So I guess lp->mp->hp is supposed to be replaced by lp->mp->lk if they block but reacting to that is hard! I also find it difficult reacting from using mk in footsies. Is there any way to practice this? set block to random in training mode maybe is a good place to start?
Iāve heard people say they can confirm LP MP target into LK or HP but it seems really difficult ATM. Like harder than just raw confirming s.MK into sweep target.
Yeah for s.MK just set the CPU to random block. Youāll be landing that move on counter hit sometimes as well so itās easier to look for the counter hit message and then sweep target off the counter hit message. If you walk in close enough you can fish for s.MP counter hit (which is more plus on block) and then get free link into s.MK and start the sweep chain.
According to my research, you dont have to use the target combo at all. s.LP links with s.MP when it is a counter hit, and s.LP > s.MP is a safe frame trap. Also, you can confirm quite easily from a s.MP hit to a s.LK > command grab special (i know it is not a grab but forgot its name!).
The whole ibuki frametrap game works around raw s.MP so thats what you should use in your strings instead of the unsafe s.LP>s.MP target combo which is not cancellable on block and is punishable. Hope that helps.
I am in the lab right now trying to get trial 4 into my muscle memory.
Itās really weird, I have ryu recording set to his standard cross up combo and my b.mp is giving different recovery properties. Half the time itāll cause a hard knockdown (like in the trials) and the raida will whiff. And the other half he will recover with a back flip and land on his feet; the raida will hit but not combo.
How are you guys max punishing jump ins starting with b.mp? Iām spending a ton of lab time on this character starting from the ground up.
Can someone tell me the use of df mk?. I canāt find a good use for it. Itās like chunliās crmp except you canāt vtrigger cancel it. Itās -6 on hit even.
So I just noticed now far st.MK hit box could hit you from
Pretty the spacing of two landed st.MPs.
Didnt know it hit like that.
Not anything relevant, just kinda caught me off guard.
How are you guys simply keeping the opponent blocking? Block strings, pressure, etc.
St.mp startup and block advantage are really good but thereās basically no other button youāll want to throw out to open up your opponent. All other buttons are negative on block except st.lp but the followup is super range dependent.
What Iāve been doing is just sucking it up and expending the meter on ex kunai and dashing in. Iāve also been successful trying to cheese overheads or mk dash but I feel this is a matter of time before people catch up where with Cammy Iād just wear them down by making them block too much.
Edit: Just figured I could use slide to go back in, derp. Anyone tried spacing it properly with blocked normals yet?
I havenāt done any testing but why are we doing st.mp, st.lk instead of st.mp, st.lp on block? Is it for range reasons? St.lp comes out 1f faster and itās plus on blockā¦