if someone jumps in and does an attack in air it will pull them out of it, if some one jumps in and doesnt attack it doesnt do anything.
basically its annoying because when seth has his ultra you cant jump in with an attack
and seths ultra is obscene even without it being able to pull people out of the air, it can punish whiffs and projectiles from a full screen away. if seths ultra even did roses ultras damage he would be horrendously broken in this game.
This is not true. You can punish a neutral jump from full screen with Seth’s ultra with proper timing, assuming they can’t change their trajectory (hurricane kicks, Dan’s jump taunt, etcetera.). From full-screen with ultra, it is stupid hard to avoid the ultra. You can also catch other jumps. The timing is just very strict.
The first post of this thread is quite old and has not been updated in a while. A lot of information is obsolete. Read Kikuichimonji’s post.
You can use MP Super Combo if your opponent jumps forward full screen away, too. Just make sure your opponent never makes contact with the blue projectile because he/she will just bounce off.
Ok, after some play tonight I have to question how all of you choose to use jab tandem engine. When I’m feeling gutsy after I cross up with roundhouse and throw out some crouch jabs I’ll tandem engine, if you crouch jab them to the point where they’re just outside crouch forward range your tandem engine is scary. on hit you can of course induce a painful combo, on block you have advantage and can crouch jab into options between SPD, sonic boom for chip damage, another tandem engine, wait and punish etc, and since the SPD can come after 0 jabs, 1, or 2 this can be very useful, if they try to jump out when you crouch jab, sonic boom or wait you punish them, if they reversal and you’re either at a certain distance and tandem, sonic boom, or wait you can punish. if they try to poke either boom or tandem will often destroy that tandem leading to a combo of course.
So how do all of you use tandem engine in pressure? If I were more confident this would be one of the most ridiculous footsies tools around!
The problem with Tandem Engine in footsies is that if they jump at you instead of blocking, you’re eating a 50% (at least) health combo. Also, it can get beat out by crouching jabs and such.
LP Tandem Engine has 21 frames startup. Even if you cancel into it from a cr.lp, that still leaves an 11 frame gap. It will get beaten out by almost any normal they throw out. Close hp xx lp tandem has a 4-frame window, which is safer, but still very open to a jump-in. And the risk of eating a jump-in is higher than the risk of a tick SPD. Tick throws are actually extremely solid in intermediate-level play. If they start reversal shoryu’ing it, just bait it.
If they’re jumpy enough that they’re jumping after you blockstring them to just outside crouch forward range then you should have already won I think. I’ll need to play some people who understand how tandem engine works better to figure out how susceptible to jumps it is at that range and use. Thank you for pointing out its defensive flaws!
I agree that Tandem Engine is a powerful tool and that most people are scared of it, which makes it useful. But if you try to abuse it, you will get destroyed by someone who wants to jump in on you. Then again, if they start jumping in, you can just lp shoryu -> stomps. I’m just saying you have to mix it up, otherwise you will lose half your life to smart players.
I did say mix it up in my first post on it, just that it can be an alternative to chip damage if you know they’re going to block and were pushed out by jabs and the like.
Yes. You don’t need to kill them with it either. If your Ultra pushes them into the sonic boom the “blender” damage is negated and you only get the TV screen damage
Seems I found a interesting interaction with dhalsims ultra and seths super. If you do seths super at range in response to them doing the ultra you will pull them in and start doing damage untill the ball of fire reaches you. Then the fireball with negate seths super allowing Dhalsim to do what ever he wants to seth once his super is done.(since seth is unable to be hit while his super is still active)
Does hitting with j.fp change your falling speed? Because if someone throws a fireball to catch me on the way down, usually I can j.fp and land over the fireball.
As a side note, neutral jump is my favorite way to start a round because j.fp beats fireball, jump in, dash in, and crouch-block, and really isn’t very punishable.
i think it changes your hitbox in a weird way, it doesnt seem to slow you down or change your trajectory. ive had that happen alot where a move should hit me on my way down but i fierce punch and it whiffs even though it looks like is nailing me.
Yeah I have noticed that to. It seems like the moment you hit them you pause for just a split second which is enough for the fireball to pass under you.