Normally when Cody does b.throw and immediately does dj. HK, it’s a safe jump. Looked it up in the Cody forums just now. Kongo can beat this. Remember this when some Cody b.throws you.
So, after not playing for over a month because of studying purposes (actually i did a couple of matches offline with the community), i’m finally back at the game. Have to say that i feel really rusty and confused but never mind, let’s go to the topic. I’m trying really hard to incorporate some safe jumps and frame traps related to the ones Dek has made and so far i only have a couple. first one is kind of a frame trap, after sweep dash cr lp - cr hp hado. it counter hits almost 70% of the time and it trades with shoryuken. if is balrog or abel don’t even think about it because of their hyper armor moves. For thoses moves you can do cr lk into palm and you’ll stuff their hyper armor and balrog headbutt will go over you!!!
Safe jump for balrog, after sweep (in the corner) mp (wiffs) neutral jump hp as late as posible (you can OS ex tatsu) and all his headbutts will wiff and his forward dash will be block (ex one). all of his dashes except for ex will hit on counter hit and his turn punch and headbutt will wiff, that’s were the ex tatsu will punish those!!!
And last but not least, when i played a couple of matches offline, there was one guy who knew about this technology already
This is fucking amazing!!! but i have a hard time to do it. i probably did it 5 times in 200,000 tries!!! hahahaahaha. what is more amazing is that it will stuff everything, diagonal jump, their tatsu, air tatsu, neutral jump (just dash in). ill will say my problem later, have to go to work!!!
I’m scared to do this. If someone really uses this and does it the way its intended here then ex tatsu will get nerfed hard. I would advise none of you guys to even touch this until after Ultra comes out. After Ultra then go ham.
So after some more testing in the lab, found some interesting stuff… First is in the corner, ex rush palm-hp hado- lp hado- lp palm (instead of sweep) and after that throw a lp hado (it will wiff) followed by cr HP (because it has more active frames than st cl HP and it’s faster) it will beat cr tech but not 3 fr happy jabs…
Second is after flip kick do, cl st lk (yup, the useless close light kick) to mk- palm. So the interesting part here is that lk is +3 on hit, so you can link, chain, whatever it’s called to cl mk and after that palm!!! If your opponent blocked the flip and you decided to use cl lk is 0 fr on block, so your 3 fr mk will beat anything because is a true block string. If you decide to delayed it a bit, you’ll get a counter hit for the 3 happy fr jabs players. If you have an opponent who’s not a happy jab you can alternate the mk for cr HP!!! I’ll see if I can do a video about it!!!
After cl.st.lk on block you are at 0 frames, even if you are frame perfect, a throw will beat you and any mashed uppercut will stop you dead in your tracks as well. It is not a true block string at all due to the 3 frame gap.
Furthermore, delaying your cl.st.mk by even a frame will mean you will lose to a frame perfect 3 frame normal or get thrown or possibly wind up trading with a 4 frame normal that was frame perfect.
i guess you’re right my friend, i’m doing the video right now!!! http://www.youtube.com/watch?v=Zx8lvMS0lTs
there it is, and yes, it loses to invincible reversals but rather than that is good imo!!!
Yes it will beat (CH) a crouch tech that doesn’t have a 3 frame normal (I assume it will trade or lose with Cody for example). It will lose to a standing throw tech though. Throws always beat attacks that land on the same frame as an attack. cl.st.mk is 3 frames, a throw is 3 frames, therefore the throw will win.
Ok so I was playing a couple of matches online when I faced another Gouken. At the end of the match I went for flip>sweep. He did ex-kongo cancelled into U1. Looking at the replay he was mashing like crazy, I couldn’t reproduce it in training, is there a trick to this or was it just a glitch?