Successful C.HP Anti-Air: Now what?

The title speaks for itself. I’m pretty sure EX tatsu won’t connect, but what is the best move to use after c.hp?

you can’t follow up after it, you anti-air’d someone so it’ll reset them. you can can do whatever you want when they land, just don’t think you can juggle them, because you can’t.

test the water.

You could cancel into mk tatsu to apply pressure, it won’t combo, and if you do it too often, you’re asking to get DP’d. But mk tatsu is safe on block, and depending on how it hits, you may be able to extend a combo.
Alternatively, you can dash under your opponent and attempt to mix them up.
Also, you can overhead so it hits right as they come down, if they’re afraid of c.mk xx sho, they’ll get tagged, but if they know it’s coming, you’re getting DP’d.

There’s a few things you can do, but none of it is particularly safe.

I know its a bad habbit of mine but it works quite allot after a hit cr hp is lvl2/3 focus attack… and if they jump in 2 attack you can either try using it as an anti air which I wouldnt recommend or dash under/away for mixup ":o

cr.hp walk up grab. Works more often than you would think

Stand HK

This is true no matter what option you choose, being overly aggressive against a character with reversals like is that going to land you in a world of hurt. This goes double for playing online where you only have a single round to feel the player out. Just manage your risk reward against their character’s options and the life bars. I went to CF and had an opportunity to play Arturo, and rnds 1 and 2 were close ( I lost rnd 1 due to messing up my safe jump and eating an EX soul throw) but round 3 Art figured me out, and I lost so bad it looked choreographed?he didn’t even zone me out he went in and and beat me down and guessed correctly every time i tried to turn the fight around.

This is all the more reason to play conservatively round 1 and bait the opponent out if they have great reversals. Then in round 2/3 if you feel you have an idea of their play style, capitalize on it.

As for the options listed above, throw works often enough but will fall to solid reversals like anything else. However, walking forward and baiting throw and then punishing the opponents likely crouch tech is really strong. Against characters w/o a strong invincible reversal, walk up meaty short tatsu works much the same way if you are anticipating a throw/crouch tech.

Standing RH is great, especially in the corner, but doesn’t lead to anything or get you in where you can really start to open people up. Walk forward, bait a throw tech, tech crouch, and then capitalize with standing RH, or low forward SRK.

Canceling to the MK tatsu, is one I haven’t messed around with too much myself, as most people I play with rep characters with solid reversals. Depending on the height of the reset, you can also consider an ambiguous cross up.

I personally go for a crouching mid kick into a shouken. if they block the MK, I do a hadouken instead of shou. If they block up when they land, they get hit. If they block down when they land, hadouken. If they don’t block at all, mk into shou. If they focus attack (focus attack is the reason you don’t HK), then you’ll hit them with your fololow up, which is the shouken. If they jump instead of blocking, your whiffed mk will allow you time to Cr HP again for the anti air.

Didn’t know it was possible to confirm c.mk to shouken or to hadoken just by seeing if mk touch or not. Gonna try this.

It works 100% of the time with c.mk into shouken. It only works with c.mk into hadouken if you’re really close, but it works very well as a pressure move.

ya, i hear people talking about it, but I could never figure out how to buffer it correctly or whatever you need to do. :frowning:

On counter hit you can tag on c.mk x hp sho

to Crouching mid-kick into Shouken is a bit tricky when you first learn it. You have to do the shou the instant the C.mk hits. It’s risky because you have to have confidence that it’s going to land. I used to start the shouken motion along with the kick. (As you can see I’m not big on hit boxes, frames and so on. I’ve just worked out the timing by practicing

It has two hitboxes if you hit deep you can cancel and get a bit more damage and if you hit fully stretched you can’t cancel.

c.mk xx hp.shou tips:

People complain about the move shortcuts, fuck that, use them. From crouching, df+mk, df+hp will do c.mk xx hp.shou.

From standing, if you are walking forward, it’s easy, move down (for the mk) then shift the stick to df and press hp.

When you want a hadou instead, roll further up to forward.