Not sure if this was touched on already, kind of situational but worth mentioning. If someone is looking for psycho axe after back throw and are reversing out, doing inferno instead of psycho axe can stuff a lot of reversals. There are inconsistencies depending on character though. For example ex sbk will make it whiff (they both whiff), ken’s ex dp can trade and Cammy of course will beat it clean with a roundhouse dp. It does stuff a lot of other invincible reversals though, including Necalli’s fierce dp.
I’m gonna have to take a look closer with that cross up Super. The timing looks weird and it’s not hard to see Bison is leaping past you emptily.
The rest of the stuff are like extremely YOLO and I don’t think a lot of people are gonna gun for it in a practical match. Like this is stuff that will work in bronze league pretty frequently because people are new, shedding the SF4 habits, and just generally do not care to block on wake up yet.
What are some good mixups if the other person starts blocking a meaty axe on wakeup pretty regularly, or start DPing through your frame traps? Seems people are starting to catch on.
After the df.HP, you’re +1 so there’s nothing they can mash out to hit you unless you push buttons too quickly, straddle back a few frames and you can punish those DPs with crush counter s.HK, df.HP, c.MP xx whatever you please.
You can also throw them
Trap jabs with s.LK xx Psycho Blast
Walk back a little… his walk speed does suck but he’s slow enough to make good use of his throw range if you find it and counter grab people.
You can do an immediate MK Knee Press or VTriggered LK Knee Press and meaty the second hit.
You can combo cr.MP after it counters and you can lead it into whatever your heart desires for oki or punish.
I can see a lot of damage rack up with something like…
jump HP, s.HP xx HK Knee Press [Vtrigger] c.MP xx EX-Knee Press, LK Knee Press [meaty counter] c.MP xx VT Inferno, EX-Knee Press. They’re like dead already by then.
Axe seems a way better option.
They have NO reason to mash a button, but let’s assume they do it anyway.
J.HP, S.HP, HK Scissors, VTC, Cr.MP, Inferno, EX Scissors > Axe, S.HP, MK Scissors, EX Inferno, EX Headpress.
Axe is good for it too but the distance is a small factor. I think you’re out of range to tick throw unless you combo them into the corner. I don’t think it’s bad for a midscreen pressure tactic.
It’s good to find more options to play around with. A lot of people are expecting Psycho Axe and they’re not pushing buttons.
off of backthrow Axe is my go to, but after doing it 100 times people start to catch on. Don’t see what is wrong with meaty scissors. you approach the same, would lose to the same stuff, and at least it looks different. its possibly even more reliable than some dash meaty option. Its not optimal, as obviously connecting with AXe is, but not sure why another option is a bad thing.
It’s a bad thing because it’s inferior in every way.
“It looks different” doesn’t justify, because they’re not reacting. They won’t “see” Scissors coming and suddenly not mash. It doesn’t matter if it’s a different animation if there’s no time to change a decision.
Plus…
Scissors meaty MK = +2 to +4 on hit / +4 to +6 on CH / -3 to -1 on block. / 40 Dmg
Axe meaty = +6 to +8 on hit. / +15 to +17 on CH / +1 to +3 on block. / 80 Dmg
Expecting an axe is not bad. Most characters have no answer for that.
If they HAVE an answer and starte mashing an invulnerable attack because you’re predictable, change your combo ender and use Inferno.
ok that said, meaty axe is 1-3 on block. in this situation what are the usual follow ups to keep pressure? cr mp is what I usually do but what have others been messing with? I like cr mp into dash throw/st mp/cr lk but i’m sure these options aren’t that safe.
cr. mp will win if it’s meaty against 3f normals but it has to be as meaty as possible.
Messing around with VT DR. If you do it as late as possible, it will appear as low to the ground as you get off of normal, non-VT EX HS>DR, so very close to the ground. Again, it appears that low to the ground, so it’s very very quick but it has to be done at the peak of his jump arc during head stomp, no earlier or later. I was surprised to see DR come out so fast and low and ‘instant’ during training and I figured there had to be some trick to getting it consistently. You also get some huge plus frames off of it.
Also, reminder that EX DR on block gives you a free Axe. Sometimes, if you hit it right, it’s even a block string. It’s so plus on block you can walk up st.rh
If EX-DR is blocked too high you won’t have enough advantage to Psycho Axe. It may be better to s.HK but I have to test that out. But yeah, I’ve been using it a lot lately and it’s been pretty good to open up for the big damage.
j.HP, crHP xx VT, stHK, crMP xx Inferno, EX Scissors ? you don’t get the corner carry but you get more stun.
also, while the Axe does hold more frame advantage I sometimes press it too fast and my move ends up whiffing (or maybe too late?) but never get this problem with VT LK Scissor (probably the active frames on the Scissor makes it more easier to use)
I simply went with the initial start.
Yeah, there are better combos than the one I said. I believe we even have a combo list with damage values in the forums.