Question:
Do double lp shoryukens work offline? I never do this because I thought it was punishable, but I end up eating them every time I play Ryu/ Ken and it is extremely frustrating. Should I start using it or is it a bad habit?
Question:
Do double lp shoryukens work offline? I never do this because I thought it was punishable, but I end up eating them every time I play Ryu/ Ken and it is extremely frustrating. Should I start using it or is it a bad habit?
double srk’s even lp version is very punishable. short of an error on the other players fault a lp srk should get punished every time
That’s what I thought… but I can never punish it online, I always end up getting hit with the second one. How do you punish? Maybe my problem is just lag?
really depends on your distance from them, if i’m close i throw or kara-throw. if i’m a bit farther i c. mk and a bit farther still i step kick… but be carefull with step kick, it takes longer so you need to start it while they are on the way down.
Thats what I thought. I usually use cr.mk but I eat the second srk. Maybe it’s just lag.
I even went into training mode and set the dummy to continuously use lp.srks and I could punish EVERY time, but online is another story. I don’t think I’ve ever punished repeated srks.
repeated l.dp can’t be punished by mashing c.mk. the timing has to be pretty precise or you get a shoryuken to the foot. I usually c.mk after the first one and if they do it again c.hk then move in for the cross-up/whatever you want on their wakeup.
Actually, I think thats incorrect. I have the same problem with Cammys that do the spiral arrow -> cannon spike. I block the spiral arrow, go to punish, and eat a cannon spike. On block spiral arrow gives the other player a 30 frame advantage. 30. Yet I use a move like cr.lk that comes out in 3 frames and still eat a cannon spike. I went into training mode and tested it and could punish it every time. Same with repeated srks. When you block an lp.srk you get a 17 frame advantage. I usually try to punish with cr.lk, so I can start a combo. Even if I used a cr.mk that comes out in 4 frames I would have a window so big you cant possibly miss.
Do you think a better way would be to use a hadoken online? I want to figure out how to counter/ punish this but I don’t think there is a way to do so online. I mean, repeated srks/ spiral arrow, cannon spike shouldn’t be as effective as they are. If it were wouldn’t all the top players be doing double srks?
I think a good way to punish a whiffed/ blocked srk when you expect another one is to use st.hk while they are still in the air. You get some damage at least. Thoughts?
i throw to punish cammy’s spiral arrow.
the thing you NEED to note about that attack is that it’s active hitbox ends far before her forward spin does, so as soon as the block happens (even though her kicking leg is still touching you) start going for a throw, from there you only have to worry about is if the cammy spaced it to where she DOESN’T hit you with spiral arrow… that shit is bait don’t take it.
I was doing some experiments with FA’s against those kinds of attacks too, and that seems to work as long as it’s an lp.srk or an lk or mk spiral arrow.
Throws sound like a good consistent way to punish, I’ll try that out.
Ok. Two things that are bothering me and would be interesting to talk about.
First, when you try to cross up and the other guy jumps on wakeup, it does that thing where they recover quickly and backflip in the air and land pretty fast. What do people normally do here since it seems like it resets the situation. I think Ken still has the upper hand though, or do you just do normal mixup stuff here.
2nd. How do you use the EX air Tatsu effectively. I always seem to either use it to get in closer or to run away from something, it’ll hit sometimes but I always get grabbed/punished whenever I land. Also, how do you execute that long ex air tatsu where he flies across the screen, cause that comes out far too many times whenever I’m trying to rush down.
first, after a reset i ussually go for a throw just to frustrate the crap out of them, or bait a srk depending on their style.
as for your second question… i use the air ex tatsu to get in close and hopefully start a combo for you (hell if aimed right it can be very difficult to block it + followup combo). as for the one where you go all the way across the screen you simply kara the ex air tatsu. so… qcb + lk > mk same timing as kara throw and focus.
is there vid for how this looks? i haven’t seen that before. so he does that as an air tatsu?? or just as a regular but it covers more ground?
also i’ve never really been into the whole frame counting thing, once you crossup is it better to follow up with lk or lp?
It’s not better to do either? They’re both for different uses…
lk goes low, lp doesn’t.
lp does more damage, and is probably easier to link into a standing lp (since it’s the same button) etc…
You have to mix up, but they both vary depending on what you’re actually trying to accomplish by crossing up. Are you hit confirming for a combo? Are you grabbing are you baiting?
i’ll try to find a vid with it to point it out in a bit. it should be very easy to notice when it’s pulled off as the air ex tatsu’s trajectory gets changed a LOT (it is nice seing 4 hit combo’s out of ex air tatsu if the other guy had the not so bright idea of jumping). and your basically using a normal tatsu and then pressing the second kick button on the same downstroke of your fingers. it should really sound like 1 press.
however to practice kara go into training mode and turn on input displays,
what your looking for in a kara is 2 lines of input the first line having your mk (forward if it’s a kara throw or focus) then IMMEDIATLY following that line should be mk and lk, or lk + lp or mp depending on which kara your doing. you should NOT have to press any additional buttons for that second line, if you did your input correctly there should be 2 lines of attack data.
hi all i had a question about shallow cross ups
First of all what is a shallow cross up? is this the “meaty” attack? Another queston i had is about claw and his barcelona drop, i hear all you need to do is c. hp. Is this true and if so what kind of timing is needed? thanks
What’s really annoying about that Ex tatsu is that it can come out at the wrong time. What karas into it? The OP mentions something about j. HK being able to do that and you also mentioned that j. LK also does as well. So either way there’s a chance of executing a kara ex tatsu?
oh, yeah i geuss i wasn’t exactly 100% clear with it.
it’s not j.lk or j.hk. it’s j.lk tatsu > ex tatsu kara’d. i was just saying the inputs, and yeah it can be lk, mk or hk air tatsu’s kara’d into ex
I use EX Tatsu as a cross up…if u successfully pull it off atleast 2x, u can start to use it while hitting them in the front, if they block u can usually get a throw…
so i have been working on normalizing a tatsu setup on crouching opponents that doesn’t require them to be large enough to do a s. lp on them first. and here is what i got, let me know if it helps:
the normal setup of c. lk c. lp
then maybe 5-10 frames later, fairly quickly i use a plink for the c. fp to set up tatsu’s
for those who didn’t see it in the main area:
http://forums.shoryuken.com/showthread.php?t=186686
i’m plinking hp > mp… just starting working on it this morning for about 30 minutes and i’m probably up to a 70% hit rate using the plink
I will have to give that a try. I have been working on things like c.lp, c.lp, c.hp, hp srk and can do it like 50% of the time, which isn’t enough for me to risk doing it in matches yet, but it would be awesome to get that one to 100%.
So it’s just like a kara throw motion only with hp->mp instead?