Random ultra fireballs on wakeup its better to use mk tatsu.It goes through all ultra fireballs maybe not like two normal fireballs juri high and high tigers not sure , it moves you forward and i think its the better tatsu vs fireballs in any situation where they cant punish you or block
Target combo im pretty sure punishes all blocked dps but you should do bushin chain instead
You can punish DP with roundhouse into bushin chain?Damn thats gonna be some nice extra damage,I thought the st.rh would whiff.
Thanks Teez.
I don’t trust st. roundhouse for punishing anymore =( too much whiffing for me, cr. strong into bushin chain just to be safe, but I’ll do st. roundhouse on larger hitbox characters though.
It’s reliable, you just have to catch them early in their landing frames, otherwise their hitbox will be too low and the st. hk will whiff
Can you do it against Ken as well cause he has a fast recovery with his light DP. I fought so many Kens that tend to spam that and it’s hard to punish it.
if you have decent timing, yes. its not that hard, i wouldnt suggest trying it online though, input latency will make you eat a secong dp every once in a while. just go to training, record the dummy doing a bunch of light DPs, and work on it. you should have it down in 5-10 min max
yeah , in terms of online play, lag can make it a bit harder to land but still not bad. if you have a lot of trouble with it, a more reliable method would be to use cr. mp instead of the st. hk ,though it’s weaker and i believe it’s a smaller frame link (unsure of that )
Teez is right. When an opponent whiffs a DP, you pretty much get a free combo of your choice. Throwing is a waste. Vs ryu you can certainly punish DP with roundhouse into bushin chain for twice the damage of a throw. Doesn’t work against a whiffed U2 because he lands crouching.
Question: can anyone share what they’ve been using for frame traps/counter hit bait? I’ve had a lot of success with jab hozanto (blocked) fadc low short. Haven’t studied the frame data or anything but the timing seems perfect to beat jabby mashers.
I’ve been getting Guy a LOT when I play random (1/5 last night >_>), how should he be played? Should he be rushdown or something else?
i typically play an aggressive rushdown Guy, but of course you need to be constantly adapting to your opponent. if you rushdown, and your opponent cant seem to handle it, then continue it…just be careful you dont get too careless and eat a random ultra. if he seems to be able to anticipate what youre going to do, i would suggest stop rushing down and just start baiting and punishing, which is something Guy is pretty good at. Guy can punish most things pretty well. play the character however you feel comfortable playing, there is no right or wrong way. In the words of Bruce Lee: " Be like water, my friend. " meaning just let it flow with the match and with the opponent. again, constantly adapt to the opponent.
Edit: Guy plays extremely well when he has the opponent in the corner, thats where you want to get them. Once they are there, do everything in your power to keep them there
couple things i do: meaty cr. mp on their wakeup, cr. lp, st. mp xx w/e you choose. if the cr. mp hits, the whole thing links, if they block, the cr. lp followup usually scores a counterhit if they try to poke you.
TC xx run stop, cr. fp, counterhits most people who try to poke you on reaction to the stop
blockstring followed by small walkup into cr. short or cr. mp, a solid way to counterhit, because you can then link to st. mp xx run slide or tatsu or ex houzanto
st. mp xx lp houzanto also counterhits mashers and people that incorrectly time pokes between the two moves
bait them a lot, rushdown sometimes but be safe about it, try hard to get them in the corner whenever you can
Using cr.hp is also good for punish as it has range and can be linked to st.mp xx slide/mk tatsu/ex Hozzanto/TC… and the link is not that hard. Better then throw. If you have trouble with that, cr.mp xx mk tatsu is easy although you gotta be wary of distance sometimes. there are other alternatives but its best to practise these punishers in training mode so you’re used to it in a real match. It’s better then throwing or w/e. If you don’t capitilize on your opponent’s mistakes, you’re not playing your best and losing a match due to poor execution is a shame. Practice makes perfect lol
I have a ballsload of trouble landing u2 in match, any help for a guy like me?
Well Teez C if you are having trouble then I don't know what to say, I was chatting with Alb S, and I was wondering if Bushin Chain FADC to U2 would work, I have landed it a few times in TR but have yet to try it in the wild maybe someone with a bit better execution skills might give it a try ?
Personally I have left U2 on for the better part of 3 weeks and it seems to get easier to land, then again I have been throwing it out as often as possible I have dashed in on some and landed punished , it sounds scrubby but wake up U2 Vs overly aggressive people does well also.
since the opponent can jump out of U2, it makes it really hard to set up. you just want to bait something, then catch a limb with it if you can. for example: (as a blockstring) target combo xx lp houzanto --> U2. it usually works because after the houzanto, most people are going to try and poke at you, or throw SOMETHING out, and the U2 will catch whatever it is. on the flipside, if they try anticipate another attack after the lp Houzanto and block, they can jump out after the U2 flash. it honestly works more times than not but i dont like relying on it. if youre playing against someone who is a good player, they will jump out of the U2 and punish the hell out of you. it actually works quite well for online play though. the large majority of people dont see it coming. also, you can always TC xx Run/Stop ----> U2. it works on the same principles. they will try and hit you after the run/stop, only to be Ultra’ed
btw, U1 is so much better. TC xx lp houzanto xx FADC xx U1 in the corner is just so satisfyingly good.
I posted a video in the video thread of Dieminions Guy and he used U2 to punish a blocked focus attack dash in.Not really a ‘setup’ but something to keep aware about when you have U2.
90% of the time my opponents fall for blocked TC run stop throw, so I don’t get to test out much else. Ill work on the crouch fierce though.
was working on it, and empty neutral jump u2 seems to be working after you score a hard knockdown, for some reason everyone tries to tech or poke you on landing (well, online that is). backdashbeats this though, so i guess it’s not what one would consider safe. my main setup so far has been to bait crouchtech and u2, but i tend to overestimate ppl and the just end up holding up as my u2 activates. can anyone tell me if you can be trip guard punished after a whiffed d. mp? because if not, i think a decent setup would be jump directly over opponent and elbow when you’re right behind them, u2 on landing, beating their throw tech or normal
something i do if i overshoot a bushin flip elbow because they walked forward or something. upon landing i do ex hurricane. catches a lot of people when you land behind some one on accident with flip elbow… i’ve also seen floe use this as well. i think j. d+strong has more recovery than flip elbow. flip elbow seems to recovery pretty quickly when it whiffs. so i guess you could try flip elbow past opponent… elbow to land behind them… u2.