I actually see Daigo go for sweep a lot of times, which makes sense; pretty fast start up, long range, and splats them UTKD for pressure. Your reactions need to be on point to hit that shit, or you’ll end up getting punished yourself
One more combo i just noticed from watching i think laugh for a bit.
The combo in the list i am used to would be the hit confirm
(Optional jump in) cr lk, cr lp, cr FP xx HK Tatsu [hardest link 2 frames]
i noticed he does an alternate 1 that is
(optional jump in) cr mp, cr mk xx HK tatsu [harderst link 1 frame but can be plinked to effectivley make it 2 frames and the timing is pretty nice unlike sps, cr fp]
it does more damage and allows you to hit confirm for more damage than that combo and comparable damage to a jumping fierce, cr fp, xx hk tatsu but you can hit confirm it. the down side is the 1 frame link but i can hit it pretty consistantly offline in training and i just learned to plink recently. ill update with damage specifics soon.
Additionally it doesnt have wiff problems like the first combo from oddly spaced jumpins/empty jumps
Also on block its a pretty baller 3 frame trap that you can buffer into hadoken instead of tatsu if your jump in is block super easily on reaction.
only issue is that the low comes a bit later vs earlier
Been working on a new type of knockdown setup that lets you beat (some) reversal DPs. The idea is to put yourself at slight frame disadvantage (-2, preferably) so that if you immediately followup with a DP and the opponent does a reversal, their invincibility will run out before yours, and yours will win. Here’s one I’ve been playing with (don’t think it’s frame perfect ie. you can probably do it too quickly and lose to the reversal, but I still use it anyway, especially against chars with weaker reversals)
cr.hk, SPS, mp DP.
Beats all Ryu’s reversal DPs, loses to EX DP, beats backdash, throws and normals. Loses to delayed wakeup DP (it’s risky for the opponent to time this correctly). Make sure you have meter to FADC in case they block. It’s not as effective as I’d like though, so I’m gonna try to find other setups in the meantime.
I have a few questions that I saved up over the last little bit.
-How do you anti air Gouken’s demon flip? Jump towards medium punch?
-Any alternative OS to the sweep OS against characters with far back dashes? (eg: Balrog)
-Where on the screen/against which characters can you combo cl.hk, c.hp xx fireball?
1: Yup.
2: OS Tatsu or perhaps LP fireball should work?
How do you do a ground os tatsu?
Jumping on it is great because he doesn’t have Akuma’s palm. You can definitely do j.mp, or j.hp. Depending on spacing, a jump back is safer. If you time your mp DP correctly, it should beat his air counter. But yeah, j.mp is a better solution.
You can OS cr.hk him if you’re close enough. His backdash isn’t really that good. You can also walk forwards a tiny bit in the OS.
I know it works on Honda, and on Dictator. Only on Dictator when standing and you empty jump into the corner. I have no idea why it only works there.
Jump-in OS tatsu against Rog after sweep or throws. Only knockdown you don’t have enough advantage to do it is after tatsu or srk.
You switched cr.lk and cr.lp here.
Ultra 1 OS vs Boxer:
f.throw, slightly step back, st.mp, j.hp qcf qcf 3P
OS Tatsu can be avoided if Boxer does EX Smash, but this will beat all Boxer’s options besides blocking and focus backdash and it will auto-correct.
And if he focus backdashes or blocks you sail to the skies and die horribly?
If he focus backdashes your OS won’t come out.
Verdict: Shiny.
What happens against EX Rush punches?
J.hp has a smaller x-up hit box than j.mk so EX Rush Punches go right under you and the armour doesn’t affect the OS. If you input the OS correctly it will auto correct. If you use j.mk it’s more likely that you will hit the Rush Punch as it passes under you. I’ll post a vid later if I don’t get home too late.
Haha, I’ve just discovered a variation of this OS that makes it impossible for Boxer to focus dash out. As soon as he attempts to focus his hitbox changes and the j.hp whiffs which makes the OS come out. His best options are to block or do an LP Headbutt so that he only eats minimal damage. This setup however suffers from the same glitch in Vanilla where the j.hp will randomly whiff and cause Boxer’s reversals to go the “right” way. It’s nothing to worry about in a real match though. It’ll happen about 1 in every 50 times. I think it depends on which part of the screen the setup takes place. Sounds strange, but that’s the only explanation I have because with one particularly timing (dashing into Ryu at the start of the playback after Fight is displayed), the specials would always auto-correct.
[media=youtube]U37WGHiQi2o[/media]
Does anyone know some good safe jump setups against Cammy?
I assume you already know this, but she wakes up 1 frame slower. I don’t think Ryu has any moves that take 1 more frame than cr.mp, so that messes up the backthrow safe jump. The sweep safe jump is also messed up.
I think forward throw, plink far mk, neutral jump mk is an uncrouchable safe jump. Just tested it. Holding up forwards for the forward jump crossup leads to some really wonky situations.
Yeah, I’m aware of her and Sagat’s wakeup timing. My only safe jump against her is very similar to that one except I immediately dash forward after fwd throw, do a full crouch, neutral jump mp or mk. It’s really ghetto but it works the same way as yours.
b.throw, st.lk, j.hk works on Cammy and Sagat. it’s unplinkable though, but if even you time it slightly late it’s still a safe jump.
Here’s another that works on Cammy, Sagat and Blanka:
f.throw, st.mk, neutral j.mk
If you replace the st.mk with st.hp then you can use this to safe-jump 3f DPs.
I’ve got a bunch of lesser-known safe jumps in a Ryu vid I’m working on. Still recording a few meaty setups and tricks but hopefully I’ll finish it this week.
Unplinkable without select rewiring or unplinkable period?