well thats a good thing that its not reliable cause then your opponent might think u went to the other side when in fact u didnt
Crossup Tatsu on grounded opponents can only be combo’d off-of if it’s a counter hit =(
And thanks for the compliment guys :tup:
is there any list of sweep ranges?
You asked that before and I’ll give you the same answer, I don’t believe so Sorry
I’m having problems getting thrown by EVERYONE when i whiff a crossup attempt (happens a lot). Is there a reason for this? And a reason for why i can’t AA a j.hk with an ultra before my opponent has time to block? It seems like if i don’t have time to backdash missed jump lk, you should have time to block an AA ultra. no? Thanks
This happens because if you whiff a move in the air, the recovery frames forces you to be vulnerable to any attack. (This is why tripguard works: Anti-airing with sweeps) If you don’t attack in the air, your recovery frames still forces you to be vulnerable, but the frames for this is considerably less. I think it’s 3 for empty jumps, 4-5 for whiff? I can’t remember -_-; And AA Ultra should work? But the timing is so precise that you’re better off not trying =\
yeah dont try to AA with ultra, i did find something to be interesting though. it seems as if its a good AA against dive kicks. it as an odd way of catching those.
This gts on my nerves too. Even if they block the j.lk the block stun is so small that they can throw you after. Thats how it seems anyway. Might be lag or something.
Most throws I eat are from whiffed crossup attempts. Gets on my nerves so bad.
Yeah if you’re too early with the j.LK or too late with the follow-up (or both) there’s a big enough gap to get thrown I drop a few combos because the hit stun is too small on j.LK
Whiffed jumping attacks in general I get thrown out of Go for a j.HK and they walk under it and throw me Hopefully the new j.MK will alleviate a lot of the problems that j.LK has now.
well i suggest always going for OS Tech when crossup attempt.
go for j.lk>cr.lk~cr.lp>cr.lp>cr.hp>…
it should tech if they block and throw, if it hits cr.lk will come out.
Sometimes when i hit a Cr.lk, im too far away to link a cr.jab for the 3 hit link combo business. What are some options to combo into after i land a longer range cr.lk?
maybe a s.lk might hit a additional hit
else cr. lk xx shunpuu
Yeah something I need to try and force myself to do along with double tapping for reversals (sucks when no reversal comes out and you just stand there like a lemon when scrubs are mashing this shit out like there’s no tomorrow >.<).
Yeah I get that too, sucks You have to try and recognise the distance when landing the jump in then you can just do a simple c.MK xx Hadouken instead, can combo c.LK or c.MK into HK or EX Shunpuu but there might be a chance of it bouncing over crouching opponents, LK Shunpuu might just miss if you’re too far away and MK doesn’t combo properly and isn’t safe on block anyways If you’ve already got the c.LK off and realised before the c.LP you can just tag a c.MK xx Hadouken afterwards, might land, might not but probably get some chip damage at least.
on the srk wiki, in the frame data section what does (translate) mean? Like for lk shunpu, it says "10~21f (translate), Armor break "
are frames 10-21… in the air?
Yeah that just means there’s something in the original Japanese frame data guide that they used as a source which they haven’t translated yet. My guess for that one would be that frames 10-21 are invulnerable to fireballs.
It is in fact, projectile invulnerability.
hey destin do u still play every once in a while? id like to play against u sometime. i always want a new challenge
im going to send u a friend request. my gt is kor sir irnside
I have not had an xbox for about 8 months, so that might not go through. I think I remember having played your sakura before though months past, although I was playing someone random I am sure.
im not sure i dont remember lol. thats sucks though, did u get rid of the xbox or did it fail.