I really need to implement the whiffed roundhouse drill into throw / noogie technique into my tactics of Sim play. Only thing is I dont know how to set it up. Im guessing its something like two meaty crouching back forwards and afterwords jump back into RH drill quickly.
Maybe there are more ways to set it up and I was hoping someone could post a few!!!
Any help will be appreciated!!!
There is probably someone who can give you a really good answer to that question, but I’ll give you the “vague top tier” advice.
Don’t sweat the set-ups.
It’s easy to play the game so that you think of things as set ups. How do I set up the proper distance for Tactic A? How do I set up the proper distance for Tactic B? The truth is this: the opponent never cooperates enough for it to work consistently. Plus, if you CAN get it to work consistently, that means you become predictable and the tactic can be spotted from a mile away and countered.
To be honest, just learn the distance of it. Learn, by sight, when Roundhouse Drill will miss, but barely. Learn it against every character. And once you learn that distance, you will find opportunities all over the place. You’ll just… end up in the right distance randomly from time to time. And when you recognize that and realize your opponent is in a situation where they are scared enough or frozen enough by the threat of a quick Forward Drill, you do the Roundhouse one instead and get a free Throw.
You will mess it up a lot… hitting them by accident or doing it from too far away. That’s okay. The more you do it, the more you’ll learn the distance properly. Once you get out of the mindset where tricks that require proper distancing also require specific set ups, you’ll actually become a much stronger player due to simply being able to do things on the fly.
One simple way of setting it up is to mix it up with the mk drill. You make them think you’re going to do an mk drill so they’ll be waiting to block it (some characters have nothing to counter it at close range, and even if they have it’s very fast so it’s not easy to counter), but instead you do the rh one, the block they’re waiting for never comes and they watch their character get thrown.
The Blanka vid was more “fun” to watch, but it seemed like the Boxer vid had more detailed advice. I did really like the slowdown plays in the Blanka vid though. The one where blanka was jumping and sim did a late crouching fierce was especially nice. Maybe a mix of the two styles would work best?
As far as characters go, Honda and DJ would definitely be good. Other’s I’d really like to see are Chun, Dictator, Claw, and Cammy…in roughly that order.
Who does the MK slide under -> Headbutt noogie follow up work on?
Any specific use for b+hk?
I’ve been experimenting with headbutt/b+hp and found some interesting priority trades… Mostly against shitty normal characters like T.Hawk though. Does it have viable uses like that? Sometimes after a noogie -> slide I’ll use it to trade (especially if it’ll land me dat stun) when I think they’re gonna try to counter. Not against DP characters though, I’m pretty sure that’s a horrible idea.
Any reason to ever use b+mk over b+lk? They look almost the same but I get the feeling back short somehow has more priority? Can anyone confirm?
Also, what do I use c+hp for? I usually end up using c.mp to go under sonic boom/etc for a poke, because c+hp is slower, the same range, and not noticably more powerful(?).
Shoto’s
Sagat
Hawk
Fei (less jumping MK)
Cammy( less jumping MP)
Dictator (very strict timing)
You need to be cafrefull against Honda, Gief, Blanka, Vega, DJ, Guile, and Rog.
Many of then have moves that hit the slide.
There are several. Most notably angainst Honda, at the match opening. It beats H-Hands, Head Butt, and recovers before a butt splash can hit.
Check out the yoga KIlling Arts. There some creztive used for it.
I would not use the head butt as a priority play in ST. There are other moves that would work better IMHO. However, when it does come out and hit… PPL get dizzy.
It is just not how a “safe” Sim would play.
The Back + LK does have more priority.
The only reason to use the MK is if you don’t need the extra priority of the lk. It does does 37.5% more damage than the LK.
You hit that one nearly 100%. The c. hp has a bit more priority and range on the end of his first, and only does 18% more damage. (Cr. mp does 11% of a life bar, c.hp does 13%)
You only use the c.hp if you need that extra bit of reach and/or that extra bit of damage.
You’re going to need them all against a good Dictator.
Meaty headbut is pretty hard to counter on wakeup. (at least it is with O. Sim)
I wouldn’t abuse it, but if you have hit your opponent with some of those low forwards and somehow knocked them down it is a good option to dizzy them if they try a wakeup reversal.
I just saw your videos for the first time and they were very informative, thank you. The best part of the Blanka vid was the related videos on the side “Rodent Trap”, “Crazy Rodent”, etc.
I look forward to watching any future videos and if I were to vote for the next match ups I’d like to see Chun, Claw, and Dictator.
Yes, the jab fireball trap. IT destorys DJ. It is late here, I will write a full write upabout it when I wake up. I just wanted to let you know that ‘Spence’ was not full of it. :wgrin:
It really has nothing to do with reading your oppenent. Sim’s trap on DJ is purely reactionary at that point. You simpley just watch, ahat ever DJ does, you counter. How ever the tarp does not work if DJ has a super.
Instead a write up, I am working on a vid. I am at home for the holidays. It’ll give me something to do.