Its never a good idea to use a shoulder cancel to SAIII but I have used strong flash chop to cancer to either jab or strong stungun (depending on what this guy is thinking of countering me with.
I’ve also messed with the block stun of the A-town stomps and have hit a couple people going to throw me with ken and chun even into a stun gun.
At least for me, learning how to red parry against yun/chun/ken is about the only way to make sure I have that hit confirm with mk SAII because getting lockdown by any of these guys/girls is the last thing Alex needs to survive to round 2.
Definitely used SAI agains’t characters that take made damage like gouki. I think a funny way of getting it is through doing a cross over mk ddt on their wakeup into SAI and if they roll I think its even better to hit this shit. lol
And you got to that point because you picked a stupid super to begin with.
And I bet you I could block plenty of hits before dying, because normals don’t chip. Theory fighter isn’t real!!!
For the love of god he would stun gun both of you over this. >_>
Any way anyone else have a hilarious antics that do work against people who have no idea how to avoid stun gun? Because every super has a purpose even if its a stupid one.
If you gaurd Chun’s SA II with no gaurd damage you die. Parry or comit to an attack before the screen gose black to stop SA II. In black screen you can not input any commands. If you gaurd low forward into SA II you are forced to “gaurd block” red parry (“in american”).
SA III is very good in that it does two things very well:
It punishes tick throws harshly. More of a forcefull response than jumping out of a throw and it puts heavy pressure on the enemy to stop SGHB everytime they see it come on the screen. The counter balance of 85 damage to a miss timed response vs getting hit with a dp is massively in favor of Alex every time.
And secondly makes Ken players spam DP’s like crazy.
And there are ways to throw SGHB that even if you respond correctly your DP will miss or worse get stuffed.
Beware…:devil:
Note: [short kick slash elbow is not the correct set up on gaurd] Air corner juggle only.
It has 3 frame start up. It’s so easy to jump out of it on reaction. All somebody has to do is hold up when they see the super flash, making anything but parry -> super/ HP flash chop -> super kind of ridiculous.
Plus If you parry a move, doesn’t mk xx SAII do close to the same amount of damage anyways?
I didn’t say they weren’t. I’m saying that if they didn’t input a command and they see hyper bomb activate, they still have time to input up and jump out of it.