In the corner j.LK won’t cross-up, you’ll land in front of them 90% of the time, that’s it really And yeah you can’t really do much with j.LK, it is really quite hard to link it with a light attack. Can use it to set up a tick throw or into a c.LK tick (probably best to OST it) or something completely different like KRK FADC, neutral jump or back dash. Against Akuma he’s expecting Dan to cross-up so does the teleport to get him out (think it’d be B D DB+KKK) but since Dan doesn’t cross-up he just teleports backwards into the “wall”.
The back dash might be a bit slow, either try it sooner or just walk backwards and do a bare EX Dankuu, think that’d work.
When Dan has hit the stage barrier he’s considered as being behind Akuma as he passes over him. Timed right, it will autocorrect Akuma’s teleport motion, causing him to teleport back into the corner. s.LK causes Dan to end up in front of the opponent in certain situations, despite the fact that Dan may be hugging the stage barrier as he throws it out. This makes it super ambiguous.
You can’t combo after the j.LK, but s.MP acts as a frame trap.
If you’re trying to figure the spacing on where Akuma ends up as he teleports, you should be able to option-select with s.MP xx QCB + Taunt. You’ll get s.MP xx HK.Danku or s.MP xx Gadouken
Done correctly, I’m fairly certain that’s not the case. Also, it’s rare for people don’t try throwing after crossups. Crouch-tech, maybe, but standing throw?
Also, I don’t think there’s a buffer window for throw coming out of block and hitstun. This means they’d have to be pretty on point with their timing. I don’t see it happening.
Hey, you guys wanna see a video of me taking on phillipino champ, and giving him a run for his money with dan? Cuz I can record it now, and upload or save it for next set.
Ah, I see. Thanks!
Ohhh~ Really? In training im actually acbel to combo with st.mp to knee afterwards, but its heavily based on where the knee actually hits them.
Im not much of a user of option selects(besides I couple I try with whiffing cr.mk) but ill give this a try.
while this is true, its not often for them to try to throw after a j lk until you throw them just once afterwards(on hit or block)
after throwing them and knocking them down in the corner, do ambig cross up j lk to throw or koryuken (much stronger when youve got two bars) If they throw you themselves, it means they arnt throw teching so they probably wont block, or they wont throw. If they do throw tech, you can go back to st.mp to knee! Enjoy!
Ghetto mix up~!
It’s a good example of high-level Dan play. Start by X-copying him, his punish combos, his DP habits, his poking game, etc.
Understand why he does the things that he does. Read the threads in this forum. Learn things like the importance of LK.Danku, Koryuken FADC, etc. Learn why doing things like aerial Danku, MK/HK.Danku on grapplers, and playing a poking game with Vega are generally terrible ideas.
From there, just practice against real people to learn matchup specifics. The forums are kind of a mess right now, so if you have any specific questions, post them in their respective threads and people will try to answer as much as they can.
Xiahou Mao must be sad face since you didn’t introduce him to the Saikyo Student. Tsk tsk.
But any new Saikyo Student player, be happy to send me a friend request on playstation since my SSFIV 360 game is broken, at least I still have my ps3 version.
aye guys how come if I do j mk-> cr.mk they can mash reversal if jmk is blocked?
And why can they mash reversal after cl.mp-> knee?
subconciously, I already play a lot like him. Im gonnastart just straight up trying to play the exact same as him, cuz hey, it works and Im tryin to win.
The blockstun on j.medium kick is awful, so if not timed correctly you can get mashed out of it. Im guessing mash reversal after cl.mp knee is on block as well. Honestly against mash happy players i do cr.mp -> knee, generally beats non-ex srks, or ryus at least.
cr.MP starts up in 7 frames. You’re more likely to get mashed out if you try to link that. Use cl.MP, it starts in 6 frames.
Since j.MK causes so little blockstun, think of xup.j.MK > cl.MP as a frame-trap and not a blockstring. You can catch people who let go of block too early, or you can try and bait a mashed reversal by using late-OS-tech and punish for big damage.
If they block it crouching, LK.Knee only lands in the later active frames, but it’s different for each character. This means they’ll come out of blockstun for a split second.
Ahhh, I understand. I knew cl.mp knee was a frametrap but i thought that meant they cant mash out a reversal. So for some characters whose hitboxes are kinda weird, its more beneficial to forego the clmp to knee loop and just go for cl mp to hk dankuu?
Ah, so what are some good ways to bait a reversal, especially after dankuu/jump in/during pressure strings? I also feel like they hit me with their reversals
A good way to bait a reversal is to late-OS-Tech (when you can’t dash back). I’m kicking myself in the pants and Herp-Derp™ since I said otherwise before, but that takes a bit of guessing out of the equation if the guy is mash happy.