SPD has no throw invincibility. I believe it will beat throws if they both hit at the same time.
If they’re normal throwing you out of an SPD though you could just be doing ANYTHING ELSE to beat them. Meaty cr.lk, instant air stomp, DP FADC, etcetera. Also a proper tick SPD off cr.lk/cr.lp cannot be beaten by a normal throw.
I have very simple question. I’ve been trying to catch guys like Dudley and Cody with Seth’s toe step in this combo: crouch fierce cancel the 2nd hit into light shoryuken and I cant tag them with the toe step to set them for a reset. Is this character specific or am I doing this wrong? I try to instantly go for the toe step but it just wont do it.
I’ve recently been finding the vega matchup kind of challenging… Can’t really zone him and when he randomly does his backflips/teleport move out of my block strings I can’t punish it well with Seth’s walkspeed and all… And Vega can mix up between doing the 1 flip or the double flip, that throws me off too… Any tips in this matchup would be greatly appreciated…
His reversals aren’t invincible, so you can (and should) meaty him always. On jump ins, I option select a dash so I can punish the flip and there’s no downside if he backdashes (lp tandem and legs can miss flip, depending on version used). You can easily react to his flips with s.hp, at least, although a knockdown (sweep, legs, etc) is much better.
The hardest part, imo, is getting past his wall of pokes at close range. Thankfully, he has poor AA (watch out for air throws and neutral jump roundhouse) and changing jump trajectory helps. Once you get a knockdown though, you can really go to town on him.
If he is abusing the backflip catch him with mp tanden engine. You can also punish it with a jump-in if you jump forwards as he’s waking up or in a blockstring or whatever.
I’ve got a nice option select for when he’s doing the flip on wake up… It’s when he randomly does it through my block strings that gets me… And as for his pokes, I haven’t exactly found an answer to that, I just don’t push buttons against him if I’m within half screen lol…
I have a quick question about trying to make f.j. rh a ambiguous crossup and if people could give me any tips if it’s possible. Ive noticed that from the jump range where f.j. rh will crossup most good players will use the divekick to fake the crossup but the hitstun on the dive kick leaves some to be desired so i was wondering if anyone knows how to make it so f.j. rh is impossible to tell, mainly to hitconfirm it straight into cr. hp with the faster cr. hp startup in AE, since if the f.j. rh can be made to be ambiguous even to the seth player i think cr. hp would be better than st.c.hp.
I don’t think hit-confirming into cr.hp will be the right thing to do because you’ll give up momentum on block. For ambiguous j.hk it’s all about spacing and timing your jump-in to hit over their head right as they’re waking up.
On hit? It means you’re screwing the link. On block? cr.mp isn’t a true blockstring, so they can interrupt it, but it definetly shouldn’t happen between the cr.lps. Press the buttons faster so that you’re not linking the cr.lp into another, but rather chain cancelling them.
Well, if you land single-hit LP SRK in the corner on a grounded opponent and they quick stand, then you can jump forward with j.d.MK for a safe-jump. if it hits, you can do j.d.MK x3 for a knockdown, of they block, I guess you can do j.HK to let you land safely, or just stomp trice then wall jump away. I guess you can just do the safe-jump with j.HK too. Still, very situational. I also think that you can do the j.d.MK a little sooner and it will whiff, allowing you to go for a low.
There’s these things called Blockstun and Hitstun, and if they block your attack than that’s Blockstun, and depending on the move, your going to be + or - frames.
Hitstun is where you hit them with your attack, and like before, depending on the move, you’ll be + or - frames.
If you still don’t understand that oh so great Sponsored player, c.lp c.lp c.mp is not a true block string because you don’t have enough time to attack, but it can combo because you have enough time to attack.