NO this is NOT how you punish EX Kazegiri. What if I don’t throw a Kunai? You get a crap punish and I’m probably safe anyway since you’re waiting for me to throw one. Just dash forward so it doesn’t matter if I throw one or not. As for Hien, you can get a jumping combo if I throw a Kunai, otherwise dash forward. If you dash I throw one, you take the Kunai and I’m safe. You can do a brain-dead punish which is Neckbreaker.
As I recall, it doesn’t matter if Ibuki does or does not throw out a kunai, you still get to land a focus crumple. The opposing player would just have to release the focus on reaction to whether or not you threw it, which isn’t that difficult.
Screw reactions. I want my guaranteed, braindead punish, somewhat published here:
No that is not true, you cannot get a Focus crumple unless a Kunai is thrown. Especially not in a mirror match, maybe if you’re Fei-Long and you have a fast Focus.
i was playing a Dudley player earlier and we were both full screen. i did a Raida to build some meter, and at that exact moment he did a random EX MGB and got caught by my Raida. lolz ensued.
For some reason I play alot of people that once they knock me down they cross me up. Even if I block they go for another immediate cross up and they continue to do this. It feels like it’s impossible to get out of.
Jump back fierce.
If you’re Ibuki, mash cl.st.HK.
If you want to be pro about it, option select it.
Immediate crossup? If you block a crossup he should either do a blockstring, run away, or do something unsafe. if he goes for an “immediate crossup” you have a whole lot of ways to escape.
Jump back to anything (although I’d rather say air throw since it’s a vortex starter)
HK (and juggle with Kazegiri to add damage, or even SJC although this is a bit more tricky)
forward dash / command dash if you just want to get out of it
cr.LK or cr.MK to lower your hitbox and possibly make his air normal whiff to punish it (dangerous one of course)
Focus + forward dash?
EX Kazegiri
Of course they are not all fit to each situation, but this gives you a snapshot on what are you able to do at this time =)
I have trouble dealing with tick throws from grapplers (crossup or not). Gief and T.Hawk for example. He would do a normal or jump in normal, and then spd.
Or Abel: step kick > Tornado Throw.
The same thing applies to Seth, after he does his Tanden Engine (the one that brings you close to him), is there anything I can do?
He will either elbow launch, spd or shoryuken. Can I backdash or jump out? Is there a normal to stop one of these?
What are my options in those cases?
Your primary options are EX dp, backdash, and neutral jump. You also have a couple other options if you perfectly read a throw, such as regular dp, raida, or hien, but each of these options are typically very high risk and low reward.
EX dp is good because it covers everything your opponent does besides blocking. It’s bad however if you don’t have meter or if it gets blocked.
Backdash is good because it also covers (almost) everything your opponent does besides blocking. You typically do not have enough time to punish your opponent though unless they whiff a move with lots of recovery, like SPD or TT.
Neutral jump is good because you get serious reward depending on how well you can Tsumuji loop. However it comes at the risk of getting stuffed if your opponent does any other attack besides throw.
Does Raida beat throws and command throws? Or I have to be frame perfect?
I.E: T.Hawk jumps in with a light attack, crossing up, and goes straight to the command grab. Can I just block the jump in and Raida his ass?
Raida is throw invincible, so yes.
In terms of frames, it depends on the frame advantage (or disadvantage) after blocking the jumpin attack. But generally speaking, I’d say yes mashing Raida will beat most of his tick SPD setups.
I still wouldn’t recommend using Raida though. If I was making this sort of read, I would neutral jump and come down with a combo. Best combo to do on THawk would probably be nj.HP , cr.HP xx SJC Neckbreaker. You can also probably do some cr.HP xx jump kunai combo to really maximize the punish if you’re really feeling yourself.
st.Strong, st.Strong, st.Forward xx Roundhouse Kazegiri -> Roundhouse Kasumi Gake -> (meaty) st.Strong or Overhead
Please don’t use f+Roundhouse vs. Grapplers haha.
I’d rather advise you first to make sure a grappler doesn’t enter his grab zone by himself.
Taking Gief’s example, what options does he have? Jumpin (anti air punish), or a normal such as HK, or even green hand, more risky.
T.Hawk is the same, and if he happens to use a condor dive, just punish with neckbreaker
Otherwise, I finally understood how much I needed cr.MP OS neckbreaker in this matchup. Seriously, this breaks almost each of Gief’s shit if done properly. These matches mostly take place around your reactions and patience, all you should do is to keep your opponent away and whenever he’s down, make sure you do a blockstring to avoid his command grab mashing punishing you
I don’t agree with using a lot of cr.Strong in this match-up. If Zangief wishes to zone with Banishing Flat, you can punish it on reactions with st.Jab which is much better than whiffing thing which puts you at risk of the Jab SPD. The goal of this match-up is to push Zangief into the corner, so cancelling into Hashinsho even before it will kill is a good idea.
Since when can Gief “zone with Banishing Flat”?
At 8+7+7=22f, his reactions better be gdlk; not including his st.LP’s startup. Otherwise it’ll be obvious that he’s only looking for that whiffed cr.MP.
The goal of this matchup is to not get cornered by Zangief imo. Cornering him instead is nice but not absolutely necessary.
Haha, I was about to say that. Banishing Flat has way too much recovery frames to be a good zoning tool, you can even punish it on reaction with cr.MP
It’s a very bad zoning tool, but then, why would you ever use cr.Strong? What does that punish exactly? You’re better off using cr.Forward because otherwise you’ll give him a free jump-in (unless you are willing to anti-air with EX Kazegiri).
I’m speaking about “using” cr.MP OS neckbreaker, not “spamming” it
Using cr.MK is… ehm… cheap. Deals no damage and no combo possibility except if counter hit. Emergency EX Kazegiri is the anti-air solution if you happn to mash cr.MP too hard, otherwise you’re left safe, right,
But what are you counter-poking with cr.Strong? cr.Forward is great because if they jump you have enough time to do a full Ageman Anti-air combo. If Zangief gets a free jump-in on Ibuki, and deals block-stun, she’s in trouble. Yeah she can backdash, but not only can that be punished on reaction, but giving up space is bad in this match-up.
It’s much better to zone with cr.Forward than cr.Strong simply because of it’s lessened recovery frames. Also it has more range.