Thank you for the info. Yesterday as I was practicing I came unto that fact that sometimes I guessed wrong and it was not a rush punch I ended up blocking. Now I know why that was happening.
Another thing I tend to do if I have meter against close up rush punches is EX PC on reaction and have had good success with it so far. But getting to throw Balrog gives you so much momentum that it’s worth a lot to practice it.
I have a FT10 tomorrow against a local Balrog player so this will come in handy.
why are you teleporting when he is dive kicking? sLK sLK Scissors is your friend. Feel free to use just one sLK if necessary.
forgive me if im stupid (cuz i am) but when ur option selecting his rush punches, you’re saying you just hold down back, and when he gets real close, hit LP+LK to either block or throw depending on the attack?
I won my challenge today Bison against Balrog. Didn’t have enough time to train myself into throwing him out of his EX Dash Punches but EX PC helped me a lot, it punishes and at worst trades against his dash punches and if its close to him you’ll get to the other side and it will make it difficult for him to punish you. Most of my EX bar was used on EX PC. After I got a sizable lead, I turtled the remaining of the round making it difficult for him to come back.
Not sure if this was touched upon yet but i noticed even the best dictator players get frustrated by the shortcuts that create this teleport/ultra issue. I was looking for a solution that would create a situation where the ultra activate 100%. Mostly fails in a clutch situation when you might twitch ultra in high pressure and out comes the teleport.
In short if you use negative edge to activate the ultra, the teleport will never come out. It definitely takes a bit getting used to, but this is the best solution i could find. Anyone else have success with other methods?
was it the HK super? c.mk only has 16 frames of hit stun, and HK super has 16 frames of startup, i.e. it hits on its 16th frame, so there could be a hole if you didn’t cancel immediately.
think of it as a 1 frame “link” except it’s a cancel instead.
BTW I actually hit someone (on accident) with neutral jump mp for the first time today! A chun was doing a late jump in as I was waking up…and I accidentally did nj.mp and it cleanly beat her double fierce jumpin whatever it is. Her fists went under Bison but she was tapped in the face.
So, in IRC yesterday the question came up whether you could do cs.HP xx Teleport xx Ultra. [media=youtube]9fMFHAdd0VY[/media] works … whether it can be taken a step further is the million dollar question.
I couldn’t stick around to see the results of the conversation, and I can’t help but think that if it could be done someone would have discovered it by now. But … any thoughts?
The only cancelable move with enough hitstun to possibly link into ultra is cs.hp. Alas, it seemed no one was successful, but that doesn’t necessarily mean it’s not possible, just unlikely.
Hold back immediately after you do the DR motion. You can’t steer Bison during the initial hop … you land right in front of them no matter what. Then buffer the ultra input so that it comes out as you land (the recovery is very quick).
I wonder if this is possible with Ult2? Of course you have to assume that ult2’s startup is at least as fast as ult1. It should be way easier to do the input at least.