I need some (lots of) help in regards to anti-airing jump ins with normals for when you are not ready to DP because you did not anticipate the jump in. Also dealing with those damn permanent cross ups. Admittedly I am really salty right now because I was so close to Silver until a bunch of annoying Kens and Ryus exploited my weakness for Anti Airs. I have been hitting the gym and watched some videos but I needs some practical answers as well:
Crosscut DP: I have no clue where I went wrong here. I remember doing this in USF4 and always thought it wasnât that hard. In SFV I tried this one whole round against a jumpy Ryu and ended up getting beat up. I also canât recreate this in training mode. My input here is a half circle backwards, starting when the opponent hasnât crossed up yet and ending when they are on the other side. Has the input changed in V? Is there a better one?
Parry,LP,LK,HPDP: I figure you canât do this all the time (because you will be vulnerable to emptyjumps) however maybe I can get back some respect by doing this occasionally, driving the point home with a CA. Hitconfirming with LP,LK should be relatively safe if I can get the parry. Or should I get straight to MP⌠combos? Or not bother with parry at all?
Anti Air Jab: By the amount of people complaining about those I kind of feel I never got it right. It trades so often. Is this one worth exploring for cross-ups? I feel like I can make it work in training mode but I am not sure how this will go down against people.
Axe Kick: This seems to be fairly reliable for close jump-ins and ambiguous cross ups, though I am not sure why it is better then say cr.HP because I kinda feel the hitbox looks better.
cr.MP: This one does not feel like it is a bad option against cross-ups. It shrinks the hurtbox and the hitbox is somewhat high. Just hit them on the other side when they come down. Is this only useful for situations where the crossup would miss while standing? Is somebody using it regularly?
Walk (dash) forward, MP(/cr.MP/cr.MK/sweep etc.): Some out of the box thinking. Why not just move forward and hit them after the jumped over you. It works in training room settings but is this viable in a real game?
Training all of this shit: The thing is, it is one thing doing all this in training mode, repeating the same jump in every time, however without real anticipation the situation is obviously different. I tried to simulate different jump ins by letting Ken do j.MK and various dashes, walks on random. I have also seen people use Karin level 8 for training this and then resetting after the first attack. Is there a better way to train this or should I just hope for some crazy jumpers online. This seems to be one of those things you need to have a sparing partner for.
In short I just need some opinions from someone who has anti-airing with Ryu all figured out and who gives me the most reliable way to deal with frequent jumpers online.
Crosscut DP, cr.MP and regular DP are the most reliable ones in my experience, jab is decent, but characters like Ryu, Nash, Necalli, Boxer and Ken can beat it pretty easily, i also like to just dash forward and doing a crosscut dp afterward when it is possible, you can get some pretty deep srk. really trying to find a way to cancel the DP into CA just like Tokido does, lol
The motion for crosscut DP is the same for command grabs, half circle backward.
I also think the v-trigger freeze + shoryuken is really underrated, i barely see any pro doing it, itâs decent, i dare say itâs the optimal way to use against Cammy, throw a fireball to bait any unsafe aproach, and use the v-trigger activation to react. You get 200 damage from a counterhit ex-shoryken and they lose a bar
The only people who use VT to confirm jump in AA are those who lack the dexterity and reaction to do it w/o meter.
If youâre a low level player and just looking for an easy activation I guess itâs ok but youâd be better off practicing footsies against the dummy and learning the technique improving your ability to do it on reaction.
I actually find that more top pros disregard the proper AA DP spacing to gain the advantage in neutral by being in range of Ryuâs normals since raw jump ins are more rare at that level
I find I rely too heavily on my AA DP ability which is going to waste as I move up rank
I dunno, i still remember Tokido getting jumped like 4 times in a row at stunfest, and sometimes it can be hard to do it if someoneâs jumping really close with a ambigous cross up just after a blockstring, and you can do more than just a DP, you can use it to make someone land on a CA as well.
Unfortunately jumping is just good in street fighter, especially 5 where the AA still quite doesnât deter opponents.
In 4 you could eat trade Ultras, FADC ultra etc.
Personally I wouldnt waste a powerful tool like Vtrigger for low 100 damage given its better utility elsewhere like frame traps or hit confirming critical arts.
Crouch DP still isnât utilised by a lot of players, youâll find if you think kens going to EX tatsu for example, the crouch position will let you AA much more consistently.
Good idea, Iâll start using the c.HP when they tatsu. Itâs getting really annoying to whiff the DP or do minimal damage when one mishap leads to a CC.
Like Highland said, thereâs much better use for the VT to optimize punishes that Ryu needs in high level play. If your opponent has a solid defense landing the CA is difficult and s.MK is the best option
One thing to consider is st.HK for the âfurtherâ AA youâll need. Both DP (cross and normal) do have blind spots, and the âabove headâ blind spot is probably best covered by Axe Kick or cr.MP.
However, for those empty jump-inâs at the distance where Normal DP will whiff, I really think getting effective with st.HK really helps.
Jump back jab is good for those really close ones too, Iâve not fully embraced that though, especially if you play online then marginal decisions usually donât go in your favour since its a vastly different game with the lag.
To try and avoid the jump in issue become less predictable with your hadouken. Donât throw a second one immediately after the first is blocked, hesitate, read the situation then throw another. Also mix in some normals, movement, and pump fakes with QCF LK as a distraction. Also work on the spacing of where you throw them
Nobody can completely avoid the jump in because a lot of opponents will do it randomly ( see the phenom vs Daigo match at Canada cup) even after they eat a DP a few times.
Exactly, although the problem is when characters have a jump that comes down at a sharp angle right on top of you, leave it too late and youâll get hit because your invincibility hasnât started, go too early and youâll whiff the Dp.
Thatâs where other options are better, like jump back jab, standing jab or even just dash under ( avoid the cross up altogether)
There are not many safe jumps in SF5 ( at least not like SF4), so thereâs a good chance that if youâre on your ass getting up, a late DP is going to win.
So do the late DP facing the the way you are or do the motion facing the way youâre going to end up? For example an opponent starts his jump in cross up, do I wait a little then do the DP normal as in fdf or bdb then press punch?
anyone know when you stun an opponent why ryuâs cr hp after st mp punish can sometimes be missed. Its like i can do that combo from a jump 10/10 times but when i get an opponent stunned the cr hp can sometimes miss.
I noticed that it misses after nutral jump - nj.HP, st.MP and nj.HK, st.MP will cause cr.HP to miss and itâs not dependent of the stun. nj.MK will not. If you do jump in instead of nutral jump it will connect of any button. And also i believe in the corner it will connect of any button. Just st.MP, cr.HP without nj must i think connect then opponent is stunned as usual - if you do miss it you should get closer to opponent. I usually do nj.HP, cr.HP xx HP.Dp off stun. Or you can do combo off nj.MK - it should connect.