^Can you test and see if the b+ mk, b + mk , D, U + mk target combo is a quick enough whiff punish as well? My games are packed up as I’m getting ready to move back to my city today, so I wont be able to touch them again until they get shipped back to my home address. I use it a lot to control Viper’s seismo game on whiff (walk up and just do target combo), it might work well for walking up and whiff punishing the palms too.
It does but be mindful that with its long startup and poor recovery, you could quite easily mistime it and give them a free punish.
Newbie here. Just had a question about dash ultra. If I am coming from a crouching position holding down back, does the f,f,b,f motion have to be done instantly, or do I have a window to go neutral position then do the motions? I only ask cause I’m having trouble doing this really quickly from the right side.
Crow –
no neutrals, that’ll cause you to lose your charge.
best way i think to practice dashing ultras are to use the focus attack. simple hold db or walk backwards initiate the FA. That way you have to use two forward inputs to dash cancel it, then just go back and forward again. I promise it’ll make your inputs more accurate. It sure did for me.
Plus you kill two birds with one stone, you learn dash ultra and focus-dash ultra (which I’ve never used, lol!)
Thanks Rayartz. I’ll try that out and see how it goes, thanks for the tip.
I gotta get back to work on this thread…
People point me in the right direction!
I know threads and posts already exist regarding:
- Option Selects (I already know about Malva’s thread, I am working on incorporating it right now, but if you know of any others I’d be glad to add those as well)
- Safe Jumps
- Resets
- Setups
- Obscure / weird tricks
Please post the info here or point me to the right threads/posts so I can get that info in here!
EDIT:
I may have to revamp the entire formatting of the guide. I just tried to add something to one of the posts and it’s telling me I have too many characters.
I inadvertently stumbled across this, but whilst I was doing some lab work with Chun yesterday night, I discovered that a safe jump exists from a hard knockdown after a sweep, with either a jump in deep hk or mk. I don’t know the timing yet as the discovery was somewhat of a fluke, but after the success of recording that safe jump I tested it on virtually the whole cast and it beats out every 4f reversal bar Yun’s ex upkicks. I’ll keep testing things out, but I might be on the verge on something big
I’ll contribute some stuff here soon
Can you test it against DJ’s reversal EX Upkicks and against Rose’s reversal EX Soul Throw?
I’m noticing those two reversals, despite having slow startup, are hard to safejump properly.
against dj i see no point on using Safe jumps, too complicated imo, meatys are way better option, rose is about positioning…
I just wish I could make DeeJay whiff that goddamn reversal.
- get a knockdown
- stay crouching by his side
3)meaty him - wish for a reversal
- ???
- profit
If only life were so easy…
against dj i find it easy…
This is what usually happens to me with Dee Jay and the rest of the cast:
- Score a knockdown
- Continue pressure on wake up with an arrary of different tactics depending on the character I’m facing and my experience against that character.
- Eat a reversal or wake up ultra
- Loose over half my life thus getting Ko’ed
- Get extremely angry and thus not play for the past week
I just don’t see how you aggressive rush down Chun players get away with it.
Know matter how I try that style, it simply doesn’t work for me.
what kind of pressure are you using? cuz the only thing safe against dj while crouching is cr.lp, from there OSing sweep is the best bet imo
This is kinda on a tangent, but I have some time and feel like typing. Anyway, I don’t know… aggressive Chun works. You really have to think about percentages and risk/reward both when you are playing and in reflection to see that it does.
It’s crucial that you play smart. Every so often, that one in ten chance occurrence will happen and something with go ‘wrong’. But that doesn’t mean you made the wrong choice. The law of averages mean that you’ve done the right thing. Don’t sweat about it, keep doing your thing and you’ll come out on top. Street fighter of course is unique in that if you are too obvious and readable, then the opponent knows the correct ‘unlikely’ counter to your play. So the trick is to never let them feel that comfortable… but my general point stays true.
In addition, when analysing your play, there are two factors you got to bear in mind. One is for each individual ‘event’, did you get away with your tactics? Did you do damage/take damage/did they just block? If the numbers aren’t quite right, then you are in fact doing something wrong, and you have to change accordingly. Secondly (and the one you have to be really objective about) is how often do you actually lose the game/round because of something like a reversal ultra?
Often, people get salty from getting hit by reversal ultra, but you have to think to yourself really… how often does it work for the opponent? It’s human nature to remember the bad, so you barely remember the time you baited it out, instead you focus on the times it landed and get mad. In fact you probably don’t really remember the times that you merely got hit by it but won the round anyway. But what you DO remember is when you are dominating and then lost, and it suddenly changes your whole perspective on your approach.
I’m not saying to be reckless. I’m just saying to keep logical about everything. If you are good enough to keep up that kind of knockdown pressure, you probably are doing something right. Keep it up, play smart, stay varied, and sure you’ll lose out every so often, but don’t lose sight of the long term.
(P.S. One more thing to think about. I don’t think its right to be inherently afraid of reversal DP’s. How much damage do they really do (as long as they don’t have an Ultra behind it of course)? How much damage will they do if they land it? Will the resulting situation be THAT bad? I’m not saying yes, I’m not saying no… but its important to think about this in the context of the given of the each match.)
Lol, I realise you guys probably know this all already, and you guys just talking wake up pressure and stuff… but like I said, I just felt like rambling, and hopefully it will help someone somewhere!
EDIT: Pfftt… totally should have just put this in the general thread.
This was a fantastic post, and one which sums up the nature of having a reason why you play a certain way and why you should or should not do certain things. I’ll be honest, I play aggressive in a lot of the replays that I post, but you have to know that I know when to sit back and zone against characters where rushdown will simply get me killed. In matches where I can constantly get a knockdown from a throw or ex legs combo, I am confident enough in myself to know that my safe jumps will eliminate some/all of his wakeup options, depending if he has meter or not. The latter is extremely important for you to make a decisive decision on going in. Safe jumps become a numbers game. Sure, you may not hit some of them 100% of the time (though you should strive to hit them at least 80-90% of the time), but if you hit them regularly enough, it will deter them from doing a reversal next time or at least make them think twice about doing it without 2 meters to fadc out.
Last edit: This safe jump will work off a standard cr.hk (sweep or {cr.hp xx legs, cr.hk} combo. Even against 4f reversal characters. Also, I should point out that this safe jump loses to ex command throws like Gief and Seth’s ex spds, and Abel’s ex tornado throw, but you can simply mix that up with empty jump hazanshu. I’ll post a video soon.
So I’m an idiot I only discovered today how to safe jump Dee Jay from a neutral throw It makes all his up kick things (wow pro Dee Jay knowledge lol) whiff so at last I have some aerial threat against him. Is it already known that you can easily safe jump him from the neutral throw? As I’ve seen a few posts here lately complaining about him…