Anyone remember the F.throw ST.HK > HK.DKF setup, It works on both DWU and Regular.
You find out a lot of things you can do putting wake-up on random lol.
Are throw setups unaffected by DWU ?
Never mind was reading the thread and saw you mentioned it has to be frame perfect. Does that affect this setup though? If it doesn’t then we got a universal setup for Yun and Ryu.
Saw versatile said something about he air-fireball cancels if they dwu, but for chip and grabs.
Found a possible setup on the shoto’s for df palm.
Df palm, back dash, lk df kick
This will trade with all normal dp’s but will lose to ex and ultra. Distance seems to play a little factor, if your palm hits from closest distance (any closer and you’d go over them) it’ll beat lp clean. All other ranges will trade in our favor. You can see the technical for dwu after the back dash so you could try delaying the dfk or not do it at all. Haven’t tested what to do if dwu yet.
EDIT- Just tested it on dwu and this seems to work- df palm, back dash, st.lp, lk dfk
Would the neutral jump, lp air fireball, ex red fireball setup work off our backwards throw?
It looks like they both have the same recovery and leaves you the same distance as a corner forward throw. So I’m thinking the setup should work anywhere on the screen.
Edit: it definitely does not work. Both throws recover at 20 frames but if you try this off a back throw your opponent is standing well before the air ball comes out. Could this have something to do with face down/face up wake up timing?
Definitely. But how that recovery number is calculated anyway ? One throw knock the guy down instantly almost, the other one send him back flying for some times before he even touches the ground. Does that count in recovery ?
From what I can tell, the time that they spend in the air is not counted for recovery. Much like Juri’s forward throw, where she can dash after it, but to a lesser extent. I really wish the Nj fireball into ex red fireball worked for backthrow. I’m not really sure what to do for a setup off of backthrow. Does the tiger knee light fireball crossup thing still work?
I haven’t had much luck with it but I just started using it recently so it could be my execution. The problem I have is the recovery from the fireball is too long. They are standing well before you land so if the fireball is blocked, they can throw out a move before you’ve recovered. Even if it hits they still have time to block your followup. I think it would be much better if they dwu but you can’t confirm before doing it.
I did a lot of experimenting and I can’t find anything that will work off a back throw. Crossup air fireball or lk demon flip xx ex air fireballs are the only “semi” safe setups I could find.
What’s good people? First time posting after years of reading and gaining valuable information for my beloved character. Before I post, I wanna send a massive shout out to guys like Loyal Sol for the sick vids and information that have added to my game, in addition, of course, to the many other players who’ve posted.
Anyway, I think I’ve found some reliable set ups after forward throw that I doubt has been discovered for DWU. First of all, I don’t really like whiffing normals to kill frames because I think this can be quite unreliable, even with plinking. However, whiffing specials is a lot easier as the game stores the input for a few frames (I think) meaning that even if this is done a few frames too early, the special should still come out frame perfectly. As such, I think the following set ups may prove useful.
VS. Ryu: F.Throw, whiff LK Tatsu, HK DF dive kick. This beats LP SRK, and makes MK SRK (If I remember correctly) and HP SRK whiff.
Vs. Fei Long, and some other 5 frames reversals (needs thorough testing through cast): F.Throw, MK DF Palm, Jump HK. This lands meaty and is safe!!!
Vs Zangief and Guile (and potentially other four framers): F.Throw, MK DF Palm, MK DF dive kick. This actually beats Zangief if he wakes up normally and cannot back dash. This also make Guile’s EX FK whiff!!!
The next thing to establish is a set up after the whiffed special that we can do if we don’t see a DWU Technical. Also some reliable set ups after sweep.
If someone could make a tutorial with these set ups showing the effects against reversals (with the appropriate acknowledgements, that would help Gouki players!!)
**Precision on Zangief : **
Vs Zangief, it’s a non meaty setup on normal wake up or DWU, it does not “beat” Lariat, it beats reversal Lariat because your kick is done hella late. On Lariat mashers.
But Zangief players should know the rule for Lariat. crouch Lariat, late lariat.
with normal WU :
the best you can get against a decent Zangief will then be a trade Lariat into ex GH.
with DWU :
the best you can get against a decent Zangief will be a trade into ex GH. Forward dash or LP GH ducks it also.
and the best part, st LP beats it, U2 beats it.
**Precision on Guile: **
For the same reasons, on normal wake up Guile can jut dash under, walk under and punish. Or cr.HP you clean.
On DWU there’s not much he can do but block, or focus out.
If you use a palm instead of a kick, you can eat an ex FK.
Haven’t tested others chars, but I feel that’s the same. The question is is they don’t DWU, you’re pretty much in trouble anyway.
On Ryu it’s a nice trajectory if he DWU. He can’t do much about it. On normal wake up it can stand still you’ll whiff if you delay the last kick, if you do a early DF kick he can still walk under / dash under.
That’s the main isses whit non meaty setups, you leave the opponent with some mobility and thus can’t prevent any random effect.
You can’t just prepare fake setups (non meaty / late attack that beat few options) and hope the opponent will choose the worst option. That’s betting too much.
It can still work though ! But I would call it gimmick over setup. For me setup is reserved to something you can do blindly knowing the outcomes (always positives) in advance and even with possible OS.
Something that extend your momentum domination started with a Knockdown and end after the setup is executed.
But I agree that USFIV and setups aren’t friend anymore.
What are you guys doing on Deejay’s wake up after sweep of throw? It seems every single option gets beat by his flash kick so all I’ve been doing is empty jumping and then late delayed tech. There’s gotta be something more efficient…right? Otherwise where is out strength in this match up, really?
I agree, it’s one of the hardest 4 framer to safe jump. Poison is above though.
But you still have the command dive a bit more reliable than a jump HK/MK. DF is a no go.
empty jump cr.LK used to be godlike cause EX Upkicks doesn’t hit low. But they changed that in Ultra I think ?
Yeah, the 1.04 patch beefed him up a little. Only way I’ve avoided it is palm bait or cr. mk. I really haven’t caught him with the cr mk but it’ll make the up kicks whiff so you could either cancel into ultra or BnB. I wonder if palm os mp dp would be it.
Good deejay’s can give me a fair amount of trouble. That lk sobat just eats my low forwards and ex rips through fireballs from pretty far away, and properly spaced slides can be very hard to punish. I’m just not that familiar with that matchup since he’s not used a lot which is my biggest problem. I used to have the same issue with bison but I run into them all the time and that matchup keeps getting easier so I’m sure this match will get easier to.
There’s some things you can work on though to be a bit more respected by Deejays.
Train to stop sobats with normals. Like you can do to stop Knees, Blanka balls, Honda HB, Rolento roll, ect. These moves have a hurtbox all the way.
Train to focus in the slides. By reads usually.
Get you fingers near that cr.HP everytime Deejays block string you. You know they wanna flochart with that jump knee.
Some Guy setups I found:
-Forward Throw, dash, jab, HK Demon Flip Kick
-DF Throw, sweep, HK DFK
-Sweep(far), small step forward, hk DF Kick (kick slightly delayed)
-Sweep(close), small step forward, mk DF Kick (kick slightly delayed)
Far= Akuma’s ankle hits
Close= Akuma’s knee hits
If opponent uses DWU add a jab before the kick. It’s gotta be a read since you won’t see the technical in time.
Here are some setups we can use following our BnB or any HP DP:
-HP DP, slight delay, lk DF Palm
You need to the palm very early, basically at the apex. If he quick rise reversal ex tatsu he gets palmed out of the air. If no quick rise do immediate lk DFK to stuff reversal ex tatsu. So the whole setup looks like:
-HP DP, slight delay, lk DF Palm, lk DF Kick
Another setup after HP DP (no quick rise):
-HP DP, cr.mp, mk dfk
Nice thing here is it hits as a counter hit
These are pretty easy to pull of but some require a little manual timing so you should definitely practice before you try them.The post HP DP palm is probably the trickest to time but it’s not too difficult with practice.
After some toying around today I found it’s quite reasonable to react to a meaty c.mp connecting allowing one to link into cs.mk (forcing stand) and then ripping into xx lk tatsu > DP/sweep.
What’s interesting is that after sweep (obviously character specific) you can then press hk (i.e. whiff fs.hk) to shuffle Akuma back into place standing on top/next to them. From there, meaty c.mp again and repeat the process.
Obviously this has its weaknesses like many meaties (mashed DPs, command grabs, Ultras, etc) though it is also quite a useful trick to throw in the bag. I ran it through a bunch of matches today and found it quite handy. This is especially useful against tatsu-sweepable characters.
Should your c.mp be blocked, you can react and simply stick out another and continue a pressure string. If your reactions are a little off and you find yourself pressing cs.mk anyway, (very) generally speaking you will remain OK (and can actually c.mk xx fireball and so on afterwards).
You can train this by going into training mode and forcing the dummy to block randomly combined with being in a permanent crouched state. Knock the dummy down (throw, sweep, whatever) and move into position so you can land a meaty c.mp. Follow-up with cs.mk xx lk tatsu thereafter should the dummy not block. I found today in real matches this was somewhat mixed on opponent wakeup, with some trying something or not blocking and eating my c.mp (with the rest following), being counterhit (potentially crouch teching? Wakeup jabs?) alongside me eating the usual dish of mashryukens and so on.
I figure this is somewhat of a variation on the usual offensive crouch teching OS (which with Akuma we can confirm into c.lp > cs.mk xx lk tatsu > etc) though obviously this packs a little more risk.