What issue topics do you have on the table?
Did you make a list?
Covering Dictators normals would be great.
List the YBH image for the image, then give it a brief review.
To keep it doable, maybe start with standing normals or standing punches.
Do the topic that gets you the most excited to cover.
And don’t worry about making it super comprehensive; leave it small enough to keep it fun to write and fun for readers to read.
Pacing your posts into short, but consistently frequent morsels will get/build/keep a steady viewership.
Look at youtube posters like Saqs or DSP, and you’ll see they build a community by giving them an episodic flow to follow along with.
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Also, add more images to your blog posts.
Even if it’s just 2, spaced out between paragraphs.
They don’t even have to be on target, they could just be for fun or novelty. (like Zass’s image of a cat with the Bison hat)
Okay, something really weird happened in ranked yesterday.
The first time this happened, I was fighting a decent Ryu player. I knock him down with Scissor Kicks, and then I go to chip him as he’s waking up with a head stomp, and then well…
He was hit by the head stomp at the very bottom of the move and at thw very start of his wake-up, and the move combo’d. Not combo’d as in bounce back, Skull Diver, ST.RH. There was absolutely no recoil from the headstomp. Instinctively when I landed I linked it with Cr.MK and did a fierce PC.
So I sat there for a minute thinking that this had to have happened from some sort of roll back or lag.
But no. I tried intentionally doing this for the next couple people I ran into and I was able tp intetionally do it again a second time.
That’s been around since ST. If you hit a headstomp very low to the ground as your opponent is waking up, you can recover before he is out of hitstun, and you can combo. It’s in some combo videos. Not practical at all though as the timing, and more specifically the spacing, are incredibly unforgiving.
Edit: [media=youtube]8tIh1ni026w&#t=4m10s"[/media], headstomp to standing roundhouse.
Heheheh, i love when that happens. Well done on getting a combo going after it. It seems to happen a bit randomly, i only remember ever trying it intentionally on cornered opponents because it takes worrying about the stomp spacing out of the equation, the wall will keep you where you want to be going.
Activate the headstomp way too early after a knockdown on an opponent, like you’re going for a SUPER deep wakeup meaty (like in the vid posted). The timing is tricky but it’s totally learnable, it’s just an advanced wakeup shenanigan. Just activate it really really early, like a fracton after it will whiff, and be ready to follow up on it once it happens. You can practice it like this: throw your opponent into the corner from point blank range at almost the edge of the stage, when they’re 1 character with from the wall or so. They’ll hit the wall, then hit the ground. You want to activate the stomp exactly as they hit the ground. There are only a couple of frames where you can get it to work, activate the stomp too early and you just miss the opponent totally and land on the deck beside them, activate it too late and you’ll stomp higher up on their sprite and won’t land immediately out of it. Not sure if it makes a difference which sprite you’re throwing but i usually use guile or ryu as my training dummy.
There are better things to do with dic on a cornered knocked down opponent, if you whiff it by going too early you might corner yourself, but it’s fun if you pull it off, and you can scare your opponent a bit by showing off a bit of mastery with your character.
Yeah, but they’re talking about Stomp comboing into Diver or Stomp into cr Forward, not Diver comboing into cr Forward. It happens very rarely, but it’s one of the reasons I time my meaty Stomps as early as possible. I usually do it after juggling them x 2 to get them in the corner, and then jump away with the 3rd juggle, so I’m full screen away (helps me with my Stomp timing). I do it so early, it looks like Dictator is stomping their ankles LOL. But Stomp comboing into Diver is damn hard to get consistently, I find it works easier on bigger characters.
Do you guys find it combos more consistently when Diver is done as a crossup or as a non crossup? I haven’t noticed any difference.
I’ve been working on cross-up J.:hk:, St.:lk:x3, St.:hk: and have it down pretty constisently now. I’ll work on the headstomp combo next and see how consistent it can possibly be. I already know it works best in the corner so far.
I believe spacing is really important, and it probably also depends if Blanka did the slide. If you look at the block string he did to set it up before it’s rather unorthodox. cr.:mk:, cl.:mp:, st.:mk:, :lp: Psycho Crusher. He landed on the other side of Blanka, then flipped back when Blanka got up. My guess is that it’s character specific, just like the corner cross up situations.
What it involves is using a move that pushes your opponent behind you after you land. So you’ll see Dictator use a psycho crusher, open screen or corner, and he’ll land on the opposite side of his opponent. However because the opponent is still traveling backwards, by the time they wake up, they’ll be back on the side they started when they were knocked down.
Being in or near the corners undoubtedly helps to set up this shenanigan. The most practical way seems to be using a psycho crusher, of any strength, and then waiting for your opponent to cross through you. It seems like Claw is the only character that you can set this up with from a normal hit. With Blanka the only way I could replicate it was when I was hitting his slide with a jab psycho crusher (just like the video in the above posts).
You can cross Claw up at any point along the screen but the distance is very specific. I haven’t had success in the open (or corners for that matter) with any other characters so far.
Chun… He has the tools to beat Honda. Ask Zaspacer.
There are more rules than that. Sometimes it’s corner/side of screen specific. I dont know them all for sure so I’ll refrain from posting too many specifics. However, I know when Guile is knocked down in the corner it only works on the left hand corner. And I always do :hp: Psycho Crusher to cross up in the corner. I just learned the timing that way and that’s what I do.
Definitely chun, as has been posted, dic has all the tools he needs to beat honda, especially with his remix buffs. St.Jab and improved devils reverse are really useful in this matchup, and dic has a solid strategy for beating honda. A good chun can be a lot trickier, it’s not mega difficult, but stuff like chun’s j.LK can cause big problems for bison, and she has a really strong keepaway game against him. That and her ticks into throw are a huge pain in the ass because she moves so fast and is safe or neutral on so many of her pokes, whereas honda is a lot slower and it’s much harder for him to get on top of Dic.
Neither matchup is ultra scary, but honda is definitely easier IMO if you’ve got the right game plan. There are WAY worse matches tho (claw, hawk, etc)