically she “needs” to be lame
YOU DONT NEED TO PLAY LIKE THAT, but she can do it just fine