super useful when you want to frame trap with st.MP->cr.HP. since gouken’s specials are unsafe you’d usually just cancel to the fireball for the blockstring/damage if it hits. if you use MP fireball instead you can FADC on hit to ultra 1.
this gives u1 some utility over u2 which can’t really be gotten into efficiently following a frame trap
yup. MP fireball hits later due to the opponent’s head reeling back further than their body, but I think it’s character specific, mid-screen and corner. I also think there is the possibility that landing a CH cr.HP may also push them too far outward. With the right distance, you can make CH cr.hp xx lp fireball fadc ultra happen as DEK has shown us before. Timing is obviously more strict, but it’s probably less character strict.
at the right distance you can also cr.hp (very tip)>ex palm, and of course as Ive show off cr.hp(Very tip)>lp hado …cr.hp fingertips is goukens cr.mk and perhaps most slept on natural tech out there…it will be my new bitch…I can cancel everything else off it but lp hado is esp tiiiiiiiiiiiight
I like the gif tho ima try that since I been working on my FADCs lately and technical side of shit
At 1:15 Anton does a ex tatsu fadc crossunder fjmp mp xx tatsu
I doubt I could execute that even if I planned it. How the hell does he recognize that the dash crossed under in time to jump and tatsu in the correct direction? I have to imagine that this is the max damage to salvage after the fadc, but damn that seems difficult.
Max damage is a HK Tatsu, rather than that j. MP to Air Tatsu.
He was very close, and in those situations Gouken normally crosses under, so that was his cue.
I’ve just been using cl. HP, but I’ll begin to incorporate HK/ MK Tatsu from now on for the extra damage, if I can identify already when the EX Tatsu is about to hit if the opponent commited to something or not.
Whenever j.mp connects, tatsu will always travel towards the opponent. If it’s him identifying his orientation to have input tatsu correctly that amazed you, often times, tatsu FADC will dash under unless you’re hitting at nearly max range.
Even if he did the exact same inputs and didn’t pass behind, the worst you’d get is a j.mp into nothing.
If you’re point blank like he was the tatsu has to be input the other direction. It isn’t hard, it’s just a spacing/distance judgment. Also, it is totally possible to confirm which side you’re on before the tatsu input.
Also, there are followups after j.MP even if you don’t cross under. After gouken lands you have 3-5 frames to hit them/air reset. It’s character specific. Vs ryu, cammy and some others you can actually EX Tatsu FADC dj.MP (1 hit), land then EX Tatsu. It’s a huge waste of meter but it’s possible.
You can even go for one of those silly resets, EX Tatsu FADC dj.MP (1 hit), land, then cs.MK x demon flip.
It is neither more stun or damage. It allows for wake up mix ups, unlike hk tatsu, in that it carries both characters towards the corner instead of one. Unlike what some have said, I find it necessary to do the motions immediately and it’s still not very consistent. I prefer hk tatsu for damage but if you can pull of the DJ.mp xx Mk tatsu, do that for the mix ups. Cancel into DJ.mp xx hk tatsu us fine far from the corner, but close and you land to late for anything good.
more takintech…From training to ranked with focus fdash armor cancel ultra on wakeup , I mashed a little too hard but still got a wakeup focus fdash into kongoshin vs a yang divekick into some combo he never got to finish…money shot is at 74 secs in round 1, inputs are there but we can discuss what that’s all about later…
the real point here is focus absorb state cancelling into kongoshin and armor cancel ultras…for some reason not into more focus attacks probably so we wouldn’t abuse it. the tech Ive eluded to also means loading option selects after the focus fdash…its a calculated mashfest to say the least then theres negative edge…ugh…an idiot like me shouldn’t be in charge of mastering this shit because it flips off all the execution minded approach and says " yeah …sure go try it "…but then shit does what I want it to and then does other shit I option selected in there…oh shit I said shit a lot…
I also noticed from the focus absorb to the kongoshin , appears its about the same amount of space in between the two moves and the first and second kongoshin in a double kongoshin(some call a glitch)…Ive been sharing this for a while(focus fdash into armor cancel ultra 1 and 2) usually in a training environment…and then said well what the fuck why not try to master your own shit…so I said fuck it again and slapped myself and said whattup bitch?!?then I tried and fucked it off but Ill get it down…I will start using it live more successfully in the next week or 2, Ill share results and progress wit you
Calling it “manual timing” is not exactly correct. What I’m doing is buffering DP after the dash forward, waiting until I see gouken crouch and walk forward, and then hitting HK.
No offense but, I say manual timing because like the other anti reversal setups people post you don’t use any normal or neutral jumps to take up the empty space…
I still think you are using manual timing and pixel walking.
I think only IAM can show me something I haven’t seen yet in regards to flip dive kicks and even at that we’ve been on this shit for years so I don’t see anything new coming down the pipeline…he beat me to finding the timing that beats both delayed and normal wakeups. Soon you will find it like we have.
Nice to see your getting it tho. I want to see you use it in game.