Yeah it’s great man. I use it all the time. Probably at least once a round. When I play as Akuma I use it way more too, since it combos into his sweep. It’s really good against certain characters too. It’s godlike against Cammy on wakeup. Stuffs her dp move clean.
i use it once in a while. but trying to do it then adding ultra is a bitch. the timing is STRICT as fuck. wouldnt waste a ultra on doing it ever
Super instead of SRK
This might sound kind of retarded, but I have issues when doing a crouching SRK. Often times a super comes out instead. After looking at my inputs in training, mode it’s tough to tell exactly what I’m doing wrong.
Any ideas? negative edge perhaps?
So basically when i do a cr.short, cr.jab, srk --> ultra, after the srk, an ultra comes out instead. and sometimes when i just do a regular crouching srk, a super comes out.
Alright dude since im not an asshole. if your clk clp srk just do :dp: motion you have time to pull it off. it sounds like your doing :dp: too fast and thats what causes the super to come out.
I found out Real good setup against Dictator. I don’t know if anyone cares but what the hell, it’s only 09’er trick but it has some uses.
Shoulder throw, do lk tatsu as fast as you can and time F+hp so that it hits 2 times. Since you switch sides doing the lk tatsu I don’t know if it is possible to do reversal scissor kick, ultra, super or psycho crusher but at least it is a little more difficult to pull it off. You can’t be thrown or poked. Dictator can do 5 things and you are safe at all times. Dictator can’t jump out, he gets hit.
- Block
- Backdash
- Teleport
- Only Reversal ex-devil hand escapes(maybe punishable), others get counter-hitted
- Reversal headstomp escapes BUT because of the forward dash included in F+hp the headstomp will miss and you can punish it. Other versions will get counter-hitted.
Timing is pretty easy and I think doing lk tatsu makes it easier. This same trick is great for keeping up the pressure. Works against Blanka too. If Horizontal, Rainbow, super and ultra can’t be done in this situation Blanka is in bad situation. Electricity is shut-down completely. Blanka can punish with ex-vertical ball and that’s it. Of course he can backdash too.
This same setup is very useful against other characters too and most of the time you get counter-hit. Also F+hp is easy to react if it hits srk and if blocked you can try to throw. Or am I just talking 09’er shit, probably.
i’m able to do the combo 90% of the time. it was just annoying how every once in a while a super would come out.
after spending a short while trying to replicate it, it turns out that when i’m in crouching mode, when i srk, on my way forward, i hit down forward by accident every one in a while. So a super comes out.
What’s the difference between j.hp and j.hk? When would be best to use either?
The only difference is the hitbox. Because j.fk has a long hitbox, you want to use it when jumping from far. J.fp has ahitbox that goes slightly downwards, so its more likely to counter or trade with an AA. j.fp can also be used as a cross-up on ceratin charaters (those with wider hitboxes) .
im gonna try that Dictator setup. Would it be effective against Sagat or Claw as well?
Not so against Sagat. Sagat can punish with every Tiger Uppercut so it is not wise to use more than once and only if Sagat doesn’t have Ultra. Everything else nets you counter-hit if Sagat attacks.
I’m not sure about Claw. I know that Claw can backflip it so it isn’t so effective. But against Blanka it is Real good. Blanka has to burn ex-meter if he wants to punish and the less blanka has ex the more you can fireball.
If F+hp gets blocked you can follow it up with c.lp tick throw…or c.lp clp cross up etc.etc. F+hp would be one of the best moves in the game if it didn’t have that long start-up. In un-techable wake-up you can get rid of that start-up and it makes F+hp near Godlike. It is easy to understand why Daigo uses this also in wake-up, F+hp has Real good risk/reward.
Wondering if crouching whilst an opponent is jumping helps much, does it cut off alot time before he hits you?
I’m too used to doing the normal shoryu motion and not the DF, D, DF motion way, so I forget to crouch.
meh, it can help a bit, yeah, particularly against Gat’s elbow. If you want to stick with the traditional SRK motion, just learn the amount of time you can keep it buffered without pressing the button, that way you’ll stay in crouch for longer and can get a safer, deeper hit (and, btw, you can actually keep the SRk buffered for quite a while, like… 15 frames or something?).
Just a little share:
if you face chun li. as soon as you see her doing her return kick( half back circl + Kick move) to counter your hadoken in guessing then :
FA dash forward after the hit was absorbed and : cr. lp , cr.lp+ hk, shoryuken( fadc ultra).
if she does her lk version and you react a little bit to sloww she might be able to guard or dash back, that why after fa dash forward doing shoryuken directly is kind of dangerous.
you can confirm the 2 cr.lp into shoryu and change to tick throw or pressur if you were to slow.
the second cr.lp is done by doing cr.lp+hk. it s an option select to counter chun li from back dashing ( if first cr.lp touch then a second cr. lp happen, if the first one wiff because of chun li back dashing then it s a sweep that come out)
another tip, if you face a chun li that after her forward throw dash and then jump , this jump should do a meaty hit if you try to shoryu. just keep your guard and press lp+lk as soon as she should touch the ground( to avoid chun li mix up between empty jump cr.lk or empty jump throw)
all for today^^
I’m curious how people are using solar plexus strike. When I saw Dan on the evo stream I was really surprised at how often he used it, and how rarely some of the players punished him for it. Since then, I’ve been trying to use it more and have found some good stuff.
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After c.lk, c.lp, c.lp block string, do sps. Depending on what happens, you can tick throw, frame trap, start another block string or combo on hit.
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You an also just do it somewhat randomly. It’s got slow start up, but once it’s active it’s a very good poke. It’s got very long range and the hit box is way out in front of you.
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Random sps gets blocked, link c.mp for some block stun then sps again. It’s somewhat of a stupid high risk/high reward frame trap/mixup.
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Sps random focus attacks. This is probably the most useful thing I’ve found with it. The two hits will break focus, and then you can combo for big damage. Great way to punish random focus attacks.
Overall, it’s a very dangerous attack, for both sides. It can get punished, but if it lands you’re getting 280 damage, at least. Once you can get the links down, you get 350 with no meter…380 with one meter…500+ with two meters and ultra, 620 with both meters full.
If you’re going to try and use it, only poke with sps from near it’s max range. If you’re up close, put them in some block stun first with some c.lps or c.mp, and mix it up with tick throws.
Anyone find any other ways to land this attack?
That’s more or less when I use it, sometimes I do it on wake up. Ya know those shenanigans where you walk beside the person, then back to avoid a wake up throw or block the wake up SRK then step forward to throw them after they’re on their feet? Try that with a SPS instead. Aside from that, you use it where I would. If you have time to react, I’ve heard using the SPS against a focus charge is good too as it will break the focus and you get a free SRK or whatever combo afterwards.
Just want to verify something. So the scenario is you get a un techable knockdown. you do an empty jump cross up (i think that’s the term), waiting for your opponent to start his “get up” animation.
You want to start a block string of meaty cr.short, cr.jab, etc in hopes of landing an Ultra However, your opponent thinks you’re going to throw so he tries to tech/throw. From what I remember both have 3 frames of start up.
So who wins? Does your cr. short win or does he end up throwing you. Or does your cr.short win because you can actually start your cr.short before he gets up. I’m pretty sure it’s the latter, but I just want to make sure.
Thanks in advance.
I use it alot. It gives frame advantage on block, and great combos on hit. If your opponent is mashing jab during the start up just set it up again but SRK instead.
The main problem I’m having with Ryu is that his ex moves and super are so good that I have to decide which to use before the match. Usually ex moves, which is a shame.
edit: yes, early low short with beat throw because you get a head start on the start-up frames aka meatie attack.
Assuming he does throw as soon as possible, your c.lk will win because you started it before he had a chance to start his throw. Your c.lk was meaty, so it beats anything with a startup and no invincibility.
It’s neutral on block, not advantage.
EX vs Super is very matchup dependent. I find myself always having a super against Akuma, but rarely against Dhalsim just by virtue of how often I have to use EX.
why do you use ex against dalshim?
ex hadou to counter yoga fire ?
there is no need, you should keep super agains dalshim.
first super can punish yoga fire
super can punish jump back hp( dalshim overhead
shoryu cancel super from mid sreen is a low risk super hight reward so dalshim will get afraid of spaming hp etc etc.
against akuma, be carefull if you use super to punish sweep. if they have ultra then can cancel the sweep into ultra after you made your super and counter you( ultra will win)
dalshi is not easy match up I haven t it clear yet but if having super can make hem afraid, i think it s better as after ex hado ryu can t really put pressure( you can just get closer but not completly)
any way very annoying match up I still have tr
ouble understanding why it s 5/5
obviously I’d rather have super than EX, but if I throw an EX fireball, I’m putting down one EX meter to say “if he does jump, he will lose significant ground - if he does fireball, I get inside”. Getting inside is what the ryu/sim match is all about of course. It’s a very good threat.
yeah, but the question is, would I rather have 4 good chances to get inside, or one pool of good damage? Sim/Ryu is very very prone to significant comebacks in both directions, so I put less value on ‘decent damage out of nowhere’ which is what super does. I’d rather keep utility.
Also, keeping two EX’s means my ‘psychic’ jab DP’s just got a LOT scarier if I have ultra.
yeah, I know this trick, but I use it to shut down his ground fireball game (which it does very well).
I am very good at this matchup - super is very valuable, and often I’ll end up with a super I get to threaten with (which is great for his instant overheads), but if I do EX hado as he does yoga fire, i AM inside. That’s all I need to turn a 5/5 into a 7/3.