it prevents flying peach though, and lets you keep things going in a safe way.
doing meaties on that move requires pretty strict timing, and this is good against it.
if she doesnt quick rise then you didnt really lose anything. if she does quick rise and you mess up, then you lose the situation, which is likely going to happen. you pretty much need a 3f move after lp command grab if you want to keep going on her unless you’re completely convinced blocking is better
yea, like most things in this game you are at some level guessing, but id prefer getting jabbed than flying peach which could move her out of the corner. This is at least handy until they chill out with flying peach, because as of right now mika players are really throwing it out.
I don’t know if she gets anything useful from jabs but if she doesn’t i would use this a good bit.
also, against laura, slower moves tend to work after lp cmd grab if memory serves correctly.
Just tested it; looks like Laura actually wakes up a frame slower than R.Mika, as a st.lp will counterhit her st.lp, but said st.lp is definitely 3f. But you still have to do a lp to beat her armor.
Scratch that, just confirmed that it was my execution and memory of frame data that need work. LP Grab is +1, not +0 and I was just screwing up the meaty. You can confirm by doing a st.lk to trade with a 3f normal.
Grounded HP DP -> Dash is only +1 on quickrise (it’s +18 according to the sheet). Forward throw is +8 after a dash (+25) and a back throw is +15 (+32).
So if they have a 3f normal do a jab, otherwise a medium button other than cr.mk I guess?
That’s very good to know, thx.
I’ve been looking for meaty set up after the regular throw (forward and back) but my results in the lab seems random. After a forward throw, I did dashX2,crLK, then HK and it CC’d Chun’s crLP. So I guess it’s a good setup for a HK in meaty? But I’d rather have LK meaty since it’s +6 on block iirc.
Anyway I’ve looked some topic here and I’ve not yet found some good meaty setups for the regular throw, did I miss them? Any one have some good stuff?
Edit :
My question kinda vanished into the void so I repost it here
I’m not new to fighting games but I am in Street Fighter so I kinda have an hard time with the game for now !
Yup, mash that st.lp after an LP grab in the corner, Necro was totally right about it being legit pressure in the corner.
Forward throw is +8 after a dash, which means you can stick out just about any button that reaches and have it hit meaty. I’d recommend a cr.mp xx MK Stomp; you’re not left within range of a followup but it’s safe and connects even if they’re blocking with a combo on counterhit. Backthrow is +15 so you can walk up a bit more for a full cr.mp xx mk stomp -> cr.mp xx slash but not do a double dash.