little anti 50/50 tech for characters who do stuff safe on block then backdash, throw or dp. good against dan or fei
anyway after you block some dan kicks or a chicken wing or whatever, do a delayed crouch tech with a sweep. that way you block if they do a dp, tech if they throw, and land a sweep if they back dash
ok which do you recommend? I use crane HP and mantis HK. on throws i go for 50/50 s and its works out pretty good. Its hard getting that pressure off though…she is pretty scary
Well I was doing well with just Mantis nj.MK. It all depends on the height. WK was using it to get in on me so I started to pick up on that and started to use NJ normals.
I was actually looking for this chart myself. Thanks much!
One little tip I noticed playing Sagat: m cr.Hp beats the startup of a Tiger shot if both are done at the start of the round. Minor thing to get a life lead on if the guy’s fireball happy.
I discovered something awesome, i dont know if its known, if it is, sorry in advance
SafeJump after bnb(lk gekiro): tested in ryu, akuma (all shotos maybe?) feilong and cammy.
quick stand:
bnb, finish gekiro (full) at low height, the lowest you can, then jump with crane mk and the reversals cant hit you. Its very easy when you know the correct height of gekiro. When the opponent is trained to dont use reversal you can use mantis jump for mixups with crossups, mantis = no cross, crane = cross.
Slow Stand:
When smart opponents see that its a safejump+ambiguous crossup they will stop use quick stand. Then you have another strategy:
bnb, finish gekiro(full) at medium height, then hk gekiro, walk a bit and jump with mantis mk.
Mix this with some oga crossups and your opponents will hate you
on further review, its semi tricky against lp srk. you have to be sure that they juggled as low as possible. practice.
so when they do try to DP, you get an air reset. i only checked it against the shotos, but theres enough time to recognize the reset, and get a dash under and re cross them up as they flip.
guys I need some pieces of advice against Blanka. It’s the only character that gives me headaches… I tend to play Gen mostly as an okizeme character (following Amiyu’s advice, lol) and I’ve to say my win ratio improved but against good Blankas I still have lots of problems.
My aim usually against most of the cast is to score a knockdown and then apply mix-ups and do decent damage there. However Blanka in this case just has to mash its electric defense and it nullifies 90% of my work… in Mantis only cr. lk beats it, right? I guess I’ve to really change my tactics for this match-up…
I know that I can punish its ball attack and so on but regarding the offense against the green ape, I’m rather lost…
You can change to crane and do cr.LK or cr.MK. Mantis cr.MK should beat it too unless you’re one milimeter away from getting hit by electricity, or if he is using the EX one. EX one has a dirty ass hitbox
I play Gen as a reset character but I do okay against good Blankas unless my mentality breaks. Feel free to jump on him after knocking him down. Gen’s j.MK goes low enough to hit out of electricity start-up.
One funny shit though: If you meaty mantis st.MP on wake-up and Blanka has either the guts or stupidity to do wake-up reversal electricity he completely dodges the meaty and you get hit. I think it applies to LP and EX version.
I’m adding Character specific frame data for safe jumps. I’ll be adding SRK/DP and other things like Chun-Li’s EX Birdkick or Honda’s Headbutt, Butt Slam. If there are any other AA tactics that a character uses that I missed that you’d use to safe jump PM me. Still working on the list though.