its a throw. basically hold back and press lp and lk and he’ll grab the opponent.
less damage more stun better positioning next to the enemy only usefull if you want change the position (cornerd)
is it me, or does the game engine seem more favorable toward mashing EX messiah kick on wakeup when you need to?(i.e. rog tries to do hi/lo shennanigans)…probably just me, but just my odd observation.
branka thread may need to start soon. viscious, update the first post’ve that rog thread
I personally find that the forward throw gives better positioning. Against Shotos/Sagat, you can dash forwardX2> cross up dive kick for a anti-uppercut meaty. The back throw doesn’t lay them on the ground long enough for a free cross up.
if yr timing’s not on point tho, expect to eat srk/tu > ultra : /
10 minutes in practice mode and I’ve got the timing down pat. Not hard, and it makes the Ryu/Sagat/Ken match up a lot easier. Well worth the time learning it.
does it stuff dp’s or mess up dp tracking?
Stuff’s DPs almost all the time for me. Very occassionally, you’ll get beaten out by DP tracking, but that’s pretty random and doesn’t happen that often.
If you want to test it out in practice mode, use Ryu’s jab DP, since that’s the toughest DP to stuff on wake up with a cross up.
ja I have the timing down 95% but sometimes I’ll go for it and miss it and be in a world of (very obnoxious) hurt
I think it depends on the definition of ‘better positioning.’ If doing the backward throw shoves them in the corner and gets you out, I’d say that’s better positioning than the forward one. I admittedly seem to have a bad habit of almost always doing the backwards throw though, and that has screwed me out of the good positioning for corner pressure I just had I think that I agree that the forward throw is better when in the middle of the stage though, though I have a preference for being on the right side, so I tend to try to get on that side via a throw when possible.
noob question. when exactly to i enter the command for an ex messiah kick from recovery?
somebody here play Gief & Rufus and could tell me wich one can handel Sagat / Blanka better? would be intrested in becouse i start learning rufus love him since he is realy similar to gief but he got the same bad matchups g would be intrested in the opinion of others i think he do much better against sagat but much woers against ryu and blanka well mhm yes he is annoying but i can not say anything all blanka players look like Spycho movement scrubs who actualy win with those spycho shit against me (i dont belive they are scrubs but it looks so…)
imo rufus:blanka is a straight 5:5, rufus:sagat is probably a 4:6
gief:sagat is, what, 3:7? gief:blanka, 4:6? iunno, I’d pick rufus against those chars I guess
those are just abstract numbers tho obv, it comes down to this: I think the matches will be more fun fighting as rufus, you’ll still have a hard time against good sagats but at least they’ll have to use buttons other than hk and against blanka you can punish all his bullshit semi-easily and subject him to some bullshit of your own easily enough
sounds good for me i dont care if the matchups still be hard but that wath you told me sound exactly for that wath i was hoping (since rufus makes a lot of fun with most similary gameplay less wakeup more rushdown^^) and i gues i stay with gief aganst ryu the matchup seams pretty even with 4:6 for me ^^
how do you play Rufus against a Blanka?
in wich direktion should i move the stick if i want 1-2 quick divekicks after the first one? i saw some pro gamer jumping backward with MK i assume they mistimed a divekick and perform them “jumping backward” licke to hit realy deep ; so is this the way to perform it? or should i hold jumping forward or jumping streight?
Rufus vs. Gief
I have a friend that loves to spam punches with shotos in any situation, i’ve had some problems getting beat out of divekicks I thought I should have been able to combo with that, but i’ve managed to work around that now, but then he got the lovely idea to start playing Gief.
Here is my question / observation. I’ve been punished time and time again going for divekick hp H.Tornado combo by someone just completely spamming the absolute shit out of the lariat or EX throw even after the initial divekick hits. I know that if it’s blocked i’m screwed, but if the first hit lands, shouldn’t it always be linkable? I usually have no problems hitting this combo except for when i’m fighting a spamming gief and maybe a spamming ex SRK ken.
Is my timing just bad when it comes to this or is there some trickery going on that I just haven’t realized yet?
Nooo, don’t divekick/crossup/combo/rushdown Zangief.
Just stay away and poke (occasional cr.HP), punish (st.HP vs Lariat), counter him (EX Messiah vs Green Hand), build meter with whiffed LP Snake Strikes, win by time if you need to, and number 1 rule: stay the fuck away.
<3F1
thanks for the tip, I think my problem is i’ll be doing good then get impatient. Especially when he gets to about a quarter life… all I can think about is I can end it with one tornado to super combo but I can never seem to beat out connecting the divekick to hp vs. lariat. I was gonna just say screw lariat and go c.lp to messiah but I have a feeling the result would be the same.
I’ll just play the poking game and keep him back with snake strikes if at all possible, or try to catch him with air to air HK when he jumps. The worse scenario there is mid air collision…
My next question then is this… i’m sure there is probably a seperate thread for this, but I always get punished by Ryu’s wake up game. Does this just come with more experience, knowing what to do to get out of it, or is there a best way to deal with it. I want to try to snake out of it but usually my opponent times it so I don’t have time to do a move, or the cross up is passed me so I just snake in the wrong direction… any suggestions?
It really depends on the person ur playin, online u’ll probably be able to bait alot of wake up srks by just stayin close to them and crouch blocking, if u think ur opp maybe a little smarter then to fall for that FA then back dash to try to bait them.
Other options are, learn to time ur cross up dive kicks so that they connect as early as possible on wake up (this is still dodgy vs srks with the auto correct and its start up invincibility), U cud space ur self so that ur at the deceptively long range of cr.hp/df.mk (altho if u time df.mk to early u’ll get srk’d). Another thing I like to do vs obvious players (those that u know will fireball with any decent space between u) is to get at a range were u can just about hit with a jump in, when u see them fireball jump in hp, hp xx hp tornardo. If u time it right ur jumpin will be while ur opp is still mid fireball animation and make it very hard for them to AA u.
Just a few ideas for u to look at, as I said at thhe start tho, it depends on the player.