yeah but good luck doing that on a 4 frame reversal, hehe!
I also had it whiff (literally go through) some demon flip kicks, but it’s not consistent enough to risk 170 damage.
yeah but good luck doing that on a 4 frame reversal, hehe!
I also had it whiff (literally go through) some demon flip kicks, but it’s not consistent enough to risk 170 damage.
Yes, but it has a specific purpose. Because the palm is so hard to punish, armor breaks and has near instant recovery it will condition most opponents to block, leaving them open to the DF throw.
I think her new Ultra is too damn good. I was playing Saqs the other day and was up by quite a bit only to forget about that Ultra. >_<
When I am at a distance I start building meter using Tatsus and using LP air fireballs to defend against her fireballs. If I have a full bubble I can use the EX Flip to punish her reflect. I throw a LP fireball to bait her into reflecting it.
Don’t abandon your fireballs completely. When you have meter you can throw jab shakus to bait a reflect or absorb and punish with ex demonflip.
D’oh, Loyal mentioned similar above.
a blocked lp dash punch is like -8 on block or something like that. you can punish that with a lp SRK. Probably can get away with a cr. lp combo. Not to mention you can focus it.
I don’t know. Mak can stay in once she’s in as long as she’s patient enough to wait for an opening. She can cover a lot of ground dashing/focusing fireballs and her jumping hp can stuff more stuff than I thought. I had a Mak bait a cr. mk from me and dashed in in wrecked my ass. Shit was beautiful lol.
Her pokes don’t cover a lot of range, but they have hella priority. her f+mp is good, mp is good, her lk>mk target combo is good, mk is good, f+fp > fp is good. mix these in with with her cr. lp and cr. lk and will give her some good block strings that get you grabbed if you block too much. if you press buttons at the wrong time she can land a counter hit combo, even if you try to jump out. Mak normals you to death. The dash punch just gets cancelled to reduce recovery on certain moves just so she can normal you some more.
Off a grab she can combo a sweep, dash punch combo, ultra 1, ex overhead combo, meaty overhead combo. She lands a grab once you’re scared of her normals.
her instant air crescent kick puts you in a lot of block stun and is a good mid range tool in footsies.
teleporting/cowardcopter can be dangerous since she can cover ground with that dash or ex dash punch.
If she’s lucky enough to get a clean dp off a jump in, then it’s mp dp > crescent kick > ex hayate. hella damage off of an anti air.
Akuma has bitch health and stun so it doesn’t take much. If you get that vortex jumping off though you can get all if not more of that damage back. If Akuma gets a knockdown it’s good game Mak. If Mak gets in and stays there it’s good game Akuma.
True. But it’s EZ Mode keeping her out. Yes if she gets in she can apply her guessing game, but it’s not too hard to escape out of. Neutral jump, back dash, teleport (yes, even though she can punish it, make her punish it before you stop doing it) all get you out. Neutral jump in particular is useful. She goes for another Karakusa, you get a combo for $free.99.
So fireballs+low strong/forward>Makoto
Stupid double post >:(
guys can you guys list out the amount of safe jump from grab, sorta like a set play.
grab dash2 jump hk
grab dash2 flip palm
grab dash c.mp flip palm
sweep tick jump hk
and with that c.lp+c.hk option select to prevent backdashing, how to use it in normal play? i find it hard to incorporate it in my play as i keep seeing my opponent backdash away i get annoyed.
Guys how do you break abel close up, i seriously am at a loss here. If i miss a link, i will get ex grabbed, can’t zone when he has ultra and his normals are pretty good (outpokes me). What the hell do you do against him, i fought one today that blocked all my crossups, and teched my grabs. I got him with a few flip throws but he avoided most of them. I can only zone from full screen really because he will catch me in the recovery of my fbs mid screen if i try. What the hell do you do?
I was reduced to teleporting most of the match away from his mk dash grab shenanigans, although i did get caught by alot of those. And this guy rarely jumped and only rolled through my fbs mostly so i didn’t have many chances for a demon.
spam that s.hk.
If he’s one of those fucking command throw mashing scrubs just do like crossup j.mk (he obviously blocks it) > c.lp > neutral jump…his spammed throw will probably whiff and you can rape him you your way down. You can substitute the neutral jump with a backdash and start a s.hk combo after he whiffs. If you punish him like that once or twice he will stop mashing that shit and you can start playing your game again.
Also, when you knock him down he’s pretty free (even with his “brainless” ultra). Just vortex him into oblivion, poor man got no reversals.
bump
didn’t seem anybody saw my post
Superlollo, care for some games? We should have yellow connection at least
sure, even if yellow connections mostly suck we can give it a shot. Add me if you like!
From my limited experience vs. Rose, I’d say you want to stick very close and keep mixing it up. I don’t think her soul throw will be fast enough if you dive kick.
General question:
Any benefit to doing the demon flip dive kick over the regular dive kick on opponents wake-up?
Rose Ultra 2>Mix ups.
Just sayin’.
DF dive kick gives a lot more hit stun, it’s easier to combo off it than the regular dive kick.
It depends on what character you are playing against. Some characters the MK dive has better priority than flip Dive.
^ Which?
Guys, any good Sim advice? I’m tired of losing to this character in tourneys.
Gotta take it slow and whittle your way in. He throws a fireball, you throw a fireball. You see him jump inch forward and get ready to st fierce(this beats many of his air pokes). Once you knock him down just keep trying to hit him with untechable kd. You also have to learn some type of os backdash punish.
A couple of things to watch for:
If he hits you with instant jump fierce from a close distance, say just beyond sweep or less it’s a free demon. If you see him port behind you ducking fierce xx demon flip works better than stand jab and keeps the pressure on.
Your goal should be to push him to the corner. It limits his escape options and you can vortex the shit out of him once you get that kd.
So I figured this would be the best place to post this question since this might pertain to every character in match-ups.
In regards to the tatsu > uppercut BnB, what is the exact timing, or what do I need to look for, to nail this. I can get it EVERY TIME by spamming, but I am about 75% when trying to time it. I don’t like spamming because I feel like a nub, and when I do spam, it is way harder to land the FADC > Fireball.
So my questions:
Is the timing exact for each character? I feel it might be but…
I feel it might also be based on Akuma and timing it at a certain point, like when both feet hit the ground?
Or what I am starting to learn towards now: do I time this based on the characters and when they are falling, since different hit boxes apply? I have started to try to hit the uppercut right when they are about to hit the ground from their fall, but again, I am not sure if this is the proper way. Everyone seems like they fall differently, thus making the potential timing different. Ex: Zangief seems easier to hit and land this compared to Chun Li.
So to reiterate:
Should it be the same time regardless of character?
Or do I need to change the timing slightly for each character?
PS. Additionally, I feel like timing the uppercut is also different if they are close, like right after a close tatsu > uppercut, compared to when I hit confirm something like c.lp x 3, then tatsu > uppercut, because the c.lp x 3 pushes them away a little bit moremore. Is this just my imagination, or should this be the same as the above questions?
Thank you in advanced.