K so I stepped back and been playing endless etc. And playing at the local SF meet on Thursdays. Some really good players that have execution and some okay and bad ones. But I played all of the really good ones that play footsies, have amazing execution etc etc. My footsie game was pretty on point today. Barely back dashed when I was on the Offensive. Used a lot of forward normals to keep in on them, less hands after confirmed block string. I’m in love with Mantis s.MP, just keeps applying pressure on them even on block, the only time you really would have to worry about using it is if you play a masher. Just keep and eye out early and then don’t use it as much. But thank god only 1 guy mashes there. Thanks for all of the input. Still learning, still want help. I’ve been jumping more than I was when everyone told me to stop, but… I’ve been doing it while I’m in close, when I think they are going to use a normal or bait them into doing something stupid. Before I wasn’t even doing that at all. I was just staying grounded and not taking a chance when they are just trying to keep me out with a poke that I could’ve jumped over. I didn’t do it a lot, but I was using it almost always at the right times.
good stuff. really glad to help.
you dont have to remove jumping completely from your game. you sound ready to take your game up a notch now. step 1 was just to get yourself to start thinking about why you were jumping, and breaking out of that habbit of jumping for no reason.
gens crane jump mk cross up from neutral is really good for tactical jumps. you can cross up from the distance that your opponent is used to seeing you poke from. but you gotta use those pokes/footsies to set it up. then after they are used to seeing you cross up from there, you mix in mantis jumps to really fuck them up
a good rule of thumb is that if you are close enough to cross up, its usually safe, if youve been at least attempting to play footsies.
on the subject of mashers, and in conjunction with footsies, heres something ive been using a ton. after a jump in, your opponent can not mash out of anything that is chain cancellable, like gens (m) low short/jab hit confirms. so i jump in, low short x2, low jab (all chained with a stance change on the second low short) half step back, © cr.mpxxxlp roll
the idea being either to hit confirm into the roll on hit. but on block it really opens up a lot of mix up options:
on block-(m)cr.lk, cr.lk(stance change), (m)cr.lp
into
back step, crane cr.mpxxlp roll
overhead
underhand
kara throw
back step, nothing, walk up throw
back step, crossup
or you can stay in mantis and open up a list of other options, like backstep, walk up st.mp into whatever, etc…
whats really good about doing this is if they whiff a short, you punnish them with the cr.mpxxlp roll. if they mash a dp, you block and they fly, and you are out of range for command throws. so you get to bait shit and open up all kinds of mind games
that’s what I’ve been doing. Inching my way in, countering with pokes if I have to, then seeing if I can jump in, if I think I can, I do it. If not I wait. Also when I use KKK j.MK, I’ve been going to PPP s.MP instead of trying to use s.LP, c.LK etc… I find poke options are better and if he blocks the j.MK and I go into Mantis, I keep better safer pressure than using Crane Pokes. Once in a while I switch it up to see if I can crane poke into roll, but not much.
yeah i’ve started using PPP s.mp after a KKK mk. its much safer as you said. the timming of the stance change is abit tight sometimes. im trying to learn to press PPP as soon as KKK mk hits.
you can link KKK s.MK to PPP s.MP? I did not know this…
i think he means j.mk
lol okay. sorry had a few to drink.
One of the things i used to do in vanilla was st.mp for the hitconfirm. From there there are a few options to deal with the opponent’s options.
- Hit confirm into combo, obvious
- on block, kara throw
- on block, walk back a bit then mk hands if i see a whiffed normal(ie. crouch tech) or a whiffed reversal.
Something i’ve run into recently is people blocking my jump in then mashing dp. I don’t know if this is just the people around here or whatever but just jump in block if it looks like that’s what they’re doing. Then call them an idiot if you’re relationship with them supports that .
THIS SO HARD
I’m maining dudley now sadly(working on moving to chun :woot:). And he has the poorest excuses for footsies in the game. His biggest obstacle in the whole game is moves like ryu’s cr.mk. He has to do super roundabout ways to beat it. I can still out footsie people though lol. Shit, look at lot of top zangief players. Now those fools have footsies, and he has a terrible walk speed.
Some Gen play by Matsudaira Drill at GodsGarden 2.5. Should start at 1:50.
Ok… I need masher techniques… asap tha’s all I’m getting is mashers mashing thru my combo’s mashing period they will vortex the same safe jab combo 5x for the win. WTF am I supposed to do? Character’s Im talking about? M. Bison & Adon primarily.
FYI 1 hour and 42 minutes it begins . btw “1:50” is very missleading… i thought 1 minute 50 secs like in the normal notation sense.
edit: he seems to like j.lp (i belive it is)
I think he was using j. mp in either stance its a good air to air.
Anyone know where we can watch video of his games? I started watching around 3 and couldn’t fully pay attention.
EDIT: sorry, I thought that link was to watch it live, didn’t notice it was a video.
Sorry, my bad.
He only played three games at this tourney. Two against a Rufus and one against a Chun Li. I remember seeing other matches of him before but forgot where. Search this thread for Matsudaira Drill.
If Bison gets c.lk in (3-frame startup), it means you dropped your combo. The only real solution is memorizing input timing so well, you don’t even need to rely on sounds/animations to finish a combo.
He also beat the hell out of Kokujin’s Ryu. It simply looked like Kokujin didn’t know Gen’s matchup however. It begins around 00:52:30 in the same video Neo0MJ linked. Doesn’t mean Drill is not good tho.
[media=youtube]ap8Og18gijA[/media] - Credit TheHoigek
^seems viable enough to use. but would not work often since opponent can clearly see when you do a c.hk to block in the other direction. BUT this can also be used to faint a crossup but do a normal oga with mk instead of lk.
Cross-up Oga seems pretty good. As for Teiga… unless the opponents knows to crouch it’ll be okay.
I think I gotta test them on shotos when I can, and also on Honda.
that’s when you do the close kick oga(don’t press a button).
This video makes me a very happy man. Ultra is gimmicky though. Betcha as soon as people see the roll they’re going to uppercut.
I wonder if you do the roll like he did, if it recovers fast enough to block. Maybe you can bait people out with it.