During the V-Trigger animation (Or lack thereof) you can quickly check the corner for the “Counter” notification.
Granted I wouldn’t try it online but it is possible offline if you have quick reactions.
If it’s not a counter hit, can you not go for cr.MP instead?
Sigh, I thought I was being smart in training mode a short while ago.
Must’ve just absorbed from your video.
st.HP(CC) xx HP-SonicBoom, f.HP xx f.VTC, j.HP, cr.HP, st.MP xx HK-Scythe = 379 Damage|655 Stun
st.HP(CC) xx HP-SonicBoom, f.HP xx f.VTC, j.HP, cr.HP, st.MP xx MK-Scythe xx Super = 536 Damage|600 Stun
In order to get the (st.HP(CC) xx HP-SonicBoom, f.HP) section to hit you have to be at just the right range. If not either the Boom or the f.HP are unlikely to connect.
With Ryu I had it lined up so that their toes were within an inch of touching.
So are people using his Wind Shear target combo? I was messing around with it today in training mode and found that it gives way better oki than a SS ender, albeit for ~20 less damage. Basically you can do an instant dash and be directly on top of both quickrise and backroll for a strike/throw mixup. In addition on quickrise you can do a single light -> throw. I’m thinking it may be worthwhile to use midscreen.
LP TA seems most useful in the corner; if you wait 1f after you recover from hitting them you can throw out a meaty cr.mp which links into st.hp for an MP TA. Otherwise cr.hp is an automatic frame 1 meaty. Doesn’t seem that useful outside of the corner unless they have full meter and rely on their CA to reversal though.
That depends entirely on which version of SS you use. After HK SS, you can do a double dash that will put you in throw/frame trap range regardless of whether your opponent does quickrise or backroll. Quickrise leaves you at +5, back roll leaves you at +10. If I remember correctly, a forward dash after Wind Shear leaves you at +6 and +11 after quickrise and backroll respectively. The extra frame is hardly worth the loss of damage.
I was probably mistiming the second dash then, still shaking the Nash rust off. So Wind Shear is probably most useful as a whiff punish, losing 6 damage in exchange for way better positioning over MK SS then I’d assume. Looking at gilley’s frame data it seems to be +5 after a double dash on HK SS and +8 after Wind Shear. Which sadly means you still need to time your meaty cr.mp to get a link into st.hp and can’t do it after an HK SS.
im sure you guys are aware but haven’t seen anyway mention it, if you wind shear and instantly jump forward if the opponent quick techs its a real ambiguous 50/50 cross up, hk for front mk for behind, seems as though most people believe its going to be a cross up meaning we can get a our full damage combo from the j.hk
Unless I’m timing the jump normal wrong, it’s possible to block both the j.HK and j.MK from the front. Tested it by setting Nash as the dummy.
I remember trying to set up an ambiguous j.MK off Wind Shear back in the Beta. Didn’t get anywhere with it. J.MK could be blocked either way. The only good thing about that setup was that if the opponent did a quick rise followed by a reversal, the reversal would whiff. If the opponent did not quick rise, you could get an easy 5f safejump afterwards by doing an immediate neutral jump. Too bad you lost if they did a back roll and reversal.
On another note, I was watching Infiltration’s match with Saulabis, a Rashid player, and noticed how he used HP Sonic Boom for meaty setups in the corner. Did some testing and found that after corner LK Sonic Scythe, an immediate HP Sonic Boom will be +3/+8 after quickrise, +8/+13 after backroll. After corner HK Sonic Scythe, you can whiff an immediate st.LP and do a meaty HP Sonic Boom that is +5/+10 on quickrise and +10/+15 on backroll. Unfortunately there’s too much pushback to land cr.HP->st.MP xx HK Sonic Scythe but you can do cr.MP->st.MP xx HK Sonic Scythe instead.
My favorite thing about the HK Sonic Scythe setup is that the HP Sonic Boom will come out late enough to counter-hit opponents waking up with 3f normals (it stuff Chun-Li’s cr.LP) but early enough to beat armored moves like Laura’s EX Bolt Charge, Mika’s EX Shooting Peach, and Zangief’s EX Siberian Express that don’t have armor on startup. It’s also safe against V-Reversals (tested it against Chun’s, which comes out in 10f), though I’m not sure if it’s possible to punish on reaction with a throw. Couldn’t test this against a dummy because the “Guard Recovery” function is bugged for me and the dummy won’t perform V-Reversals.
EDIT: I’ll test LK Sonic Scythe tomorrow or the day after to see if it’s as safe as the HK Sonic Scythe setup is. Also going to see if I can get a safejump setup if the opponent does not wake up at all.
No clue, but I do know that against Bison’s hardest matchups, Nash has a much easier time. He feels like a jack of all trades kind of character in this game too. While he might not be exceptional at any one thing, his bases are covered fairly well overall. I don’t really know that I would call him scrubby as much as I’d say he’s one of the few characters that is truly balanced right now.
I just tested this, and you do hit from the front if you hit HK, and if you hit MK instead it says “cross up”. This is actually a really good find.
I think either the frame data for st.HP or b.MK is wrong. b.MK is 5f startup and 5 active frames so it should be active on frame 5, 6, 7, 8 and 9. st.HP is 7f with 3 active frames so it should be active on frame 7, 8 and 9. If you do a forward throw in the corner, b+MK will whiff but st.HP will hit. Unless I’m mistaken, they should stop being active on the same frame so it wouldn’t make sense for one to whiff if the other hits.
Just occured to me to check the hitbox viewer, and yes, b.MK is active for 4f, not 5.
Yeah b. MK is only active for 4 frames.
st. HP is a better meaty frametrap tool in some situations. In fact I’ve found that in the Mika MU after every neutral quick rise after combos > f. dash > st. HP beats every single one of her wakeup options outside of super / blocking.
And in the corner the same can be done with ‘The LI Joe Special’, if the grab is timed meaty it will also beat all those same options, but stay neutral with a wakeup tech. That’s when a st. HP would CC the wake-up tech attempt, or a little shimmy can do a full punish against a tech attempt. But the shimmy is dangerous because her other wakeup options beat the shimmy. So st. HP seems like a much safer option overall, but the shimmy is #mindgames.
Edit: Perhaps this should be posted in the R. Mika MU thread but w/e.
have been trying to work on cross under in the corner, not sure if this is common knowledge or not, but if you combo hk.ss b/v.trigger j.hk bazooka knee very tightly they will flip, so far iv found that followed by s,mp, c.hp, s.hk will all move you behind them. only issue is the length of the animation, s,mp seems the most viable option due to it being the shortest, not entirely sure how safe/unsafe this is, will test more tomorrow
Great find. Tested it myself. Looks like the double dash leaves Nash at +3. Was able to consistently land a CH cr.MP (6f) but couldn’t get st.HP (7f) to work.
What’s with the two different frame data stats? ie. HP Sonic Boom will be +3/+8 after quickrise Is on one on block and the other on hit? Was doing some testing with this setup and you’re so plus after HP Sonic Boom it’s not even funny. If they block the Boom you can beat 3f jabs with s.Fierce after wards for a crush counter setup. This setup in general seems so godlk vs anyone without an invincible reversal.
That’s a bingo. First number is frame advantage on block, second one is on hit.
This setup is nasty, though fairly situational in that you have to be right in the corner to be able to mix up your opponent after the meaty boom. The HK SS setup is also tricky to time, though that might just bad execution on my end.