I’m a nooblet so Lk. Tastu was something I learned just to build muscle memory I’ll try using Hk. from now on. In the corner it puts you on the other side though so unless I’m going for damage I might still use Lk. Tastu
I’m also having a little trouble consistently cancelling DP from crouching normals. I can do it, but consistently… let alone in an actual match I have trouble. I’ll try to practice it though.
I just downloaded the VFrames App. I was never big on frame data but I’ll try to learn to implement it in SFV.
Oh, yeah sorry was just replying to the post above me but forgot to use the actual quote functionality when replying. That wasn’t just a random question
Well actually I think shimmying is best in the close game but not on their wakeup… If they’re waking up you should just go for a meaty or bait the DP at point blank, there’s no reason to shimmy that I can see.
In the close range where you walk up to them and then step back and punish the throw tech attempt, I would probably rely on backwalk because backdash might make it difficult to punish in time. That’s just me though.
Those were around in the Beta, its the micro step that just makes it a touch difficult. I remember Vesper arcade channel covering them about 3 months ago although I don’t know if they made the hit stun from CC longer since then.
I was wondering if anyone knows if Ryu has any Frame Trap setups that double as Block-String at the same time?
Looking at the frame data, I am not sure if the below is actually practical :
s.mp --> s.lp (2 frames gap) --> c.mp xx Hadoken
I guess the first part is rather clear, as for the second part, it will link if you got a counter-hit with the c.lp, otherwise it’s another 3 frames gap frame trap.
If the opponent jabs late, you’ll get another counter hit, if he’s mashing, you’ll probably trade a strong for a jab ?
I’ve been trying to switch to this more optimised version and it’s not too bad. Just gotta be aware and adjust the combo depending on spacing. I’ve been able to get it off most blocked DP type moves though.
I guess you mean a true block string that doubles as a frame trap?
Cannot work in any case because in order for a frame trap to be one, you have to leave a frame gap in your blockstring, otherwise the opponent will be protected by autoguard (or absolute guard or whatever it is called), and not be able to get a button out.
Yeah, just depends on where you are on the screen when the stun occurs, i always feel awkward backdashing to gain the right distance if i’ve stunned them in the corner, and always a chance they can mash out of it quick enough, as you seem to be able to mash out of stun REALLY quickly in this game. Also for non-stun, it’s good for punishing whiffed throws when you neutral jump, which happens quite a bit at the mo, so worth knowing i think