thanks for the link. i joined in lately cuz my old username and password isn’t working, so i created a new account instead. man makoto can really abuse those option selects with cammy and that match against sagat was a hoot! that sagat player was outmatched throughout the game! did you see makoto’s new match videos in youtube? that was really good.
kyo’s :bdp: lk or mk works on blanka becuase the blanka user is usually charging blanka:df: for a blankball or air ball, after da knockdown move in for a low jumping mix up game…but he’d had to a very slow player not see da mk one coming
Chun li’s floaty jump makes it easy to react to. I always keep an eye on the distance and try to avoid the space where Chun-li gets a deep cross up. If its not well spaced you can do hcb+p for DP cross up.
SBK trap does suck. I think I’m going to start option selecting down+fierce in P groove. I’d much rather get hit by it then have it take away a good chunk of guard crush. Its more ideal to see st fierce xx SBK though.
I don’t really use j lk against Chun li too much. Although I have admittingly used it after doing rekkas, spacing it as a deep cross up.
smart chuns dont jump like full screen, im talking about around just outside of kyo’s max df+hk range.
its difficult to do anything about, you cant dp it at that range, your dp will either straight up lose, or go too far forward and whiff. also at this range s.mk will usually lose, unless done really really early.
yeah…i tried out some stuff today in training mode.
first…running under doesn’t work at all, you not only get hit, but running counts as a counter hit so…yeah it’s a terrible “option”.
couple things.
s.mk works as a great anti air from a distance, it will usually beat j.lk clean from that distance, but against most j.lk’s won’t com from there.
at a certain timing, you can c.mp (sorta like hf guile c.mp) and it will trade (in kyo’s favor). also jump back rh works at times.
as far as attacking chun li, low jump fp is really good, if at any thing except max (or close to max) range of chun li c.rh, low jump fierce wins. (however she can anti air you for free with s.mp)
low jump rh will beat her non super early s.mp (but she can anti air you with c.mp for free).
Theoretically i always ran in my head that if you see the jump comming, you can dash backward and uppercut, and at worse you will just air reel backwards resetting it. But thats all theory…-_-;
i dont know if c.hp whiffs/is quick enough or not. You can also JD => Throw maybe.
i dont think c.fp would reach and still combo at that range, also not sure if it would even link, the c.mp alone is a 2 frame link normally, and that move is pretty fast.
lol it combos, and i thought just the same way as u do a year back, but no.
first fierce rekka on block is not safe, ppl with fast super can hit you. like blanka super. 2nd rekka on block is not safe either, ppl can punish u too. i.e. rock’s cr.mk into fierce hard edge. both of them are punishable. so stick with mp into jab rekka.
cr.fierce has lots of lag time also if u whiff, if u try to combo into jab rekka there are several times it pushes back too much and doesn’t combo. so only use cr.fierce into fierce rekka as punisher on certain things.