Hey, I must have missed this post. Dannkk’s explanation is correct. It has at least a very similar amount of freeze frames as an attack that connects.
Why you don’t see more people do it? Probably because it can be difficult to time. You essentially have to start the focus on frame one when facing a perfect safe jump, and I don’t notice any obvious capability to use it with reversal timing. You can try to block high and hit the FA and see if you can get the timing right. On jump-ins that are looser than a perfect safe jump, it’s probably more useful. I do play against a boxer that uses this to great effect, and it often shuts down my meager attempts at OS. (Nevermind that dp OS can be beat clean by EX headbutt. Though EX dp should be able to beat that…so whatever.)
Also, OS dp can trade. And trade dp has its uses at least. So that increases the number of reversals it could be useful against.
Hey guys. I was curious about something in the Gen matchup. Can you stop his off the wall on startup with Ryu’s standing Medium kick? I did it before against the comp. in arcade but I wonder if this is really a good tactic to rely on and situations I can apply this to if applicable.
Can someone tell me how to punish Blanka Ex rainbow ball that hit cross up after block. I recorded it in the Dojo and try to punish it but it come back at such a weird angle i didnt find a clean easy solution.
Another Blanka related question: Lot of Blanka players like to use light horizontal ball and Grab. Its pretty easy to reset them with a c.lp or c.mp.
Is there time between the moment they can be reseted and the moment they grab you to deliver a real combo. Most of the time I reset them but sometimes my jab or mp start comboing. I am wondering if it work the risk not resetting them when they go 100% for the grab.
Have you tried focusing the rainbow ball and dashing into punish?
You do have 4 frames to connect when they’ve touched down after the light rolling ball to grab setup I think… Connecting 5th frame or later will get you grabbed. It’s a bit of a judgement call. If you can pull it off, you might be able to get a reasonable combo into potential knockdown. And if you can’t, you’re either light balled (har), thrown into a wake-up mixup, or you reset. Based solely on those criteria, it appears to be worth practicing…for offline play anyway. It is possible to pressure a little if you reset them. So it’s not a total loss if you decide to never try to time it like that.
It’s important to realize that getting thrown is not a big deal. You take some damage. And they gain some position. But it’s not a guaranteed big damage situation. Much worse is panicking into a fat combo or stun. No one is this more prevalent versus than a sagat with ultra… It’s so much better to get thrown than uppercut fadc -> rh into ultra. Even getting thrown 3 or 4 times in a row is reasonable if you get at least one good chance to damage him or make him waste some EX. And since he has ultra, 1 - 2 good combos could be enough to finish it.
I mostly focus or use normals against those attacks. Depending on the range, you’ll want to use c.hp/focus or s.mp/s.hp. From just outside the range of their j.hp, you can punish their whiff with s.mp or s.hp. If you are in range, you’ll want to focus and dash forward or use c.hp. Focusing and dashing forward is probably the best option. Remember, both these characters want to keep out, and when they jump, you have a chance to get in on them. Also, you only mentioned neutral jumps, but if sim jumps forward, walk backwards. You walk almost as fast as he jumps, so you can stay out of range of the hp and punish the whiff. If I get a good read on when they’ll use j.hp, I’ll buffer dp when I see them jump, then push punch on reaction to their limb coming out. Only way I know of to dp their limbs without guessing.
I have a problem while fighting fuerte. The 50/50 situation on knockdown is one thing, but when i finally get him on the ground and he has ultra, i can’t jump in (or cross up), no matter how many times i try, he always punish me with it. First post says “make sure cross up is deep”, but is it really possible to beat his ultra while crossing up? If i cant jump on him, he gets up and i give away all of advantage i have, so if you have advice for this particular problem or just generic fact that i need to know about this matchup, please reply.
If you’re doing a deep crossup vs fuerte you will be recovering before his ultra lands and you can safely jump to avoid it. it depends what KD you’re trying to crossup from, it’s doable from throws and LP DP and longer knockdowns.
If you’re talking about untechable knockdowns, and you’re getting hit by ultra, you’re jumping to late. Need to sweep, then immediately jump in on him. If he ultras, you land and recover in time to jump out of the ultra and punish. You can’t “beat” it…you can just bait it out.
Quick question guys. I fought Flash’s Viper at a grand opening event on Saturday. and the fact that he can cancel so much shit is scary. What are some things I can do to frighten Viper and keep her from getting in. I can anti-air but when Flash goes for that burn kick cross-up I feel fucked. The matches were so close too… Little fuck ups keep me ascending to that next level.
j.MP juggle into whatever usually beats most of her aerial attempts. Or you can pick U2 and she should be almost totally grounded when you get ultra.
If you mean what Ryu can do defensively against CViper, there’s nothing except dp’s kept safe by spending 2 bars.
If she’s easily getting in on you, then you’re not playing a solid ground game. Granted, her sjc means she has great mobility and is tough to zone, but sjc is still a jump that you can anti air.
Small thing would be recently I’ve been trying out a very basic Ryu style, keeping horizonal control and stuffing out jump ins. Shit’s scary how much that shuts down. However, Fei long keeps getting in with his chicken wing, I focus punish sometimes but it’s just awkward. Any advice?
Hado should beat chicken wing on unless it’s EX or he times it almost perfectly to flip over the hado. Either way, mix in jabs, strongs, and (crouching) forwards to your arsenal. Ryu has a good ground game too with pokes, not just hado and dp!
It’s the same way some Abels like to get in, using that (ex) wheel kick.
@Number5: Sagat and Cammy wake up 1 frame later. Blanka wakes up 2 frames later. I think Sagat has 5 frame startup for TU, so if you wait a frame too late it’s still safe.
Oh, and it is completely impossible to safe jump Adon off of a sweep because he wakes up earlier…