You can literally safe jump any character that doesn’t have a 3f reversal. I don’t think you really need a list for this once you’ve played enough.

What should I do to Makoto after I throw or sweep? Can I safe jump her or will her dp beat me? Im not sure how to fight her cuz I dont run into her alot on line but when I do I get blown up. Fireballs dont seem that useful against her either.
Also what is the best dp to use to chip someone out. I’m thinking fierce dp does the most chip damage or do they all do the same? What about EX dp?
You can safe jump her bc her upward punch starts up in about 8-frames (I believe). Fireballs are useful. She doesn’t have a way to get in besides focusing through or jumping.
EDIT: Oops, saw that this was answered already. How do I delete posts? Lol.
So, I’m trying to do Ryus trial #14 and just had a few questions on it.
For reference it’s
J.HK, HP, shoryuken, FADC into ultra.
1: Can anybody give me some general tips on timing the cancel from HP to DP? I get it out most the time…but I feel really imprecise doing it which then makes the next steps harder than needed. I mean, sometimes I throw out super instead. Sometimes I don’t do anything after the HP and others I just DP instead of HP.
2: After the FADC and attempting to ultra, most the time I end up throwing out an EX DP. Once again, any advice?
3: Is this the max damage combo on a jump in?
Howcome when Daigo does the 3 cr.lp into sweep combo he’ll do a standing jab instead of a crouching jab for the 3rd jab. He mostly does 3 cr.lp but sometimes he’ll do a standing one. Why?!! Does anyone know what is the point of this?

Howcome when Daigo does the 3 cr.lp into sweep combo he’ll do a standing jab instead of a crouching jab for the 3rd jab. He mostly does 3 cr.lp but sometimes he’ll do a standing one. Why?!! Does anyone know what is the point of this?
Spacing… you can be slightly further and the st. LP will connect.

So, I’m trying to do Ryus trial #14 and just had a few questions on it.
For reference it’s
J.HK, HP, shoryuken, FADC into ultra.
1: Can anybody give me some general tips on timing the cancel from HP to DP? I get it out most the time…but I feel really imprecise doing it which then makes the next steps harder than needed. I mean, sometimes I throw out super instead. Sometimes I don’t do anything after the HP and others I just DP instead of HP.
2: After the FADC and attempting to ultra, most the time I end up throwing out an EX DP. Once again, any advice?
3: Is this the max damage combo on a jump in?
If you are getting different moves out, then you’re mashing. And when I say you’re mashing, I’m pretty sure you are not doing it intentionally, you are just trying to be fast which results in mashing. Break down the combo into different parts.
I would first work on the J. HK, HP, shoryuken. Treat that as the 1 combo you are practicing. Don’t rush the cancel into shoryuken, just make sure the inputs are smooth. Get comfortable with the proper motions until you can land that combo every time.
Then just practice a shoryuken fadc into ultra. Keep doing that until you are comfortable with it, again, taking it nice and slow with the inputs. You’d be surprised how much time you have to land this when you slow the motions down a bit and ensure they are smooth.
Once you are comfortable with both parts, just slap them together, but don’t forget how easy it was when you broke them down by themselves…it’s the same shit, you are just doing it all at once.
Also, remember this for Ryu trial 21. So many people have an issue with this trial at first because they feel they have to be so blazing fast. Good luck man.
It’s a matter of clean inputs. You’re probably rushing it. Note 2 things, if you get super instead of shoryuken, it means you ended your srk input with forward (probably f, d, df, f, + P). For the second part,
if you get ex srk instead of ultra, you didn’t complete the qcf motion and you probably did d, df, f, d, df, + PPP. Like lostweapon said, practice it really slow but with correct inputs and speed it up as you go.
How many + frames do i get from fadc-ing a cl.mp?

How many + frames do i get from fadc-ing a cl.mp?
24 I believe? (someone plz correct me if I am wrong)
I think he meant advantage, not blok/hit stun. You’re on +3 after the dash anyway
Do you guys use cr.mp+cr.lk+cr.lp or just cr.lk+cr.lp to crouch tech? I’ve been using the cr.mp one since the I heard about it but seems like I get grabbed a lot (could be because of lag tho) which one is better?

Do you guys use cr.mp+cr.lk+cr.lp or just cr.lk+cr.lp to crouch tech? I’ve been using the cr.mp one since the I heard about it but seems like I get grabbed a lot (could be because of lag tho) which one is better?
Its probably online lag its not for every situation, pick the right OS for the right opponent and situation.
Dont forget that that its best done at a slight distance also theres the cr.lp+cr.lk.+cr.mk OS best used on vipers who whiff
burn kicks over your head as you get up or throw you.
If you look at the frames, cr.mp has 1 more active frame and 1 less recovery frame than cr.lk (both 4f startup) so the total amount of frames is the same. There’s no real reason to get grabbed
more using one over the other. cr.mp has better advantage on hit and block and you can even link into a sweep if you see that it hits.

Howcome when Daigo does the 3 cr.lp into sweep combo he’ll do a standing jab instead of a crouching jab for the 3rd jab. He mostly does 3 cr.lp but sometimes he’ll do a standing one. Why?!! Does anyone know what is the point of this?
Stand jab has more frame advantage so you’ll miss sweep less. You do two crouch jabs for two reaseons: 1. spacing, you want to get far jab vs a standing opponent, close jab misses a lot 2. two jabs gives you more time confirm whether your opponent is crouching or standing, so that you don’t try standing jab vs a crouching opponent which wiffs and gets you bodied…

Do you guys use cr.mp+cr.lk+cr.lp or just cr.lk+cr.lp to crouch tech? I’ve been using the cr.mp one since the I heard about it but seems like I get grabbed a lot (could be because of lag tho) which one is better?
depends on you situation… vs rufus, if he is pressuring you at point blank from a dive kick, you’d want to crouch tech with fierce punch to catch his rejump, if he has close light kicked you twice, you might want to switch to teching with crouch strong for 3 reasons: 1 for the reach, 2 to catch his quick dive and three to be able to block in time if you wiff… if you are fighting person who just likes to jab 3 times and walk back in on you, your crouch tech short might wiff, you would then use crouch forward with you crouch tech to push him out…
fyi, since crouch short is four frames and crouch jab is three, if you want to crouch tech with the faster option, plink jab into short. You’ll get jab if the try anything funny, but tech if they go for a throw.
As for your tech problem, if you are getting grabbed online and you feel that you are matching their grab timing, you get 7 frames to tech which is really long if you are trying to match timings, remember, you are doing 3 2 and 1 frame links so your dexterity is there… Try slowing down your techs as you have longer to be late, but if you are 1 frame early, you cannot tech because if you are doing anything but throwing when getting thrown, the throw becomes untechable. Ref: http://www.youtube.com/watch?v=mENBQumB_2k

Do you guys use cr.mp+cr.lk+cr.lp or just cr.lk+cr.lp to crouch tech? I’ve been using the cr.mp one since the I heard about it but seems like I get grabbed a lot (could be because of lag tho) which one is better?
I’d guess you’re teching early, and the c.mp is starting up, and you’re getting thrown out of it.
Does anyone know how far you can be to punish a fireball with ultra and/or super on reaction. Just to clarify when I mean how far I mean like how many squares apart in the training room stage. I used to not even attempt this but I feel like my reactions have improved so I should start implementing this into my game. I know you can’t punish guile but you can punish all the other fireball characters right?
Well first of all that depends on your reaction, also the super/ultra/fireball in question, but my biggest question is why dont you just try it out in training mode and see for yourself?

Well first of all that depends on your reaction, also the super/ultra/fireball in question, but my biggest question is why dont you just try it out in training mode and see for yourself?
I don’t have any time right now to go into the lab. I’m sure someone here knows off the top of their head.
Generally, jump in distance where you can hit their out stretched hands… You have to make sure that the opponent’s fireball is close enough to miss your ultra so that it doesn’t get slowed down. Guile, Gouken and Poison are a no go…
Why does my c.hp whiff so often? I see top players land it all the time in links from crazy distances, but mine just hits nothing after c.lk c.lp. Is it character-specific? Whether the other player is crouching or standing?