Corner unblockable vs. Ibuki:
EX Shunpu, dash, lp sho, j.hp
**
They are character specific.
Works best on Shotos. However, Uryo also does:
EX Tatsu, Otoshi x 2, back dash, LK tatsu, --> j.MK <–
**
otoshi x2 -> forward empty jump ->cl.mp -> nj.hk is a safe jump set up… havent tested it on all characters but it was working on chun and cammy.
ex tatstu -> j.hk -> nj.hk will make ryu and kens medium and heavy dp’s whiff but will lose to low. ex tatst -> j.hk -> nj tatsu will make all the dp’s whiff.
These are weird set ups and not too useful and haven’t tested much but i’ll post them anyways:
ex tatsu -> lvl 2 focus -> forward dash -> j.mk is a safe jump, have only tested against cammy, chun, and gen. this is only if they quick get up
corner ex tatsu -> lvl 2 focus -> forward dash -> j.hp is safe against ryu and ken and i’m sure there is others and creates an ambigious jump in. only if they quick get up
corner ex tatsu -> lvl 2 focus -> backdash -> j.hp is safe against cammy and havent tested others. quick get up again.
if they don’t quick get up you still get corner pressure. but your just missing out on damage and other better set ups. either way, interesting to know.
What i’m wondering is if you can make the ex tatsu -> lvl2 focus -> forward dash -> j.mk an unblockable against chun since Skatan posted the mp dp unblockable and it looks like it hits very close to the same. but its probably not possible since they can tech and the tech timing can be earlier or later.
otoshi x2 -> whiff cr.hk -> whiff cr.mk -> j.hk
safe jump against cammy, chun, sagat, yang, yun, gen, blanka, rufus etc etc… I think its just safe to all 4+ frame reversals, have not tested everyone though so don’t quote me on that.
Good shit
This is a dumb question, but I’m a bit confused with these setups. When exactly do you press the j.hp/j.hk/j.mk move? Is there a rule of thumb because I’ve just been doing it at the top of their heads and it seems to work (at least for j.hp). I’ll definitely try and test these as soon as I get a copy of the game again.
I’m having a hard time with post-shou setups, it seems like even if I jump immediately after landing it they can tech, get up, and reversal well before I get anywhere close to them.
The post shou set ups aren’t traditional safe jumps where you jump and block in time, except for the mp shou. The hp shou can make reversals whiff, make sure you take a little step forward and then aim for the top of the head.
That makes a ton more sense, thanks.
Which set ups are you talking about exactly?
That was vague, sorry.
I meant most setups on this thread. For example the one you posted; otoshi x2 -> whiff cr.hk -> whiff cr.mk -> j.hk. Is there a rule of thumb as to when to hit the final j.hk? Or is it always for the top of their heads? I know that you can’t really do a safe jump setup without testing it in training mode but whenever I see
people not clarifying the when to hit the last hit I just assumed that it’s usually the same area, for j.hp especially since it’s really ambiguous.
It differs depending on the character right?
That set up is a blocked safe jump rather than the ambiguous ones that make things whiff. So your hitting j.hk as they are getting up, too early will make it whiff, too late will make it not come out in time so its more about just testing it in training mode.
Think i found some new shit. I’ve been testing this out on Ryu in training mode.
Corner :
Upkicks > Otoshi 2 hits > j.UF > Dashx2 > Lk. Tatsu.
If ryu dp’s it will trade. If the opponent stand blocks you’ll land in the front. If he crouch blocks, you’ll land on the other side.
Midscreen:
Dp trades. **IT CANNOT BE CROUCH BLOCKED, I tried crouch blocking away and toward. Away, you get crossed up. Toward she hits in the front. Ryu must stand block. **If he does stand block, you will land on the same side.
[youtube][media=youtube]pdUYDfsqFC8[/media]
Does anyone have any timings or setups for after the other guy gets dp’d but doesn’t quick rise? For instance, I hit them with cMK, H sho, jump in with a button that would beat a quick rise reversal, but they just stay down, while I fly over their corpse. I end up just kinda walking at them while trying to guess their wakeup timing, but it feels icky and imprecise.
Also, what do y’all think of the 2x otoshi finisher midscreen? I see Uryo using it, but I personally don’t see any reason to do it over a simple sweep. The only really scary setup I know of after the midscreen otoshi is a meaty lvl2 fireball, then you hit them into it with f+MK or cMK, then continue the combo. It’s not even safe vs reversals, though. Of course, both 2x otoshi and sweep finishers let you jump at them, but sweep is easier to space and does better stun…
Somewhere I made a post regarding tatsus that couldn’t be blocked crouching. Worked on some of the cast, can’t remember exactly who off the top of my head. In the post I had a list of who it worked on, and who would get crossed up / block the tatsu in front but end up behind / other weird stuff. I never really found a use for it though. This looks promising however.
If I recall it worked on ken also, maybe dudley… I’m guessing your setup will work against anyone in the list.
*corner
ex tatsu -> dash -> s.hk -> lk tatsu
Makes Sakura’s dp whiff
Makes Cody’s zonk whiff
Stuffs Bison’s ex psycho crusher
I didn’t test everything, just the things I figured it would work on
Does Sakura have an unblockable against Dudley yet
Yes. In corner ex tatsu otoshi otoshi up forward when land cmp up forward hp UNBLOCKABLE
Are you sure? I tested that setup on the whole cast and it only worked on Akuma and Gen. That was with the same recording that worked on Akuma though, so it’s possible with slightly different timing it could work on Dudley I suppose…
I think the HP timing depends on hurtbox height. Apparently there’s a U2 unblockable on Dudley, as well.