I add the cr.mp in, unless I’ve went for a jump in or if i am on the attack, then I’ll just use the standard tech to hit low.
Mafamatics is correct about the lag. Best thing to do is watch a match where you felt you got thrown a lot but you were teching, then look at your inputs to see if they are before or after their own throw attempt and adjust.
Each character though is specific, rolento for example or Rufus don’t have hardly any recovery on some set ups, so the late tech ( usually the best) won’t work.
Thanks for the info Highland…you can be very reliable when you want to
Ok ok, i’ll stop. Appreciate the help hermano…great idea to look at the replays etc. However I cant even blame lag as this happens when i play offline as well…its something i need to dissect and work on.
Not sure if this has been mentioned but all of the new characters fall animations are super slow, basically a grounded raw or combo’d EX TU into U1 on Decapre/Rolento and Poison is practically unmissable (think Hakan), I tried in in training room and hit every time , on Hugo and Elena it’s slightly tighter but no where near impossible, I wouldn’t even say it’s difficult.
On that U1 should be the go to option in all of these matches. Decapre and Rolento especially seem to be well above Sagat’s head when you activate. I was surprised about Decapre because you can’t do this on Cammy, she falls much faster, I had assumed they just copy pasted the animations.
interesting point highland. Didn’t notice this, probably because i haven’t truly faced too many decapres or any of the new characters.
Since we are on the topic of noticing differences…is it just me or is the high step kick a bit inconsistent in this version of the game? Can’t see much of a difference in the animation, however sometimes it just feels like it doesn’t reach when it should.
this might be something everybody already knows, but i found out a couple of days ago that cr mp could be used as an anti air fairly reliably vs Ryu. Not sure if it works vs other shotos, but if Ryu jumps in from the front and its too late to hit a TU. you could stay crouched and hit mp and you can beat him clean out of the air…unless he hits jumping fierce early, then it can hit you on your head.
He also has to be relatively close to you, if he jumps across the screen where only his leg is sticking out and making contact then i think he beats you clean.
TU is still the best option, but i found this to be a nice little fail safe in certain situations. you could also follow him with a lk tiger knee as he is resetting from the cr mp to keep pressure up and turn the tide.
You can do this with cr-fierce as well, far too risky, if you’re too late you’re better off blocking since his j.hp can actually beat TU (and normals) clean if your timing is off.
Right about the risky part highland, and i knew about the crouch fierce as well but i found crouch strong to be more reliable for some reason as i was able to do that in an actual match. It worked well because i could tell the ryu player was kinda confused at what happened, but i dont think it would be wise to throw it out there all the time since its easy to adjust to.
bonchan is the exception to the rule…Adon is a pretty tough matchup for Gat IMO…his fast jump and near instant crossup ability…good normals (crouching fierce and standing roundhouse) jaguar kick and tooth just make zoning him a headache. Not saying it’s unwinnable, but definitely not in Gat’s favor.
Its not really as simple as that though. Sure, Adon could care less about traditional zoning games, but a lot of Sagats tools that usually have few uses in a matchup get a lot better here.
Stand roundhouse is really good in this MU. Feel like Adon has a tough time with this button. It can stop him from jumping pre-emptively as well as hit him out of jaguar kicks. Forward roundhouse as well.
Gats neutral jump mk can blow up his jaguar kicks as well and if you got two bars you can turn that into U1 for big boy damage.
His low vitality is a big factor in the MU. A couple AA uppercuts and he’s bleeding really bad.
Course he has the fuzzy guard stuff, a better midrange game, and shuts down zoning especially with U1.
But I dunno just doesn’t feel that bad to me and in Ultra Adon lost a lot of the derp he had in 2012 and it forces him to play more honest.
I play against 2 very good Adons and they always say they lick their chops against Sagat. It’s all about the mid-range game and Ultra 1. Adon has sweet spots against Sagat that with the High Tiger shot nerf and no St.lk make it very hard to fight adon.
The match is better and worse if that makes sense. It’s worst iteration was in Super IMO.
You have a few options, neutral jump Mk will counter the slide, sobats and jump ins all at once so it covers multiple bases. You can focus it but sobat breaks glass so it’s risky unless you see him move forward.
Other than that st.mk from the correct range will beat it, which is just outside st.mk range (because he slides into it) I’ll go over stuff like this in the footsie video - and yes I KNOW, I’m fucking slow! I decided to scrap editing with words and just talk over the whole lot, it’s easier and you can fit more in.
As a general match up tip, you want to turtle dee jay and zone him until you knock him down, then he is free as a bird, meaty cr.lk on WU will beat ALL of his options unless he wake Ultra’s, everything will whiff or get blocked in time for a full punish. Some other punishes you may or not be aware of - EX Sobat is punishable with raw Tiger Uppercut, it’s heavily negative on block. St.hk is sometimes a better option as an AA since he’s knee shot is quick. Really I think Sagat goes at least even and probably beats Dee Jay because of his shit wake up and I guess you know it, but never jump on a knocked down Dee Jay, just pressure him like I said above, there’s no need to eat up kicks when you can safely pressure on the ground.
Its tough because I keep remembering about stuff , so in the end I think the channel will just be lots of videos of me talking shit on the training stage lol.