Late EX tsurugi works well
That’s a pretty terrible safe jump if he can throw out a 12 frame ultra and beat it.
You cant safe jump sim u1 since the fireball comes out on the first frame so you trade and eat ultra. You can neutral jump and tsurugi on way down to beat ultra/super. Go ex oroshi, f dash, st lp whiff neutral jump for safe jump timing with neutral jump. You can also safe jump empty jump, land lk karakusa the reversal u1.
Do you know if EX Oroshi, forward dash, whiff neutral jumping attack, MK Karakusa is tighter frame-wise than EX Oroshi, back dash, forward empty jump, LK Karakusa? If one has even a frame of advantage, I’d rather be doing that.
Also, are throws immune to his Ultra 1 or something? I know you can throw him on reaction to the Ultra if you’re right next to him, but throws are 3 frame attacks, and it comes out on the first frame. If throws are immune or whatever, can any version of Karakusa work if you’re close enough?
his ultra doesn’t come out on the first frame, it comes out on f12 (1+11). otherwise you wouldn’t be able to tatsu it on reaction with ryu or karakusa him on reaction with makoto.
however, it always comes out even if you hit dhalsim, you can never stuff it.
i think the reason it’s difficult to safejump is because the fireball continues to form during hit/blockfreeze, so you land in it instead of being able to block.
Maybe you could safe jump it with a lighter attack? Also obviously if you think he’s going to reversal ultra you can empty jump ultra or maybe Karakusa.
Also Sim’s super is 5 frames so that would mean the safe jump setup doesn’t safe jump TU, etc.
No, light attacks mean nothing. The recovery upon landing only depends on if you attacked at all.
It’s just something about the 1+4 frames, just like the Ultra. You can empty jump the Ultra and Super with the safe jump setup, but you can’t attack, or you’ll be hit before you even land.
I guarantee the safe jump works on 5 frame reversals.
Its because you hit sim. And because you hit him, you eat the ultra
Do you know the frame data on these, V-Ryu?
EX Oroshi, back dash, forward empty jump, LK Karakusa
EX Oroshi, forward dash, whiff neutral jump attack, MK Karakusa
Besides frame data, it seems the forward dash has more mix-up potential with the c.LK meaty.
EX oroshi : 68F knockdown (vs most chars).
Backdash : 29
Empty jump : 40
LK karakusa : 7
= 76F
Opponent can do moves faster than 8F to avoid it.
Dash : 17
Jump attack : 44
MK karakusa : 8
= 69F
Oh, okay. Thanks for the calculations, V-Ryu.
Can someone link me to an instructional video on how to fukiage > fukiage without wasting two bars of meter.
I don’t have videos but i can give you some tips after a fukiage:
- if the opponent was right above you, then juggle fukiage hp is ok (you don’t have to move, just do 1313 hp after the recovery of the 1st fuki)
- if the opponent was slightly in front of you, then you have to do kara 6lk-fukiage hp (input 6236 lk~hp)
- if fukiage traded, you better forget about the 2nd fuki and just hayate/jump HP/tsurugi
You can still HP Fuki after the initial Fuki trade. Depending on the character, you will have to do Kara Fuki (e.g. after trade with bison stomp). Honestly, it’s almost always beneficial to Kara Fuki even without trade. Even with the absolte furthest they will fly away, Kara EX Fuki will most definately hit them. If you aren’t confident enough in a particular situation, yeah, go to Hayate. Or another option for mixup purposes is doing tLK for reset (sakura style) and dashing under to continue your combo like that. Or U2 depending on the distance. Options are definitely there.
Vs rose:
Ex oroshi -> jump forward attack -> crLK -> FAlvl1 (dont charge at all).
Counter hit ex spiral
Air hit backdash ( -> fukiage, etc)
Lose to throw and jump
Ooh nice vryu, not so useful now cause of u2 but in AE will be good
What’s the best way to deal with Guy’s Run Stop pressure? AFAIK, it’s -1 on block if he does it with the right move. It’s so tough to get out of, I generally just wait to be thrown, since crouch teching gets me CH constantly during this. EX Oroshi is out due to it being mostly light attack pressure, EX Karakusa seems to be out of range/will get thrown on startup if I just mash it and he was coming for the throw, back dash puts me closer to the corner. The worst part is a good Guy will have impeccable timing from doing it so much, it’s really hard to get that -1 to your advantage.
Anyone have experience with Guy Run Stop pressure? Maybe IA Tsurugi once he’s far enough?
I know exactly what you mean
Most of the time I try kara-forward throw, it’s risky, unsafe and the reward is poor… but well you know it’s makoto.
On an another subject: what is wrong with honda’s j.mk ? That move is almost unstoppable by a grounded makoto Oo
How do you deal with it ? Beside the obvious “ultra 1” or “lightning speed fast fuki lp no big deal”.
I just check that move’s hitbox, it’s a little tiny one but my st.mp, cr.mk or even cr.hk get stuffed so easily by that it’s amazing.
=> there it is => insane-j.mp-of-doom-url
It kinda like chun’s j.hk but with a faster jump.
It gets worse than that ImageShack® - Online Photo and Video Hosting it also swings starts horizontal and swings 90 degrees downwards to where it ends up there. All you can do is eye an early fukiage or trade with a cr mk (bad trade tho). Best bet is to wait for AE and the hitbox nerf on that thing lol
most of the time it don’t even trade (that’s the problem), honda gets a counter hit combo starter
Maybe the new 2hk will be an awesome AA, who knows?