There was something I’ve been testing out for quite a long time. After thoroughly testing this out to ensure it happens consistently, I think it’s now time to release this information. :china:
I’m certain everyone is aware of the anti crossup motion that was discussed a long time ago.
Now I have discovered an anti crossup perk that’s even easier to do, more consistent, and MUCH more effective than the first one! Think of this as the LV2 Anti-Crossup Technique. :looney:
This is possibly the greatest tool you can use in your arsenal since it will get you out of those ambiguous crossups such as Zangief’s splash crossup, Blanka’s j.LK crossup, Deejay’s j.MK crossup, and the Shoto crossups including his jumping Tatsu crossup.
The old Anti-crossup motion was as follows if you were on the first player side as you were getting crossed up:
:bdp::l:
This version increased your chance of CW coming out and it would generally fly in the direction of your opponent, but the flame kick would come out if it was unsuccessful which is better than nothing of course.
Now the new motion of the Anti-Crossup perk is: Drumroll
:qcf:
Your probably saying, “That’s just a regular CW motion, you moron!”
And that may be the case. BUT this is where the secret lies. Chuckles
As your getting crossed up on 1st players side by lets say, Deejay’s j.MK you will CW away from them to safety. Anyone who plays Fei Long in SF4 and uses the CW to get out of crossups will be no stranger to this.
However due to the adjustment of the CW motion to QCF, combined with the bigger input window, Flame Kick mysteriously comes out! And best of all, it flame kicks in the correct direction!
The character who is the most prone to crossups has the best tool to deal with it.
There has been a few cases where it would flame kick in the opposite direction, but I think it has to do with the angle the crossup is coming, or some other weird property. It has correctly flame kick in the right direction more often than not though.
To compare what comes out more often when done correctly on the reversal frame, the CW comes out more often than the Flame Kick. Certainly not a bad thing when the chances of the flame kick of the old motion coming out was greater and would never hit the right direction.
If you were to mess up the reversal, you will generally be blocking in the correct direction since most crossups tend for you to block in the opposite direction in which :qcf: ends with anyway.
Your chances will be better if you do the piano method (All three Kick Buttons) if you play on Stick.
For the Fei players already on my XBL friends list, we can start a Training Room with rounds Maxed out and no time limit if you want to try it out for yourself (Which is very easy). Or you can try it out in Player lobbies and experiment on anyone that tries to cross you up.
Good luck!