not sure if this is punishment but ive gotten it to work a good bit, if an opponent jumps outside of lk tiger knee range you can slide under there jump in early and dash back to them and smack them with U2 during there landing frames.
Not sure if this counts, but i found that RSL goes under many Focus attacks (sagat for sure, and maybe Ryu - havent tested properly), on sagat you can RSL his focus and it will wiff above your head and you will get atleast a free throw (cus he wont be able to dash, and most ppl release the focus on reaction due to absorbed dmg). Managed to land this atleast 2-3 times tonight.
Seems like U2 is quite a good Ultra if it really punishes everything JasonL says it does. Plus it’s a pain to combo into U1… maybe I just need more practice.
Thanks for making this thread, I was sorely in need of it. I find myself having no idea what to do when I block things that should be punishable.
Guy’s frame data says U2 startup is “1+1”… what does the +1 mean? Is the startup 1 or 2 frames?
Also Guy’s normals don’t seem to have much range, does anyone have recommendations for punishes that aren’t in st/cr mp range? I’ve found that cr lk > mk tatsu has more range than you might think.
1(ultra freeze frame)+1(Start up frame)
Thanks, so it’s 2 frame startup then. So in theory Vega can jump out after cosmic heel because he’s only -1 on block, or even no disadvantage if he’s max range.
You’re misunderstanding, it’s a 1 frame start up. Gief’s ultra is 1+0. That means his ultra comes out instantly. The ultra freeze is just for flash, it doesn’t affect gameplay other than, “oh hey, you have 60+ frames to know what’s up.” But yes, Vega should be safe if he hits with the later frames of his attack.
Ok I see, the 1+1 thing was confusing me but the flash doesn’t really count since the player can’t do anything during that frame. Thanks for clarifying!
Cammy’s cannon spike can be punished with RH. BSK.
Guy traded with me and i got ultra’ed !
Just found this Cr.HP on ROG as an anti-air pointblank owns, maybe it was the normal he was using but i bet it everytime POINT BLANK
I hit the lab earlier today, and my intent was to conduct primary testing on using Guy’s Izuna Drop as a punisher. I found out that using the Izuna Drop as a punisher is unbelievably sexy, and it works best when you tiger knee the inputs. For those that don’t know, the inputs I used were:
d, df, f, uf + HP (or PP).
Using the Izuna Drop with inputs as I described, I was able to punish:
-Ken and Akuma’s LP Shoryukens
-Guile’s Flash Kick
-Gouken’s EX Hurricane Kick (duh =])
I need to conduct way more tests on (off the top of my head) Cammy (cannon spike), Balrog (headbutt), Guy (EX Bushin Senpukyaku), Blanka (Upball), and Fei Long. There’s most likely MANY other characters and moves to test, but this is what I’m thinking of right now. The premise for this test is to get the opponent to leave their feet with some type of attack/reversal/counter-attack, and I’m finding that the best way to do so is to either get them to do a wake-up move, or trick them into doing a reversal/counter. Right before you get them to do their move, just crouch block, you should block their attack, and proceed with the Izuna Drop.
And just for lulz, I used an EX Izuna Drop to grab Ken out of his Ultra 2.
Thanks for doing that man, more people need to utilize Izuna Drop in their game, myself included.
Punishing dragon punches and flash kicks with Izuna drop looks cool. But it’s pretty much a waste of bar though. Especially when you can get s.hk to bushin chain for free off all those moves. Certainly looks cool though
It counts long enough for the guy to hold jump and get away. :lol:
Izuna drop works really well for kens hurricane kick since hes at something retarded like even frames or -1 on block.
I wish since Ken is one of my mains.
Ken’s hurricane kicks are crazy punishable on block. His lk and hk tatsu’s are negative on hit let alone block.
In Vanilla his his tatsu’s are -9/-4/-5/-3 for lk/mk/hk/ex
I don’t think it’s changed much. In fact Guy gets Bushin chain off every blocked tatsu except ex from my testing but the punish is extremely tight for mk (which would make sense since it’s right at Guy’s standing jab string start up speed.
Ryu is the one with the safe tatsu -2 for mk/hk
Tested this and it works.
However, medium shoulder also punishes, hits for more damage, and can cancel into super for fucktons of damage.
Things I’ve beaten with flip grabs:
Adon: Every one of his specials. Ex or otherwise. Ex Rising Jag is a little hard.
Akuma: HP SRK. Not too difficult.
Blanka: Ex Rainbow Ball. Easy.
Chun-Li: Overhead kcik (Hazan Shuu). Easy.
C. Viper: Air Flame Kicks. Easy.
Dee Jay: HK and Ex Upkicks. HK easy, Ex hard.
E. Honda: Buttslam. Easy.
Gen: Walldives. Easy.
Guy: HK Tatsu. Moderately difficult.
Ibuki: HK and Ex SRK. Easy.
Juri: Ex and regular divekicks. Easy.
Ryu: LP, MP, HP SRK. Easy with correct spacing.
Rose: HP Soul Throw. Hard if they do it early, but elbow beats all versions except EX clean.
Sagat: HP SRK. Very hard, the TU usually just whiffs completely.
T.Hawk: HP and Ex Rising Hawk. Amazingly easy.
Zangief: Lariat. Easy.
Had a Hawk try to SRK flip grab 5 times in a row and it got beat out every time.
6th time he AA Ultra’d.