I’m just wondering, what do all of you do after landing a mid screen jumping fierce on the way down? I run into this situation fairly often and I often go for standing fierce after it, though not against boxer or dhalsim of course, occasionally a fierce or jab sonic boom are also useful if you think they’ll try to reversal against a standing fierce, and of course wait and shoryu if you think they’ll jump. What other things are efficient at that mid range as you have frame advantage but not necessarily enough to combo.
If it’s close to the ground, I usually fish with a cr.mk. It’s a solid combo. If they are too far away to do that, you can either throw a sonic boom for pressure or dash in SPD.
Maybe a Glitch here but it seems sometimes when people are trying to cross me up while I am in a corner and I respond with a ultra their character will land behind me looking like they didn’t get hit then magically they will teleport into the vortex and become a part of me.
Its even worse against a ex rainbow ball blanka crossing me up in the corner because they don’t even appear behind me they just teleport to the other end of the screen already in the vortex.
So… I beat Ken’s lp or mp shoryu (not sure) while jumping in with j.mp. Will try to replicate this later.
Beat it late I assume? Or even on start up?
Ultra. :tup:
If close enough, I usually c.mk into legs, if not, I usually jump straight up and try for another, or jump back/tele back and boom. I don’t like to stay in the same spot too long.
Wat. Why would you ultra off a reset? They’ll just block.
Not if they are a “random/wake up/reversal” opponent which makes up the majority of online players. Never get in the habit of Ultra on reset. It is a complete waste.
Seth’s long arms can be useful against Zangief
Damn I didn’t know that! It’s also useful against every other character.
- Skip Rogers, WORLD VIDEO GAME CHAMPION
Do any of Seth’s neutral jump normals hit behind him? For example, Chun’s neutral j.hk hits behind her. This is important sometimes if someone runs underneath your neutral jump. I couldn’t get any of them to work, so I’m guessing no, but neutral j.mk looks like Honda’s move that crosses up.
I think neutral stomps might hit a little behind him, though not sure if it’s far enough to matter for dash unders.
Hold back and MK in the air to do the Honda body splash that can move forwards or backwards, but you gotta do it late I think.
I tried this out, and yeah you can move it, but it doesn’t cross up really. J.hp or j.d.mk are your best options as far as I can tell, and they’re both shitty.
I’ve found something weird about Seth’s sonic boom and ultra, was fighting a Zangief last night and did a sonic boom then punished the lariet with an ultra and I could have sworn that the ultra actualy dragged him into the sonic boom with the sound of the sonic boom hitting happening but I’m not entirely sure if it actualy did any damage.
Still figured I might as well just throw this out there since I suppose it might have some use, just not sure what it is.
Yes, it does damage, problem is, the ultra only hits with the final hit when it happens. (At least most of the time, I usually throw out a LP sonic boom from across then screen, then ultra when they jump it.)
I’ve been playing some theory fighter, and wouldn’t it be possible to use teleport cancel to be safe on block? Like, they block your c.HP, why not RDP+PPP to teleport to safety? Is people doing this already?
Yes, you can do this, but it’s hard to do on reaction. LP Sonic Boom’s easier.
I’ll try that, then.
Noticed something last night, if you get your opponent in the corner and do triple headstomp and it is blocked you can do a J.Rh to end it for the crossup and you land in the corner, but if you use J.LK instead you will wind up in front of your opponent and not in the corner.
I noticed this when I had the training dummy on autoblock so the J.LK would get blocked and I would get pushed out in front. Not sure what it does if it hits.
I suppose someone could do more testing.