it’s not the most fun video ever
[Or the SFIV thread i made.](Juggle Property Guide: All characters w/ video!
it’s not the most fun video ever
[Or the SFIV thread i made.](Juggle Property Guide: All characters w/ video!
What are you guys doing after a CC cr.hk?
If you clearly see dash forward in to MP -> Rope Throw -> Whatever
I tend to react with Close HP -> HP Ass Dive as a habit though.
strange discovery today.
Cammy only one character that can backdash out of HK,LK blockstring.
Looks like werid hitbox stuff CAPCOM FIX IT PLZ.
[video]http://www.youtube.com/watch?v=HjsVAU5yKxU[/video]
Make you mika specials throw invincible so you can actually reversal properly.
First vid shows what you all know, you get thrown out of all reversals. Last cmd grab is JC’d wins vs throws.
https://www.youtube.com/watch?v=h7lEyaYQM1Y
This vid shows that you can tack a throw os in there if your timing is suspect, on whiff you get cmd grab(or whatever special you jc)
Meaty c.mp
Edit: Opponent can wakeup with a crouching attack and it’s a free hit for them, which makes this much less useful. welp
https://www.youtube.com/watch?v=2wIzdyxzuDw
Since I see you guys talking about j.HP I’d like to share one of my findings.
blockstring cr.lp, st.lp, cr.lk, immediate jump, j.HP hits front, mika lands behind. same setup but j.lk hits crossup and she lands in the back.
Now this is pretty specific and unsafe because they can anti air and/or move after your cr.lk, but I think we should explore more options with the j.HP hitting in front and mika landing behind, there was stuff like this in SF4 with sakura’s j.HP (which is basically the same animation here), and it’s almost impossible to react to unless the opponent knows (unlikely).
I have an idea of how to set this up better after a knockdown and if I get some train time today I’ll see if I can figure it out.
Hmm, i was messing around with post stun damage maximizing & came across this
If you’ve got full super meter & you’re going for the kill you’d likely go for
Jump Fierce -> Fierce -> Super… You may add a MP in there to max out the damage. (460 Raw with MP 450 without)
but you actually do more damage by doing
Mike Toss (microphone hits) -> Close Fierce -> Super. (Can also add a MP in there) (474 Raw with MP 472 without)
This is assuming you are right next to the opponent & you don’t charge the mike at all, simply doing the v-attack & throwing the mike increases the super damage by 90 (Raw) That’s another fierce attack.
Ideally you’d want to be at just over a jumps distance, so the mike toss so it doesn’t hit & you can combine the two, which does 524 Raw damage, about 60 more damage. (About the strength of a MP) but not 100% if the opponent could mash out of guard in time, likely depend how you got them to stun
As for V-Skill damage maximizing post stun with no meter the best you can do in corner is.
Vertical V-Skill (Delayed) -> forward dash (For timing) -> Jump Fierce -> Fierce -> [v-skill hits] -> Rope Throw -> Charged HK -> Wingless (Can also add a MP before rope throw if you walk forward a bit. 434 Damage with MP, 423 without, hell you can actually add a MP before the first fierce as well if you don’t bother with the forward dash, but it reduces the overall damage)
Which is more than most Metered combos.
It’s consistent if you pause before charging the st.HK rather than starting it as soon as you can, the extra travel time allowed from the rope throw by delaying the st.HK sets up the EX.WA to connect much easier. Depending on the state of your match it still might be worth it to go the EX.SP for the screen positioning, however it does do a bit less damage.
Cute shenanigan for use against people who aren’t buttonsy at Mika’s safe c.hp range. A good setup is crossover j.lk c.lk c.lp (which is excellent fishing material any way).
j.lk(crossup) c.lk c.lp c.mk c.mp hcb.lp (typhoon)
If they can actually react to a c.mp in a string or like late buttons, swap it out for c.hp or something similarly ranged.
tl:dr; at c.hp range, c.mp puts you in range for lp typhoon.
edit: note that c.mp is airborne from 9-21 - not sure if that guarantees safety from low or profile responses, but it sure sounds like a benefit. Need to test various replies to this nonsense in the lab: aka, ranked.
On another note, what do you guys like to open your Nadeshiko combos with (hit confirmable, preferably)? Are we just limited to the target combo or s.mp?
In my opinion, unless it’s to finish someone, she is better saved to try to open my opponent up, you don’t get much Nadeshiko play and making her mix-up serve to net you a full combo (even if say you failed it half the time) is worth much more than the ~75 damage or so you would get off using her like she’s a bar of meter mid combo.
However, in the corner, you can use her to get 340/540 meterless calling her in off a st.MP which is justifiable compared to 217/415 being the BnB without Nadeshiko
If you are mid-screen and passion rope throw them the opposite way you have to dash back and then move forward to be able to hit them otherwise they fall on their face.
Usually I will either passion rope throw them backwards then dash back and either do a charge st.HK into EX wingless airplane or you can dash back then dash forward into cr.HP and then mix-up either a command throw, neutral jump, just go for a hit, regular throw, etc.
Also if you have V-trigger you can passion rope throw backwards then call in Nadeshiko from the opponents side then go into st.HK and into EX wingless airplane or EX peach assault but EX peach assault requires stricter timing.
I haven’t seen cr.LK, cr.HP into command throw/mix-up. I’ll have to test it out.
Also if you are talking about corner I have found passion rope throw into the corner into lady mika (f+HP), into cr.MP and then command throw when they land or neutral jump, etc… you get a mix-up. Or you can just to lady mika into EX wingless airplane or cr.HP into super. I’ve seen a few videos of people managing to switch sides with cr.HP after passion rope throw but I haven’t been able to do it so I’m thinking maybe it doesn’t work anymore.
Once you have V-Trigger up, you can also use c.hp and VTC it every time as an offensive option select. On hit, you can confirm into a combo, and on block, you get a sweet hidden missiles mixup that will probably freeze most opponents. If you whiff the c.hp nothing comes out, so no problem there.
I also sometimes use the VTC in CC f+HP combos if I think it’s worth the damage.
e.g. CC f+hp, dash, f+hp xx f+VTC (no delay), (start charging s.rh, VTC hits), charged s.rh hits, EX Wingless or EX Peach
This combo takes more precision in the corner, but it’s super easy mid-screen.
Forgive the double post, but it makes more sense than editing the last one because this is a separate idea:
If anyone has been paying attention to other threads in here, you’ll have noticed I’ve been talking a lot about meaty set-ups with R. Mika. In particular, this one:
s.lk -> s.mp xx MP Peach, forward dash, f+mk
f+mk is good because it hits meaty against both Quick Recovery (QR) and Back Recovery (BR). As I noted in another thread, f+mk is punishable with a 3 frame move if the opponent decides to QR and block, so it seems the f+mk hits exactly on the first active frame (as f+mk is normally -3).
However, because f+mk also hits a BR, this got me to thinking that the BR timing must be hitting later into f+mk’s active frames. I know that I can get CH f+mk, s.lk… to combo if I counter-hit on the earliest frame of f+mk, but what can I get if I counter-hit with a meaty f+mk on a BR? It turns out, quite a lot - a CH meaty f+mk in this setup leaves you at +7(!!!), which is insane. I tested and know you’re exactly +7 because s.hp (7 frame startup) will connect, but s.mk/f+mk (8 frame startup) will be blocked.
This means you can link all of the following off of her f+mk CH on this setup:
s.mp
f+mp
s.hp
It’s tempting to use s.hp since it’s just your highest damage normal, but it turns out your spacing is good enough to do…
s.lk -> s.mp xx MP Peach, dash, f+mk (meaty CH vs. BR opponent), s.mp, f+mp -> f.mp, back dash, charge s.hk, EX Peach
Everything from the CH f+mk forward does 313 dmg and 480 stun.
This MIGHT only work against crouching opponents, the spacing against a standing opponent is really finicky for the s.mp, f+mp link. If you’re worried about spacing you can just opt for CH f+mk, s.hp xx HP Peach/CA, or CH f+mk, s.mp, s.hp xx HP Peach/CA.
Behold my tech and rejoice, R. Mika players.
Now to start training to recognize whether my f+mk is CH or not on both BR and QR opponents. If we can learn to do this, R. Mika just got a lot scarier.
Edit:
I don’t know if this information is out there anywhere, but working on this made me realize I could test exactly how many frames of difference there are between a QR and a BR. The answer is 3. Here’s how to confirm -
In training, set dummy to guard after first attack, and set guard recovery to a 3 frame c.lp. Now try this:
1./ Set opponent to QR. Do s.lk -> s.mp xx MP Peach, dash, f+mk, BLOCK. If you’re timing this right, the CPU will block the f+mk and punish you with a c.lp every time. You’re at -3.
2./ Set opponent to BR. Do s.lk -> s.mp xx MP Peach, dash, f+mk, c.lp. If you time this right, the CPU will block f+mk and your c.lp will TRADE with theirs. As R. Mika has a 3 frame c.lp, we can conclude that in this situation, you’re at exactly 0.
Ergo, QR is 3 frames faster to rise than BR. This is really practical info for planning meaty setups.
Edited edit - I’m actually a fraud and my methodology was flawed. The difference between QR and BR is 5 frames, not 3. This tech still works, but the conclusions I drew from it were based on a flawed assumption or two. Wanted to come back to make sure I amended this accordingly.
Been playing with max range CC sweep, tap v skill:
-Throw will whiff, eating a counter mic, free follow up
-If they try to jab, out of it, the armor will absorb the hit, and the mic will hit, and you get a free follow up
-The armor will eat Karin’s wake up DP, need more testing with others. Ken can m shoryu out of it.
-If they neutral or forward jump, you can easily AA
-if they wake up backdash, they’ll eat the mic.
-if you do mic s.mp and they block the mic, you get a counter hit if they press any button, it will stuff jumps (a frametrap, I think?), but you lose to Ken’s m and h shoryu. They are safe if they backdash.
Gotta do it during matches to see if there is time to react to those outcomes, and test other options after the mic, like c.hp. But it is a nice thing to have as a surprise and as a conditioning tool.
Thanks for your time, and If this is just full of useless shit, I won’t get mad at you if you point me at the right direction, since I never tried to get too deep as I’m trying to do with SFV.
Great tech b4k4, I will definitely practice that next time I’m on!! that sounds like a great setup, since lk - mp - m peach is an easy punish to fit in against most opponents.
@b4ka to add to that f.mk tech, if you do mp.peach, dash, f.mk and they do not quickrise you can immediately do neutral jump hk/hp/whatever for a 5f safejump. The dash, f.mk and neutral jump have to be frame perfect although it isn’t too hard thanks to SFV’s lenient inputs and it doesn’t seem hard to get down after just 5 mins practice.
I don’t actually know the frame data for reversals on SFV yet, I know Ryu/Ken/Cammy have meterless 4f invincible reversals and Necalli has a 3f invincible reversal with meter but idk about the rest of the cast.
Edit: use j.hk midscreen as j.hp might whiff.
Edit 2: like in SF4 you can empty jump 3/4f reversals from this setup and recover in time to block them.
Question for the lab monsters. I’m working on a setup to avoid Necalli’s HP DP on wake up (I’ll share once I have it down properly). I’m wondering if its possible to record a late DP so that it auto corrects.
Sure, but there are going to be times when her VT is useful after a hit-confirm (like, as you say, finishing someone off). For example, I can hit-confirm her target combo into VT, link a s.mp, Nadeshiko hits and I tack on some damage. But, yeah, depending on how the match or set is going, I like to keep a Nadeshiko in the pocket for hidden pressure options.