uh I dont remember, I did the trials some time ago but, those links are pretty useful. Specially when pressuring and you get a random hit
Is there some trick incoorporated to do (wakeup) pseudo crossup dive kick to the other side, cr lp, lp tornado?
the dive kick to cr lp links just fine but it’s too far to connect the lp tornado. Pls help O_O
[media=youtube]ppEIoLUsr0Y&feature=related[/media]
Jwong does it 2 times in this vid, actually he tries it everytime he scores a knockdown in this vid. 0:26 guys
Cheers
One thing to note is that he’s actually doing cr. lk, lp tornado. Also if you note the two times he did it, it only combos off the dive kick once (as a 4 hit combo) when the opponent Ken is crouching. On a standing opponent the trick is to do a divekick that is ambiguous, e.g. your opponent won’t realize you are gonna end up on the other side of him, so they won’t have a down-back block in the new direction your cr. lk forces prepared, making them eat a knockdown.
im sure someone has already noticed it and its propably not that useful but after a throw/ultra in the corner you can cross them up with vulture kick (–> + MK), could be useful for crossup gimmicks
oh, that explains a lot. Thanks:bgrin:
Rufus tick throw: What do you guys do? I’m trying to incorporate more throws in my game.
You can get a lot of mileage out of dive kick, st. lk into tick throw, because if you notice they start to tech it, you can use dive kick, st. lk, st. hp as a block string - on block, the st. hp will come out on the same frame as their tech attempt, resulting in a hit + the HP GT afterwards. Beware of this against Sagat/Ryu though since this can give them a free fadc to ultra.
dive kick, s.lk, throw
dive kick, s.lk, s.lk, throw
dive kick, dive kick, throw
dive kick, dive kick, dive kick, throw
dive kick, c.lk, throw
dive kick wiff, walk back, walk forward, throw
those are the main throw mixups i use.
Ok, got a couple questions.
First off, to follow up on AcidicEnema’s question about the safeness of Messiah Kick on block. I think I’ve seen what he’s talking about in some Kindevu vs Sagat vids where he does a Messiah kick from a decent distance, but doesn’t get punished for it.
Is it one of those things where it’s safe if done from the right distance? I’ve tried working with it in training mode and I seem to be able to punish it, but maybe there’s something I’m missing.
Another question:
C. lp x 4, EX GT. I can’t get it at all. Here’s the thing though… I can get 1 c. lp -> EX GT no prob. But if I try cancelling it with anymore than just 1 c. lp, the EX GT doesn’t come out… And my execution is fine according to the input display. What’s going on?
here’s the trick.
yknow how you can link cr. jab into an ex GT, well to get all four hits you have to chain the first 3 hits then LINK the last jab
it takes timing and should sound a lil something like
hit, hit, hit… [slight pause for a bit], link then combo.
I’m getting the combo now. Linking at the end is what’s giving me trouble, so I’ll just keep working at it.
Thx Vicious.
no problem.
i know its a bit tricky. but it’s ALL muscle memory and rhythm.
you’ll get it down in no time.
how about doing this again and telling me what the dmg is again please.
you have to take into consideration the training dummy’s life bar and how far it is before attacking it.
because the lower the opponent’s life is, the less dmg they take respectively.
Hey can anyone lead me to where id find info on dive kick mechanics specifically, as in how to hit them meaty and not get thrown etc. Maybe you could direct me to a specific thread or the info is deep inside one of these handful of 25 page threads, but i dont wanna have to sift through it all, so if anyone can even give a slight nudge towards where this info might be exactly would be greatly appreciated.
Ok Im having trouble with the.
S.Lk, S.MP, Heavy galatic tornado
I don’t understand cause I can hit balrog with the combo, but When I try it on Ryu he blocks it everytime. Is it based on different timing’s for each character or what? Please help
I also got the same problem as the guy above me, I’ll divekick for crossup’s/ mix up’s and they just grab.
Yep st mp doesnt combo into hp tornado for eveyr char, see the list on page 1 of thread
Beat me too it. :razzy:
s. mk -> HP GT will work on Ryu.
This was posted on page 22 I think, followed by a complete list of who this actually combos on…
Yea, thanks all. Now could anyone explain why when I dive kick and try to grab it goes right through them and then they can grab me/ combo me because it wouldn’t grab? Along with that why can they grab me when i do a crossup with the dive kick and I hit them with it.
And one final thing. Does anyone have any video’s of Rufus that can beat turtles? Because I have a hell of a time trying to beat any type of turtle, i usually always loose to them.
If the throw is whiffing that means that you tried to throw them out of hit or block stun. You have to delay it slightly more. If you do a crossup dive kick that hits high on their head, most characters will be able to punish you even on hit if they’re standing up (whereas a crossup dive kick on a crouching opponent can truly combo). This can be especially bad versus characters with 3 frame startup invincible moves that can combo or FADC to ultra. If your opponent is always trying to throw when you do this, try (for example) EX messiah, or just tech it.
As for beating turtles, it really depends on the character. For example a fireball-throwing turtle is “actively” turtling (building meter, controlling horizontal/airspace if you’re Akuma) whereas a turtling Balrog, for example, is offering pretty much nothing, which IMO is easier to deal with. A few tips:
1: don’t get impatient or frustrated. you have all 99 seconds to get a win. even if you’re down on life, you can still be productive by building meter for the next round or whatever.
2: you have to use a different part of your game in order to win here. so practice/embiggen these:
a: your ability to stuff moves. predictable turtles or turtles trying to win with a small repertoire of moves are the easiest to beat, especially if you know all your options. get familiar with your normals. it’s also important because you can put the fear of the Lard in your opponent, for example, a well-timed ex snake strike or jump rh->ex snake strike will make your opponent REALLY reticent to jump excessively.
b: your reflexes. taking a balrog for example they’re probably going to dash punch/armor dash punch/headbutt. you have to have reflexively prepared the punish for these, for example:
I: dash punch/armor dash punch: ex messiah, or jump up fierce (hitbox on both sides as you’re coming down -> stand fierce, fierce GT. far MP also works wonders on balrog.
II: headbutt can be tough getting used to as far as using the right punish. Stand fierce, fierce GT works if they’re close enough. if not, try cr. mk, EX GT.
c: unpredictability. turtling can be powerful if your offense has a lot of holes or is very predictable. don’t start every round with a cr. fp or something stupid, but at the same time doing silly things can work if your opponent doesn’t expect them. i was playing a pretty fierce Ken earlier today and a few games deep I started the round with a roundhouse messiah kick, which landed and scored me a knockdown, from which I proceeded to RTSD.