Well really it depends on who you’re playing. I have the same problem vs rog with his dash punch loops and Rufus with his dive kicks. In general players will give up on a block string after a while and try something different if you’ve been blocking successfully (opening) and there are tricks like option selecting throw with cr.LP+LK+HP to tech or give cr.HP.
The unfortunate truth though (IMO) is that sak is free on wakeup. That seems to have been the dev team’s way of balancing out her nasty reset mixup game.
Hopefully one of the better players around here will have more positive advice which I’m also keen to hear. :pleased:
How do I AA gen? Do I need different moves for his different stances? the 2nd to last time I faced a gen I was using jump back mk to good effect, but that was like 6 months ago… this gen i faced last night beat me using just jump kicks to crouching fierce
I usually hold the stick in the bottom right hand corner and right after c.mk I gently tilt the stick to the forward position and then continue the dp motion. Keep in mind that the dp input needs to come out right after c.mk hits
If you feel comfy holding the stick in the bottom left hand corner then that’s just fine. Just make sure you hit forward first before anything else or you will have Hadouken come out everytime.
Heh I feel your pain, Otoshi or overhead when I don’t want it
Find it much easier doing it on the left hand side too. Basically going from neutral stick position to DF+MK D (can go back to DB) DF+HP. Just need to try practicing it from neutral and doing it as quick as you can, can set the dummy to walk back and forwards if it helps.
I hate when Otoshi comes out randomly. It will sometimes come out when I go underneath the opponent after the reset. That’s when I know I need to calm down and watch my movements closer. Xp
i think he was just generalizing not really tellin you to use lp. and sometimes you wanna do mp if you plan to cancel out to the st hp. cause mp will do more damage in that situation
Hehe fair enough on the FADC or Super cancel I suppose, I’m not really sure about how far MP version has her run but I imagine it’s still far enough to combo if c.MK hits from max distance.
For Bison’s scissors loop, you can immediately c.mk after a blocked scissor. Once you gain a knockdown off c.mk > hp.srk, you’ll be able to start your mixup.
LK Scissors is 0 on block, his c.LK is 3 frame start-up and our c.MK is 5 frames so guess what’ll win? Not even sure if LK Scissors is always 0 on block, get the feeling that might be +1 (or more) if spaced right.