Things to practice (general notes)

(I keep things about CvS2 written down on my computer so I don’t forget them later.)

Situations that occur very commonly and are of utmost importance to learn are denoted by “*****”.

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Random strategy to remember:

-Always cover the safe fall first. On his first knockdown, BAS did attempted tiger knee air FB with Akuma. His opponent tech rolled and DP’d BAS for free.

-K-groove needs to JD high if they want to JD a jump-in. That means they’re vulnerable low. Empty jump-in, go low against K-groovers who love JDing instead of anti-air for some reason.

-Don’t ever try to cross-up DP a character who doesn’t have a cross-up attack. Vega most notably. Walk under and throw him instead. Walk under, go low too.

-Shine knuckle Blanka hop back

-Ryu whiff jabs to stop Morrigan from flying.
-Shoto’s really need to run away versus A-Sakura to be effective. Play them like Rolento almost. Air hurricanes back, air hurricanes over the other side.

-Don’t be afraid of low jumping Vega. He’s a charge character. Taking the hit is better than Vega going low…
-After a tech hit is good time to parry low.

-Wow… Nakanishi did last second air-block, free level 2 super with C-Guile against Bison j.HK. People talk about how cheap air-block is all the time. For once I actually see somebody use it. He also did c.MK xx super with Ryu after blocking a Bison one hit scissors kick. Does that really work? Or did the Bison player mess up?
-Wow… Ino can HP tiger uppercut Blanka low jump HK on reaction. JD all of kick super…
-Wow… Otaku jump straight up, JD Blanka kick ball super as he falls
-Walk back just slightly, walk forward, throw as the opponent is getting up. Makoto’s Kyo special. *****

-C-Guile last second air-block against Chun-li CROSS-UP j.LK, free d.MK as she lands. That’s ridiculously crazy. These Japanese Guiles are pretty good…
-C-Sagat last second air-block is the BEST anti-air against full metered A-groove. Just as good is just early jump back HK. Nothing is guaranteed to save you (especially when you’re cornered), but both are much better than risking high tiger super or deep tiger uppercut.

-Versus Kim, just block low whenever he rolls unexpectedly. Roll, high super is like the worse thing ever, plus you can tech throws even when you’re crouching anyway.

-Versus Chun-li, she’s -2 after any strength sbk. Stick out your 2 frame jab and she’ll HAVE to block, or she will be counter hit everytime. Zero frame/super grabs own her.

-Versus Blanka, super jump MK will cross-up at just outside Cammy far s.HK range. DEEP cross-up Cannon Spike him.
-Blanka likes to super jump forward HK after a far blocked slide. Duck down in case he does another slide, then DP him deep when he jumps ins.

-Don’t run at raged Cammy for no reason. That’s pretty much the stupidest thing you can do against her. d.MK has FAR range and is easily canceled into super every time. far s.HP is a 3 frame attack that gives +9.
-Sagat vs. Cammy. Lots of low tigers. When Cammy tries to RC drill like a scrub, you can roll through and mess her up.

-Psychic ground DP Vega as often as you can. He gets dizzy in about 3 hits, plus he do anything worse than a sweep or kick throw to punish you 90% of the time. The risk is in your favor.

-Akuma demon flip punch attacks are really good. How do those Japanese players set them up so well?
results: One guy did d.MK, d.MK, then MK flip attack to go over the opponent’s counter attack.
-Akuma do LP command roll mindgames after demon. The demon leaves the opponent on the ground for a long time. Wait, command roll to end up behind. Walk back, command roll to stay in front.
-Akuma far low jump MK is unpunishable. Try sweep xx hurricane after.
-Akuma deep knockdown uppercut. Fake meaty low jump attack, go low with short, short, short, MK hurricane instead. Even against small characters. If they love blocking, and you’re rushing them down, they’re going to get caught.
-Tiger knee LP air FB after a running uppercut juggle.
-Ryu’s and Akuma’s LP hadoukens are a cheap poke. If the opponent jumps over one with an attack though, SCREW blocking. Seriously. If you’re going to get hit in recovery, you’re going to get hit and there’s nothing you can do about it. But if you’ve recovered in time to block, that means you’ve recovered in time to DP as well. *****
-Akuma run in sweep after Cammy whiffs far s.HK. After you’ve hit her with a LP hadouken for example. This is the only way you’re going to win in a ground game versus Cammy.
-Akuma d.MP xx MK hurricane to punish things out of range for d.HP xx hurricane.
-Anytime you miss a juggling LK hurricane, start going for LP DP more often. You’ll psych the opponent wanting to block next time, so you can throw them.
-Run up d.HP xx LK hurricane as anti-air. Pretty cool.
-Shotos meaty d.MP, run jab, run jab.
-Shoto’s d.HP is bad frontal anti-air against Blanka. It may be 3 frames, but it trades too often. Use it against Blanka cross-up MK instead. Stick with far s.HK or shoryuken for the front. Ken has to use RC funny kick instead…

-Athena walk up close s.MPs are really, really good. The thing comes out in THREE frames and gives a ridiculous +9. It’s the same frame data as Cammy’s fierces. Walk up s.MP, walk up s.MP, link sweep xx psycho ball is alright.

-Mai far j.HK (to set up counter hit), far s.HP xx fan super

-Rugal meaty LP reppuken, sweep xx reppuken.

-Rolento trip wire super cannot be alpha countered.

-Cammy’s best cross-up defense is just walk under. *****
-Cammy vs. Bison. Just throw him a lot if he’s not doing much but charging and throwing out random scissors kicks.
-Cammy vs. Sagat. Corner him. Then stay just outside his range. Once he whiffs a d.MK… far s.HK xx super. Be patient. Walk forward just a little when you’re pushed out of range. Scrub Sagat will try jump back HK. You Cannon Spike him.

-Sakura crouching short is BS. 3/4/8 is same as Akuma’s and Ken’s. +3 advantage makes for cheap tick throws.
-Sakura use j.LK more.
-Sakura mindgame c.LK, wait, c.LK, s.LK, combo (blocked)… c.LK, wait, throw this time.
-Sakura whiff s.MP, s.LP, s.HK, jump back HP, dive kicks.
-Remember Sakura LP shoryuken is still a 4 frame attack. Against people with no air defense, don’t be hesistant to use CC, dp+LP…

-Sagat guard break with d.MP, walk up d.HP xx super

-Yamazaki level 2 grab super, wait ALL the way until the end, qcb+MP (hold), saa!

-Ken and Akuma are at -10 after d.HK xx LP command roll/LK hurricane.
-Ken is still +4 after a close s.HK. Even if you mess up the meaty, you still have advantage if the kick makes contact. Shoryuken the opponent if he tries anything funny after.
-Shoryuken after a tech hit.

-Blanka is at -11 after d.MK xx KKK. -8 if d.MK was a counter hit. Hit Blanka every time with free jab, short xx super no matter what. He’ll stop doing that quick.

-Start roll canceling MP electricity. Only 7 frame startup as opposed to HP’s 9. You get still get +6 on block as well. Hit frames also go 2/2/2/2 as opposed to 1/1/1/1. RC MP electricity is definately better anti-air than RC HP electricity. Now how about chipping?? I have to test it out…
-Blanka hold your ground. Don’t walk back, jump back, or hop back unless the opponent really forces you to.
-Blanka full screen MP ball, instant stop, throw. (versus charge characters especially)
-Blanka s.LP, walk up throw during blocked CC.
-Blanka corner knockdown, walk back and forth, whiff s.LP, RC electricity, CC, s.HP etc… Be patient with your meter
-Blanka LP ball, whiff electricity, hop back, wait… anti-air upball
-Blanka crossup MK, d.HK, dash over body, meaty s.MP, CC
-Blanka vs. Sakura. JD last hit of hurricane and hop out of corner. Block last hit and RC hop?
-Blanka vs. Hibiki. She dizzies in about 3 trades, and Blanka can reversal ball after he gets hit by bnb combo.
-A lot of people try to jump in after they get hit by a HP ball combo. Low jump up HP to anti-air them.

-Bison d.lp, wait, d.lp, combo. ala Iori s.lp to set up counter hit.
-Bison d.MK, wait, d.lp, s.LK, combo
-Bison. Start using d.LP, d.LP, s.LK combos. vs. Blanka, d.LP x 3, s.LK xx scissors
-Wait, d.LP, s.LK xx scissors --> two frame combo starter
-Bison d.MK slightly better than s.MP when blocked. +5 for d.MK. +3 for s.MP.
-Bison is +5 after d.MK. Todo +6(!). Guile +6 (wtf). Eagle +6. Vega +1. Blanka +3. Shotos -1. Chun +2. Cammy +/-0. +4 after close s.MP. Vice -3. Rugal -4. Yama +3. Geese +1. Kim -1. Mai -11 (a slide). Kyo -5, 7 frame startup. But has a lot of range and 9 hit frames. Iori -2, 5/4/20… what a bad move. Maki +/-0. Maki s.MK +/-0.

-Chun counter poke Bison d.MK with d.HK. Punish psycho crusher with d.HP (s.HK xx j.HK?).
-Even Daigo can mess up Chun-li bnb combo…
-wtf? Chun can do jump straight up, air throw? Pretty good anti-air.

-For god’s sake, please stop losing to delayed getup. Punish all safe falls as well. *****
-Bison tried meaty scrape for chip. Sagat does delayed getup, super…
-Corner = death vs. Sakura. She has a bad sweep though. JD and punish for free.

-No risks. example: Daigo vs. Tokido… Sagat tried risky tiger uppercut. Poor decision. Time was winding down, but he was ahead on life. Tokido wins. *****

-lmao… R1 Mai c.LK x 3, s.LP xx level 2 fan super against full metered R2 C-Sagat did as much one tiger uppercut. That’s not cheap at all…

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Things to practice:

-Blanka d.MK xx super. I’m out of practice…
-Blanka non-telegraphed super. Walk back, whiff d.MK first for example.

-Cammy practice jump in HK, s.HP xx drill execution.
-Cammy practice DPing Sakura cross-up.
-What to do against Cammy just jumping in and JDing?

-Akuma run in sweep Cammy after she whiffs s.HK
-Akuma vs. dizzy j.HP, d.HP xx qcb+MK, juggle
-Akuma meaty air fb, run up jab, jab, throw
-Akuma/Ken practice timing on d.LK, throw
-Run up whiff jab from safe range to get opponent to want to whiff jabs, run up sweep
-jab, jab, jab, wait s.LK xx MK demon flip
-demon flip, one hit hurricane, run up DP

-Punish Sakura after LK hurricane. A lot of people mess up the RC’d HK version and get this move instead. She’s at only at -5, but she’s left at point blank range. Short, short, super her every time. Definately takes practice though.
-Punish poorly distanced Sakura dive kicks. Shoto 3 frame close s.HP isn’t bad for the job. Akuma, (take the hit), close s.HP xx LK hurricane.
-Sakura close s.MP xx HK hurricane vs Kyo. DP her.

-Punish Eagle’s gay man hop. He’s -14 on the hit. You’re pushed real far back though. Roll when you see it instead.
-Punish Yamazaki after blocked super. All versions leave -15. Use Chun close s.HP xx super for example.
-Hit Kim after blocked flip kicks. Frame data is: LK -4, MK -5, HK -6
-Combo Morrigan after blocked Darkness Illusion.
-Punish Bison blocked 2-hit scissors. He’s at only -7. So do something fast.
-Why would Cammy every try wake up cannon spike in the corner?? Punish her bad with Ken d.MK xx super.
-Hit Hibiki after whiff d.HP. Akuma run in sweep, Chun-li s.MP super, Sakura (CC, d.MK).
-JD Honda headbutt and punish
-Counter hit setup. d.LK, walk up, d.LK again

-Escape Yamazaki’s tick throw setups. d.MK, dash, headbutt. DONE
-Escape tick command grabs. Todo d.lp (d.LK?), grab. Iori s.lp, grab. Rock s.LK (+2), grab. Vice, Zangief, Raiden?

-Ken run up d.MK xx super Bison after headstomp.
-Ryu and Ken, practice short, short, combo when opponent tries to roll through your attack pattern. c.MP, run jab, (opponent rolls), whiffed run jab, jab, jab xx hurricane.

-Sagat d.MK xx super Cammy after she whiffs far s.HK. *****
-Sagat dash forward, (opponent rolls), s.LP, s.LP xx combo

-Kyo far s.MP xx combo to punish blocked LP shoryuken.

-Punish Cammy blocked cannon spikes. Cammy walk up s.HK xx super. Sagat walk up fierce xx super. Chun walk up s.MP xx super. Don’t mess it up you scrub…
-Punish Mai with big combo after blocking elbow rush.
-Shoryuken Bison after blocking psycho crusher. Or whatever move gives you maximum damage. CC with another Bison. *****
-Punish Sagat close s.MK. -12
-Punish Sagat close s.HP. -13 Failed d.LK, walk up throw for example. *****
-Punish Vega PPP flip. Sakura short, short, combo
-Punish Rock rage run shift.

-Punish recovery on Todo whiff command grab with all my characters.

-Punish whiff uppercuts with HK combos instead of jab combos. Sak s.lp, s.hk xx dp+HP. Kyo d.lk, s.hk xx anything.
-Combo Bison after blocked jab psycho crusher. THREE tick hits.
-Combo Bison after chipping corner HP psycho crusher. (three tick hits… this is hard. Bison can only do d.LP.)
-Hit Blanka in recovery of RC electricity (attack early). *****
-Hit Sagat in recovery of d.HP (all my characters)
-JD Sakura corner pressure, Honda hands, Chun sbk.
-Run, stop, throw. Kyo, Sagat, all my K and N groove characters.

-Bison start punishing everything you can punish with d.MK xx special with s.MP xx special instead. Close version hits mid. Better make sure you time the far version right against small characters so you don’t whiff.
-Bison teleport out of poke strings.

-Blanka practice with meaty d.MK some more. Pontential +8. It’s almost as good as meaty s.MP…
-Blanka duck Sagat hotfoot super, punish with CC, d.MK etc…
-Blanka d.LK, s.LP xx up ball
-Blanka practice d.LP xx ball to punish Bison scissor execution.
-K and N Blanka, guard breaking low jump HK, d.MK xx super

-DPing throw attempts against Rolento. Hurricane them with Akuma.

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Things to test out (to do list):

-What to do against Sagat sticking out s.LK’s? All my characters. Ken?

-Test hitting Akuma after different strength fireballs. With Iori, all the strengths are the same. Shotos are different.

-Ken learn how to use the rdp+K moves.
-Ken LP shoryuken vs low jumps? Blanka’s especially. Need effective low jump defense. Akuma too.
Result: It works. Deep HP shoryuken is best though. d.HP is alright. All other Ken normal moves are horrible versus low jump. You’re screwed if you stuck out a d.MP or s.HK.
-Is close d.HK xx LP shoryuken safe with Ken? Looks pretty good when people do it in Super Turbo. Anything with shoryuken is cheap in 3S. What about CvS2? I bet Chun-li can s.MP xx super me… :frowning:

-Chun cross up j.LK beat Hibiki close s.HP anti-air?

-Kyo low jump LK, dp+HP. Can I hit Kyo after the LK? Try with Iori and low jump LP too.
Result: You can’t hit Kyo if he DP’s you. The Iori low jump LP is good. (see long post)

-Joe blocked d.HP (d.MP?), tiger kick.
Result: d.HP gives -5. d.MP gives -3. Not bad.

-Chun SBK, level 1 super. Can I throw that?
Result: Nope, but you can punch or kick her. After the super flash, you’ll get hit right out of your grab animation. Even Zangief cannot 360 Chun during super. Must be the brief total body invincibility most people get for their level ones. All grabs and throws only have 1 duration frame as well.

-Hit Eagle after he does far s.HK? The frame data is, -11 7/3/22
-Rugal d.HP to punish Sagat whiff d.HP?

-Find some counters to Guile s.HK. Chun d.MP? *****
-DP Guile when he tries walk up d.MK. Pay attention to the distancing!

-Is Bison s.MK safe from JD? Need frame data.
Result: No, -2 for close, -3 for far.

-Joe far s.HK safe from JD? Can activate afterwards.

-Hit Bison after blocking far s.HK? Move is -11.
-From what range is Bison’s slide safe?

-Dhalsim c.LK?
Result: This move is annoying. -4/-4 3/9/10 Comes out too fast and can cancel into super! I need to find some counters.
-How to play footgames against Dhalsim. Don’t jump. Ken low strong against Sim’s long strongs. s.LK also good against long strongs? Standing strong to fight standing forward? What should I do when I’m close?

-frame data for projectiles? How much advantage do I have after running after a slow projectile? Guile’s sonic boom gives you way more than +5 at times…

2/28/04

Doing this couple days ago at friend’s house:

Hibiki love doing dp+K overheads in your face? Ohh! It’s roll canceled so it must be unstoppable! :lol:

She’s at -9 when you block it or she hits you and doesn’t combo into slash or super.

Block high, Iori s.MK xx level 3

Makes the move all the scrubs love to use a little less scrubby. Rugal can also do s.MK, super. Same looking kick and everything.

Now how about punishing Hibiki for trying s.MP xx dp+K?

Here’s some stuff i need to practice:

-stop being overly aggressive, my biggest downfall

-captilize on people who like to jab through block stings (ie:counter hit into como.)

-get better with rc’s

-start playing c-groove again to try and balance out my play style

-get better with low jumps

  • if i miss a dp against sagat don’t go for another one

  • Bring kyo back onto my main team after taking a year hiatus

  • need to practice RC hurricane with shotos to cover ground

-play top tiers or stay with current team?

-start playing a-groove again also

3/7/04

Makoto is really good.

With Cammy:
Parry opponent’s jump-in, close s.HP, dash forward (opponent lands on feet), low parry, d.MP xx super

Cammy’s dash is cheap. Especially in an instance like above, where the opponent lands on his feet, people just always want to press a button when Cammy is dashing at them. After a d.MP, close s.HP, or a normal move anti-air Cammy always has major frame advantage. Dashing then, even without parry, makes for a powerful mixup game. It forces the opponent to react, hopefully faster than he can think. When Cammy’s in P-groove, that situation just plain becomes an unfair guessing game totally in Cammy’s favor.

With Kyo:
It looks like he’s just doing walk up d.LK over and over. He actually inputting a low parry attempt everytime he’s close. The opponent is scared into just sitting there blocking it all for fear of sticking something out and having it parried.

d.LK 200 +6/+6 o/o/o
3/4/7
*The +6, long reach, and high combo-ability potential make this move very powerful.

Makoto sure gets a lot of throws. Walk back just slightly, walk forward, throw as the opponent is getting up is definately this guy’s specialty.

He mixes up staggering the timing of the d.LK’s as well. d.LK, d.LK, wait, d.LK, combo. Combine this with being able to parry and Kyo has one of the most powerful up close games in the game. It gets to a point where the opponent is so hesitant to do anything, Makoto can actually dash in with Kyo seemingly whenever he wants. Kyo’s dash is quite slow compared to characters like Sagat or the shotos. The fact that Makoto can actually set the opponent up so Kyo’s dash in, throw and dash in, short, short, becomes an effective strategy is very impressive.

Effectively incorporating low parry into one’s general gameplan is an absolute must to becoming a powerful P-groove player. I personally would not go near P-groove ever, unless I’ve throughly practiced such.

from the vids i seen Makoto seems to be a tuff playa to beat even when his kyo goes down his balrog seems to take out like 2 characters. cammy in p —> Death

Yeah Makoto is quite beastly. I always thought when he just walked up and did cr lk he was faking a tick throw to get the opponent to throw something out and then beat it with cr lk. But the parry thing makes sense too

“Kyo low jump LK, dp+HP. Can I hit Kyo after the LK? Try with Iori and low jump LP too.”

what is supposed to be practiced here? low jump Lk into dp+hp or getting around that???

imo low jump lk with kyo is REALLY unsafe and not good, risk reward ratio is not good compared to the other low jump normals he has, he has all other pokes that are better in low jump and much safer.

im outi

Roberth

I just practiced around with Kyo’s and Iori’s low jump light attacks a couple minutes ago.

My conclusion is it’s all about the distancing. With Kyo, low jump LK, (the opponent is now mashing on throw), Kyo can DP that. Even if you use a timing where low jump LK, dp+HP will not combo, Kyo still cannot be thrown in between the two attacks. The opponent’s reaction is to block up.

With Kyo, low jump LK, (the opponent now tries sticking out some light attacks), Kyo can DP that too. The opponent again will start want to block from now on.

Now Kyo can start going for low jump LK, throw or low jump LK, walk up d.LK combo.

Kyo’s low jump LK is a powerful tool. Doing a dp right after cancels the recovery time of the low jump attack and beats anything the opponent tries to stick out, mostly commonly throws and light attacks.


Iori’s low jump LP is even better. Take everything I just said about Kyo, and it totally applies to Iori as well. Now add in Iori’s 2 frame s.LP.

With Iori, low jump LP, (the opponent mashes on throw), Iori s.LP wins!

Iori s.LP is too good. An opponent can’t even throw him after a low jump attack when Iori is using s.LP.

I knew there was a reason I saw Japanese players using these low jump forward light attacks so much. The seem like they’re unsafe, when in fact the advantage is totally in Iori’s or Kyo’s favor. The only thing I need to watch out for is reversal supers. Even then, the timing is so hard, the advantage is still in Kyo’s or Iori’s favor.

I’m using these attacks from now on. I don’t care who says it’s unsafe, not worth the risk etc…

i got something for you to practice. beating R4 P-blanka! hahahahahahahaha you suck

i see what you are saying, BUT like mad people have that tactic with dps. the problem is if they dont mash on throw or whatever your dp will wiff and you will eat it…

its a guessing game, that i dont like, maybe its preference but i havent seen any kyo do low jump lk to set up throws and meatys or dps…ill give it a try some more.

also if d+fp and lk bring same benefits why use lk? i think thats what i understand from what you said.

“Even if you use a timing where low jump LK, dp+HP will not combo, Kyo still cannot be thrown in between the two attacks”

im outi

Roberth

I did not know st Jabs cancel the recovery off a low jump… :eek:

They don’t.

As for the DP thing, it’s just a trick. Of course it’s not going to work everytime, and it requires some guesswork. You have to admit though, when you hit high with a little jump, especially with a jab, that people will prolly try and hit you when you land… you seem so vulnerable. That’s the bait.

I would imagine DPs and stuff could also hit you after the little jump jab and before/out of your DP. Or if you guess wrong and they just block. But that’s why it’s just a trick. You don’t HAVE to DP, it’s just a shutdown option you can do during the mix-ups.

Ugh… sac-throws are ASS in CvS2. I can’t count the times I’ve tried to sac-throw after a really high jump-in or something, only to end up eating a combo or DP/Super. I still can’t help but try them sometimes too… >smacks forehead<

Everyone talks about Makoto’s Kyo, but have you seen his Vega? I’d say it’s even more scary than his Kyo.

Who else here besides me bought Ino’s cds when he came to NEC about a year ago? Disc number 3 is amazing. Makoto just gets on a huge winning streak, frustrating the other players to a point where they’re all just like, “screw it… roll, super!” Mago is the funniest. He doesn’t even care when Makoto’s beasting on him with some long ass link combo. He just takes a sip of his drink and another puff on his cigarette instead… :lol:

Makoto’s Vega trick:

Low jump straight up, falling lj.HP on a waking opponents a lot. The j.HP comes out so fast and lasts so long, Vega is completely safe when he lands.

After he has the meter, empty low jump straight up, go low into c.LK, combo into super instead.

Because the opponent is afraid of taking 1000 damage from at j.HP, he ends up taking 8000 for a low combo into super instead… hahaha

Oops! Wrong lane… swerve :lol:

I d/l’d it from DC before my computer crashed:p. That empty low jump trick blew my mind because the timing is so strict I never would have though of that myself. Even after practicing it’s hard to get off consistantly. Anyway, it’s a good thing to practice. Some things that I’m not sure were listed:

Blanka: Crossup superball after a knockdown
Instant fierce electricity (no jab animation)
Hop, electricity
Hop super

Rock: Command grab, shine knuckle. I love this, catch people all the time:lol: .

Sagat: combo dp off low jump HK on reaction.

There are tonnes of useful things to practice, but in the end spacing and timing are often neglected. Training mode will only get you so far, so hopefully everyone has a good player to spar with:D .

uggh… cheap Yamazaki tactic

I found this out while practicing escaping from ticked command grabs. Just for reference, I’m using Ken.

=======
Yamazaki:

-throw opponent into corner, dash up, MEATY d.MK, d.LP xx sand xx saa!
*four hit combo

-throw opponent into corner, dash up, MEATY d.MK, wait one frame, d.LP xx sand xx saa!
*The opponent can’t jump after blocking the d.MK or he eats the full three hit combo from d.LP!

-throw opponent into corner, dash up, meaty d.MK, LP exploding headbutt

  • The opponent can escape from this (I use Ken’s 3 frame d.HP). In fact, it’s what I hope Yamazaki goes for. Those other two above options are way too annoying.

-throw opponent into corner, dash up, meaty d.MK, far s.HK OR anti-air super
*Another thing to use in case you know the opponent wants to jump away. d.LP right after d.MK is better though, as you can control the timing so there’s only a 1 frame window or no escape window at all.


The most annoying thing is that the d.MK hits meaty, so you can’t jump out after being thrown in the first place.

What to do when a Yamazaki player is doing the above mixup against you? A little frame data knowlege can go a long way.

You can try to reversal shoryuken/super your way out against the meaty d.MK. That however, is probably a very poor decision as 1.) the reversal window against meaty attacks is ridiculously small at only one frame and 2.) Yamazaki might not go for the meaty d.MK, then mess you up when you whiff your DP.

The safest option is to just block low as you wake up, be ready to hit d.HP xx hadoken with the shotos. Pay attention to Yamazaki. If he tried a walk up, normal throw OR command grab right away on you, you’ll either tech hit or hit him clean. If he does do meaty d.MK, as SOON as you see the move end press d.HP.
-If he tried to command grab you after, you’ll win.
-If he did nothing after the d.MK, you’ll push him away.
-If he perfectly linked d.LP after, you’ll continue blocking.
-If he delayed the d.LP even slightly, you’re screwed. :lol: saa!

Whatever you do, DON’T try to jump away at any time. The guessing game in not in your favor. Yamazaki has the major advantage in this situation, and trying to jump away or roll all the time will just let Yamazaki hit you a lot. You’ll get dizzy and that sucks.

The very best option? Don’t let Yamazaki knock you down in the corner. :smiley:

But if Yama does the super grab you’re grabbed if you just sit there and mash on c.fp, also I don’t always do c.mk into super, I sometimes do c.lp, c.lp, super grab/command grab. Also, my friend told me after a super duper meaty overhead (f+mp) you can link a c.lp, sand xx saaa! as you would say. Also you can do what you said in reverse, c.lk, then c.mk sand xx slash.

What a hard link… Even just timing the meaty overhead is mad difficult. Thanks for letting me know about that though. I’ll start watching out for it.

edit: Try stuff with meaty close s.MK too. That move is pretty good. It hits too slow to be used regular (8 frame startup), but as a meaty attack, it’s like Kyo’s close s.MP. It lasts for 9 frames and is +/-0 on a regular hit.

Characters with 4 frame d.MK’s are pretty good. They can punish all sorts of stuff.

-Shotos
-Rolento
-Cammy
-Sagat
-Sakura
-Yamazaki
-Geese
-Morrigan
-Bison
-Chun-li (with her d.MP)
-Iori and Kyo (they also use d.MP instead of d.MK)
-Rock
-Haohmaru (it’s his best move, along with c.LK)