Are these all supposed to be done in the corner?
Yes, all the setups I wrote above are corner only. I also didn’t find anything (not even a fake cross up HP) on Honda, Makoto, Chun, Sim, Viper, Cody, Guy, Guile, Blanka, Fuerte, Vega, Balrog, Hawk and Adon.
I’ll cover most of those tomorrow ^^
Just to add to the Akuma one, do OS jump back on the unblockable so when he teleports out of the corner, you still can tag him with cr.mk xx shouken (optional fadc into cl.hp)
Be wary as he can teleport into the corner to avoid this OS
Do you know, if he teleports into the corner, can you tag him with a raw hp dp, or dash forward cr. Fwd or anything?
Aww haha that’s hilarious I was just going to post the Ibuki unblockable off of Otoshi x2 yesterday, but I messed up Otoshi timing and couldn’t get it after a few tries, so I hesitated until today when I could test it again, but now you beat me to it!
Anyway, good stuff man it’s definitely a start
I haven’t tried that out, I will test today and let you know
So I’m gonna write down what i found so far, please feel free to give any advice, correct stuff or whatever ^^ And off course, many characters have more than one setup, I just use these cause I feel I’m more consistent with them
[LIST]
[]**Ryu - **backjump, dash, j. hp (fake crossup) / j.mk (crossup)
[]Ken - backjump, dash, j. hp (fake crossup) / j.mk (crossup)
[]**Honda - ** n/a
note: I swear one I did backdash, lp shoryu, j.mk and it was a fake crossup, but I couldn’t replicate it
[]**Ibuki - **jump, cr.mp, j.hp (unblockable)
notes: if you mess up the setup, the hp will be a fake crossup
unblockables: mp shoryu, hold up j.mk
after sweep and throw: tap down, j. mk
[]**Makoto **backjump, dash, j. hp (fake crossup) / j.mk (crossup)
notes: depending on how high you hit with the otoshi, you should delay the mk a little bit just to be sure to crossup
[]Dudley: frwd jump, dash, j,hp (unblockable)
notes: if you mess up the setup, often the hp will be a fake crossup
[]Seth: backdash, lk tatsu, j.hp or hk (fake crossup) / j.mk (crossup)
notes: after meterless otoshi combo (hp xx otoshix2) do dash, dash, cl.st.mk, j.hp/j.mk
[]Gouken : the parry blows up every setup, so just stay in the front and mix it up from there
[]Akuma: jump, cr.mp, j.hp (unblockable)
notes: if Akuma does nothing, he won’t be hit
[]Gen : jump, cr.mp, j.hp (unblockable)
notes: if Gen does nothing, he won’t be hit
[]Dan: backjump, dash, j. hp (fake crossup) / j.mk (crossup)
[]Sakura: jump, cr.mp, j.mk (unblockable)
notes: otoshi must hit her head
[]Yun/Yang : backjump, dash, j. hp (fake crossup) / j.mk (a little delayed if necessary)
notes: the timing on the j.hp is a little tricky
[]Juri - backjump, dash, j. hp (fake crossup) / j.mk (a little delayed if necessary)
[]Chun Li - jump, cr.mp, j.mk (unblockable)
notes: there is no reason for not doing this unblockable. If you just wanna do a fake crossup, there’s the chance it won’t be a safe jump agaist ex. spinning. I’m working on a midscreen unblockable and I’m pretty confident I can make it. Check some posts earlier for the others unblockables
[]Dhalsim - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
[]Abel - jump hp, cr.mp, j.hp (fake crossup) / j.mk (crossup)
[]C. Viper - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
[]Dictator - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
notes: I almost never use that. I usually go for: otoshi x3, you end up in the corner, lk tatsu to crossup dicta again -> throw/cr.lk/frwd. mk/hp/istant overhead/whatever
this way he LOSES his charge and can’t psycho crusher out. I copied Uryo off course
[]Sagat - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
notes: hp timing is tricky
after meterless otoshi combo (cr.hp xx otoshix2) do dash, dash, cl.st.mk, j.hp/j.mk
[]Cammy - Backdash, lk tatsu, j.hp (fake crossup) / j.mk (a little delayed for crossup)
notes: midscreen after ex tatsu, do dash, sweep, lk, j.hp (fake crossup) / j.mk (crossup)
[]Dee Jay - backjump hp, dash, j. hp (fake crossup) / j.mk (crossup)
[]Cody - frwd jump hp, cr.mp, j.hp (fake crossup) / j.mk (crossup)
[]Guy - jump, cr.mp, j.hp (fake crossup) / j.mk (crossup)
notes: the hp/mk hits REALLY late
[]Hakan - backjump, dash, j. hp (fake crossup) / j.mk (crossup)
[]Evil Ryu - jump hp, cr.mp, j.hp (fake crossup) / j.mk (crossup)
notes: really tricky timing
[]Guile - backjump, dash, jump hk (fake crossup) / j.mk (crossup)
notes: super ambiguous, and the only character that requires j.hk
[]Blanka - n/a
[]Zangief - backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
notes: be careful, if you do this wrong you are D.E.A.D.
[]Rufus - jump, dash, j.hp (fake crossup) / j.mk (crossup)
[]El Fuerte - jump hp, cr.mp, j. hp (unblockable) / j. mk (crossup)
[]Claw - n/a
notes: even if you get the j.hp to hit, it ALWAYS crosses up
[]Boxer - backjump, dash, j.mk (fake crossup) / j.lk (crosses up, delay if necessary)
notes: strangest setup
[]Fei Long - backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
notes: otoshi must hit ultra early
[]T Hawk - backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
notes: very tricky, but often you end up in the front even with the fake crossup so it’s great
[]Adon - n/a
[*]Rose - jump, cr.mp, j.hp (fake crossup) / j.mk (crossup)
[/LIST]
Are these off otoshi x 2 in corner?
yes everything after otoshi x2
Thanks for these set-up Streetcleaner ! this will help a LOT ! ^^
By the way I still have problem with umblockable. When I tried it on Ibuki, I can always block cross-up on the j.hp. ( when i’m using ibuki ) Is there a special timing to execute the umblockable ?
Try this on Cody (dunno who else):
otoshi x2, dash, lp sho, j.hp (fake crossup?) / j.mk (crossup?)
Which otoshi (They vary) I used to do neutral jump > whiff cr.mp > j.hp fake on cody, i swear it was possible. But i cannot do it anymore in training room! I will test your setup now and edit my post.
I always do light otoshi.
I tested light otoshi as well. That setup didnt seem to work, but the original Uryo setup worked, but was not as consistent when I kept trying it over and over again. Seems like cody requires some specific timing to get the fake crossup to work on him.
Hmm, well I’ve definitely used it on Cody and seen Uryo do it so idk. Pretty sure you can do otoshi x2, backdash, lk tatsu, j.fp.
I stole the frwd jump hp, cr.mp, j.hp (fake crossup) / j.mk (crossup) from Uryo as well, he used it most of the times against Momochi in the Topanga League, and I really think its your best option against Cody, it’s very easy to do
What exactly is the difference between forward, neutral, back jumps, if you’re gonna do dash, jump afterwards anyways? Shouldn’t the dash and forward jump throw you deep into the corner no matter what?
Also, why do a whiffed air normal? Does it add landing frames?
The whiffed normal adds three frames, if I’m not mistaken.
Different jumps have different timings, and in the case of the back jump you change your positioning, too
Are you sure the different jump directions are different timings? I was not able to find any evidence of this. If so, what is the frame difference?
And I was able to find a bit of info on landing frames here: http://wiki.shoryuken.com/Street_Fighter_IV/Game_Systems/Landing_Frames_Trip_Guard
So, there’s normally 4 landing frames, which can be canceled with moves but not movement (dash, crouch, jump, etc). However, if you whiff an air normal, you’re unable to do anything on the first 2 frames, except tech throws. On the next 2 frames, you’re allowed to block, but not do moves.
So basically, if you whiff a air normal, then buffer a dash on landing, this would be the same as empty jump into buffered dash. However, if you whiff an air normal, then do a grounded move, it’s 4 more frames than if you started with empty jump.
Edit: actually, I’m not sure if it’s 2 or 4 frames, because the next part that talks about “empty” jump into special says it’s 2 extra frames that can’t be canceled by moves.