Using basic parry mechanics to your advantage is one way to defend against SGGK.
I get it - you don’t seem to understand that this is SGGK we’re talking about, not parry and punish.
Explain to me a scenario where you are going for SGGK and you still need to be aware of opponents super. The examples you gave so far are not related to SGGK - they’re related to parrying and punishing. These are two different things.
Dude wut? Even SGGK Demon is not fool proof; recently ive had problems where ill down parry a cr mk from Ken and since they know i can react to a down parry and demon it with sggk they counter that by mashing jab srk while im inputting the demon, although i can input the demon in goukis sggk really fast, i still cant beat the speed that most people can mash srk out of a parried cr mk, and then the demon and srk happen at the same time and the srk beats the demon.
SGGK techniques are very safe but there are counters to them which are no harder to learn than red parrying target combos IMO.
but this also depends on characters your fighting and who’s sggk your using, like Chuns sggk loses out to A LOT of mash supers cause it’s not invincible on startup like demon.
sry if i confused any1 but its really late here ATM and i may update this post tommorow if im not making enough sense.
who the fuck still uses AIM im down to chat 3rd strike gossip ha
so what I’m to take from this statement is that SGGK is really only applicable and necessary in that rock paper scissors scenario that occurs most often on wake up or an up close reset?
I ask not in an attempt to challenge but to understand. I never bothered with SGGK because the aim seemed to broad to be applied to my game well. I don’t wanna read back btw. I am going to subscribe now though because this is news to me.
sggk is a great technique but its very easy to mess up.
it has a strict timing
if you do it too fast by a few frames when you parry you wont get your attack to come out and you’ll just throw them
if you do it too slow by a few frames you’ll have a small frame gap where you can be hit out of your kara throw.
doing the sggk properly with a down parry and forward parry it gives your opponent enough time to throw you before you get your throw out
To anyone who questioned what Naz said im pretty sure he said what he did to show that SGGK cant be beaten unless you’re committing to something before hand, which is the point of the debate between him and ryukendenx
thats the main thing he was emphasizing on
when you SGGK you dont worry about anything unless your opponent already committed to an attack, special or super
which just shows they completely just guessed on wake up rather than attempt to block, or option select
I don’t know about you, but I can easily confirm Super after opponent’s parry. Which means opponent’s attack will get counter hit after his SGGK parry.
super after a parry is easy.
will I be using sggk anywhere other than right in front of them?? assuming I’m not chun li or Q with their 53 pixel kara grabs.
as for this, why not just block from the get go? This is why I didn’t bother with sggk, because I’d see people trying to apply to every situation. sggk is also the reason I wake up with ken’ target combo against chun’s and yi and vinny.
Someone said that jump is the only way to avoid SGGK. What about tech throw, dash back, and Super cancel after parry?
because when you block you run the risk of getting grabbed
most SGGK’s involve grab setups if you just sit there and do nothing
EX: chun’s SGGK
- you block, i grab
- you low jab, i parry then roundhouse
- you tech, i tech
as you can see it limits the options you have cuz most things would get beat unless (as i said before) you committed to it before hand which just shows you guessed
its the purpose of SGGK
tech throw yes, dash back yes unless you’re in the corner
super after parry: if you SRK and i SGGK, last time i did this HK came out even if a ryu did a super it still beat it ill have to check again…but i guess the only way to rly AVOID sggk is if you guess anyways
Lol, ppl just don’t seem to get it.
SGGK isn’t the super secret sexy jutsu that kuroda uses to double perfect ohnuki.
Its just ANOTHER option you can take amidst the countless options this game gives to you.
If you’re dealing with someone who is not going to poke you, but is instead planning to tech your throws, SGGK is ONE option that you can take to break his defence.
laaaaaaaaaaaame. nevermind then its just another option select. Take that shit to sf4. I’ll take my chances without it.
Harmonaz I remember playing you at evo. I was that ken that you stopped using your tatsu’s around because I kept blocking them low and punishing.
hi. I also played that turtle oro.
yo wassup. Don’t remember any of my casual games at evo unless you played us in our rooms? GGs anyway :tup:
Can someone teach me some option select/option parry stuff with Hugo?
All I know is down parry +LK LP but that’s universal.
Does sggk stand for? Now that this game is pretty much dead, spill the beans already.
sir gawain and the green knight
So it’s just an option select? Why the fuck is it called SGGK instead?
Seems pretty simple, so you hit down as you hit meaty, or just before? Like with Alex; do I hit down, wait a fraction of a second, then sMK, then either grab or EX Flash/SA2?
I assume it’s called SGGK because it’s an option select that was best used on Chun, then I guess could be applied to other characters in other ways. Either way, Chun benefits the most from it so it seems appropriate that it’s called SGGK.
I translated the literal meaning a while back, search the General Strategy section for the MOV list.
No.
parry -> kara throw -> SA/special
Read the first post for more details.