Yes if you want to get the timing i would try it against the dummy first. If done correctly the dummy will roll towards you then get hit by the cr.mp and stand up after the hit. If the hit whiffs you did it to soon and if he is standing when it hits then you did it to late. Hope that helps.
If this works i wonder what other moves will kill rolls. Just in case this is character specific i’m using ryu with kaz as the dummy.
here is a vid of the possible tech
[media=youtube]eFDRhjoNCPQ[/media]
notice how the cr.mp hits hei during the frames between when the roll finishes and when he stands up and recovers from the roll. The timing is tight though a split second to soon and you will whiff to late and they can stand block. I’ve been working on other moves that can counter the roll in this way but so far CR.mp is the easiest. A perfectly times super will also work but it’s a pain in the ass to time and if you mess up well you just wasted 2 bars of meter
Also hate to ask such a scrub question but what are ryu’s hard knockdowns? Well since i’m here what are his unblockable setups in sfxt?
Just letting you know that only works against the CPU in training mode when they’re set to roll. I don’t know why they don’t block after rolling, but real players can hold down-back and you can see there’s absolutely no recovery when rolling. Also, the only untechable knockdowns ryu gets are sweep and EX DP. Counter hit far fierce against standing opponents crumples too if that counts.
i’m a sad panda right now. Perhaps i’m confused on what a hard KD actually is but why is the dummy able to roll after after a sweep? I thought a hard kd eliminated both quick get ups and rolls. Anyway i hope y guys don’t mind the vid i figured it was the easiest way for the tactic to be reviewed.
oh and i was watching a vid on ultra chen’s channel and he said sfxt had unblockables in it and yes i know they are technically speaking just really hard to block. I was just wondering how an unblockable set can be possible in a game with quick rolls?
Oh, I should have clarified. In this game you can roll after ALL knockdowns. When I say hard knockdowns, I mean the ones where you just can’t quick rise from. Can’t really provide any insight to unblockables. Though I did play a Hwoarang that charged Dynamite Heel until it got to the EX and no matter if I blocked high or low, I would get hit. Not sure exactly how that worked, maybe a Hwoarang player knows…?
Nah it’s my fault for not understanding what a hard KD actually does. Just to make sure that i’m clear you’re saying that even if you time a move perfectly to hit the villain before they can stand up from a roll they can still block?
Yep, they can block every time. There’s complete invincibility from the time they roll until the first frame that the opponent gains control of their character.
So I just found a 4f safe jump that crosses up against quickstands with a character, so it gives you enough time to do regular oki if they normal recovery and the crossup part gives me a roll reset? How useful is this oki situation? I ask because in the same situation the character traditionally gets around 150 more damage and a hard knockdown. Maybe use it against dpcrazy shotos?
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EX Dynamite Heel hits as a cross-up if it’s close enough. If you hold forward, you’ll often just walk under it, making it whiff.
Specifically, a well spaced ex heel has two hits, one that crosses up and one that does not, so it can be very hard to block. Just jab him or backdash or walk under or something.
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Like I said in another post, quickstand safe jumps are risky because humans don’t always quickstand on the exact first frame like the CPU always does. I could slightly delay my quickstand by a few frames and that would be enough to allow me to jump away / beat your safe jump.
I admit I still use them from time to time as they often work on unsuspecting players. But they’re just not that reliable… especially against educated players that know about delayed quickstand recovery.
Now for the “is it worth sacrificing damage for it”, it depends. I usually don’t mind sacrificing around 50-90 damage for a solid setup that could allow me to maintain pressure afterwards. In fact that’s what I always try to do with my current team. I find position advantage and oki follow ups to be a lot more important than maximizing damage. That being said, 150 is a lot of damage, it’s the difference between 300 and 450 damage for a setup that has very little chance of success. Nothing guarantees you they’re going to quickstand and nothing guarantees you that they’re not going to delay their recovery so it’s a big gamble. And if your opponent has meter, then there’s a good chance your safe jump reward could be nullified by a reversal tag cancel or an alpha counter.
Well the idea is that it would not be a gamble. They are unable to roll except the wrong direction for a good cross jump, and you land with enough time to do whatever you want on normal recovery. Did not know about quickstands being delayed though, that is a right dilemma.
The setup in question is doing 4 of King’s knees then j.mk on their wakeup instead of 3 knees cl.hpxxjaguar bomb.
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What I liked to do recently is stand in the middle of where they’ll rise and roll, and if they rise, I’ll just go up and pressure and if they roll, I take 1-2 steps back and mixup them up, make them confused on what side they’ll land on depending on how manysteps I take.
I especially like this with Poison, after forward throw in the corner, I do backdash, charge fireball, if they roll I cadc backwards and depending on my timing, I’ll land on either side and if they stay in corner, I’ll have ex fireball and fire it at them and pressure away.
Not to sound like a complete noob but how do i do ryu’s ex dp standing reset. I saw a vid that says to walk the opponent but what does that mean? I’ve tried doing the move and holding forward but they can still roll.
Basically, as soon as the EX DP connects, tag in your partner, and have your partner simply walk into the opponent. You should push the opponent out of the remaining hits of the EX DP and they will still be standing.
oh so ryu can’t do it by himself? I was unaware of that. Ty for clearing that up for me