Are there many situation where I should be techking when opponent is performing a regular combo
on me. I know for example Fei Long player can go for a throw after second hit rekka.
I am usually simply blocking and waiting for the end of a combo, I have the feeling I may be missing
something there.
Depends on the matchup. First experience against Yang, my opponent kept resetting me with a throw by stopping his EX Rekka combo early. Since then I just watch the combo very carefully and prepare to tech or I just mash backdash (useful vs chars who have command grabs).
What should I do with DP spammers on the internet with a very fast recovery like Ken? Usually I block the first one, so I can punish. But sometimes lag makes the exact point to start a combo unpredictble. I tried a combo like c.MP c.HP … which works offline most of the time. But online I almost always miss the timing and either Ken blocks my c.MP or I hit him and he makes a backflip (is this called reset?). Then my c.HP will whiff or his recovery is so fast that his Shoryuken will come out faster than my c.HP (can someone confirm this!?! or am I hallucinating) and I eat another Shoryuken. There seems a to be a very small window to execute the combo.
I also experimented with Solar Plexus, but as I have to hit the buttons before Ken lands I sometimes “clip” through Ken to the other side. Delaying the input for too long will allow him to block.
Currently I can safely execute a HP.Shoryuken some frames before he lands for 2 hits (150 dmg).
Would you go for HP.Shoryuken as punish. I mean the difference is not that big (about 90 dmg, but if I wiff I eat a lot of damage). And usually I am really salty if miss the timing, because I know that this stuff is a lot easier offline.
If you can’t punish using the biggest punishes, then refrain from doing them until your execution gets better. CMP, CHP, DP would be preferred, but a regular DP punish is fine if you have problems being consistent.
Actually the window after a blocked Srk from Ken is pretty big ( except lp dp).
I know what you mean Ive eaten many times 2 shoryuken in a row because of the lag.
I think you should still go for HP, DP at least you just have to adjust for the lag and do
it a little earlier. Like you said Sps is a little triky since sometime you kind of cross up.
Seriously vs Ken you cant DP after a quick stand when you get knock down by a DP. I would have to try it.
Against what attack jlk ? edit: test it , you cant do anything Ken simply has a safe jump. Maybe
its better to not quick stand after Ken DP.
There is no guide on this, I am getting kind of confused when I can DP or not. I guess its a lot of work testing
what can be DP or not vs different character set up. Would be nice to have such a guide
What is it called if an opponent does a backflip when I hit him and what are the exact conditions for this to happen? What is the frame advantage then?
I think your talking about a reset, its when you hit your opponent in the air. After you reset him you have the option to move and plan your action
while he is getting reset but he recover instantly once he touch ground so he can block anything.
From personal experience I feel it’s best to just try and block it. I lose to so many Kens just because I try to dp and auto correct dp all their jump ins after a knockdown. Ken is just one of those characters where they can time it to make it very difficult to autocorrect even if you know it’s going to be a cross up. Your safest bet is to just block it in my honest opinion.
aycko: any non-hard knockdown normal you hit vs an air-borne opponent will result in that ‘backflip’. so if you get that while trying to punish, you are doing it too early.
i stopped doing auto-correct dp altogether and just opted into blocking or regular dp’ing. vs good opponents who has tight jumpin timings, i found that trying to guess auto-dp by delaying slightly ended up me getting hit in the face more often.
maybe it’s still worth it but i personally found it more hurtful.
Not sure if this has been asked before but if I’m in a situation where c.hp wont hit but c.mk will and I’m looking for a bit of a damaging punish to maybe close out the round so I c.mk xx hado FADC then whatever I want. Does it matter which hado I use? For example since jab hado is slower it would hit them later giving me more frames to FADC into my next move but hp hado would travel faster therefore hitting them sooner giving me less of a frame advantage. I ask because I want to make my 3 punch button focus because pressing 2 buttons to focus just feels weird for me but I wouldn’t feel comfortable going from c.mk to jab hado then all the way to the 3 punch button for a FADC but if I can use the hp hado I would be able to do it really quickly. Thanks
Ive always use cmk xx (hp) hado FADC with no problem. I will be interested to know it they are some subtle point and difference about witch
Hado you use, I am sure there is some situation its better to use one over another but I really have no clue.
Ive start using (lp) Hado if I do solar plexus, c.hp xx hado, FADC etc …seem to blend better in my execution
in conjunction with solar plexus, c.hp xx (lp) DP, FADC , ultra 1.
Hey im new to Street fighter 4 and was wondering which Shoryuken should I use when Shoryuken fadc ultra?? which is the best to use and most consistent to land?
Use the MP SRK, you have the most invincibility 5f. You can’t FADC the HP one, and the LP one has lower invincibility so if you do it wrong you may end up trading and missing your opportunity.
Cross up tatsu is an option, if you have super stocked this becomes much more dangerous. The hard knockdown that you get with sweep is not as much as you get with a throw.
A meaty jab fireball is not a bad option for free chip. Depending on the spacing you can do a few things.