Yea we still need to get some games in to, don’t have a decent mic atm though so that won’t help for that, but some matches are cool. Same with mike.
I gotta start practicing some new stuff though, although when I watch pro videos I don’t see them doing much more then I would be doing now, apart from perfecting and mixing up what they do now.
ok, so got back into the lab a bit with my cammy after writing this up and i have a bit of new information on her cannon strike games… so jab and strong are not as safe as i was assuming, because while they beat the true TKCS (on the ground instant strike) they lose to a delayed tkcs (where she jumps to just above waist height and then strikes down) the delayed strike is actually designed to punish jab/strong etc. but it’s not all bad news, because none of her strikes can beat out a focus, so if you use level 1 focus > backdash it’s a effective way of getting out when you see her going for strike pressure.
edit: cammy allways has recovery frames from cannon strike so if you do a quick focus she can never avoid that shit.
I don’t know if yall know this already but I’ll just throw it out anyway. So apparently during a blanka match, you can ultra him if you block a cross up ball. (Cross up ball refering to he does the blanka ball and it crosses you up right when you get up. So instead of doing ultra towards where he will land, you do it towards the direction where he balled from. I mean this strat isn’t safe but if your opponent relies on it too much you can totally punish it. Also if you can predict an ex ball or just any blanka ball, you can fp.dp it fadc and full ultra (CH). Also I have a question so I was in training mode, turned CH on and I was able to fp.dp fadc fp reset everytime but i used it during a match and it didn’t work. Why is that?
the reason i was watching those fireballs from a distance is bcuz. vega’s ultra is like abel, and chuns ultra. you throw a fireball you’ll get punished. Lol
i learned the timing on teching his throws and stuff. but i got my 8 wins against kingkindred so im feeling pretty good. my execution could have been better. i just have to watch out for vega’s throw speed and dash speed after that take away his footsies and its make game all the way.
so i’ll be in the lab later tonight checking out whats safe on vega and whats not.
-SliM-
ohh yeah duskie it’s time for another training sess bro. i want you to tell me about some of those new setups and stuff. PM me
Lol I’m a cammy player in disguise, just that I wanna start using a shoto character and ken has always been a fav. I agree with the punishing canon spikes but kens uppercut has range (heavy @ least) so he can get away wif murder sumtimes.
Im having trouble to consistently land Kens Cr.Lp to Cr.Hp? Is there some sort of trick to this or do i just suck big time? Ive even just tried mashing as hard and fast as i can, even that doesnt work half the time…any help would be much appreciated
don’t mash it bro. it just makes it harder to figure out the timing on the link. when people first start linking they try to treat it like canceling. linking is all about timing. u just have to put in the c.hp as soon as you can after the c.jab hits. experiment with the timing
how bout far mp link to ultra? is it possible? coz recently i found out that boxer and chun li can link 2nd active from from mp to ultra. based on frame data of ken’s far mp(5 frame active, +7 hit frame advantage if hit on the 1st active frame) and 9+1 frame startup for ultra, it’s likely that this can be done, theoretically tho. i’m using controller and sucks at linking, so i want someone who has better precision to try this out.
I just mashed it as i was getting pissed off really. Well, ill keep practising that, thanks for the advice. I thought there might be some sort of trick to this, but if its just simple precise timing i need, then its back to the training room i go!
Hasn’t read all thread, but since first page is saying this, I think it would be usefull for new players to be more precise :
close :hk: > Ex Tatsu does less damage than close :hk: > Tatsumaki HK
This could probbly avoid people using bars when not needed.
And one line could also be added to state the usefullness of close :HK: into Shoryu (which does overall poor daage but put down, good against chars that don’t like crossups like Guile, and close :HK: into Tatsumaki HK, when putting down is less usefull than maxing damages.
Just to clarify the damage outputs, I just tried them in training with Ryu and each one was done while he was at full health
close hk > mk tatsu = 290
close hk > hk tatsu = 350
close hk > ex tatsu = 320
close hk > fp srk = 250
close hk > ex srk = 350
I don’t think I would use hk>ex tatsu as a punisher. EX srk uses the same meter, does 30 more damage and gives a knockdown.
good find man. Well there is one good thing about ex tatsu since u have a chance of catching opponent with cr. lk and start another combo. (I guess it keeps the momentum going compared to having a knock down) That’s the only advantage i can think of. I think im gonna start using close HK ex srk. :tup:
Yes its timing of course. Although if its for hard trail or w/e, you can always do. Cr. Lp, STANDING lp, Cr. Hp. Its way easier to connect a Cr.hp from a standing Lp, although you need to calculate distance, to many jabs and hes simply to far away for it to hit, but I don’t have much problems with that one.
Buuuuut of course when we’re talking about crouching opponents that doesn’t apply [Although you can hit about the half the cast that are crouching with a st. Jab anyways I’ve noticed]. But yea its hard to get used to the timing of special type of links, cause there different then you’re normal gameplay timings.
So practice practice I guess. Watch the animation of the Jab, as soon as it ends, go for the Cr.hp