As with almost every safe (ish) reversal uou have to release all pressure to punish it.
Also I might add if the Honda player feels ballsie he can punish the jump back if you have no way to stall in the air. It’s the same deal with back dashing to bait DPs. If they predict it they can punish you for it.
The only other thing I hate more when I’m on offense is dive kicks because people can punish throw attempts.
That’s what you get for crouch teching all day, you hate that, but i love destroying crouch tech abusers with dive kick, as do other dive kick character players.
He isn’t talking about punishing crouch teching. He is talking about punishing throw attempts on offense (which is why he said “when I’m on offense”). E.G you go up to the opponent to try to throw THEM they neutral jump, your throw whiffs, they dive kick you during the recovery of your throw whiff and get a full combo. Typically characters without a dive kick can be anti aired before they land if they try and neutral jump a throw attempt. Even if your particular character doesn’t have the ability to anti air the opponent the situation is blockable when you go for that throw because you’ll recover usually before they can hit you on the way back down from their jump so you can block it.
in the case of dive kicks, they can dive kick before your throw whiff recovery ends and actually punish you for going for a throw. There are a couple of exceptions of course (such as characters like Seth/Akuma/Gouken/Evil Ryu who can only do their dive kick on a forward jump) as well as characters like Sakura who has a very far downward reaching attack with her NJ HK that can punish the throw attempt from some taller characters.
Dont get me wrong I’m all for unsafe reversals, I just dont see why Honda having his EX headbutt in the current iteration is such a big issue as you guys make it out to be. Sure you have to guess more on offense vs him, but its the same vs every grappler and Seth as well.
When I play T.Hawk, I have absolutely no answer to EX Headbutt other than Yomi U2. My regular anti-reversal options don’t work because it’s 8 frames and not 4-5 frames. Since I have 6 pre-jump frames I must jump really soon to make sure I’m not getting hit, and the most I get out of that is an air resetting splash on him.
Can someone update me on the logistics of the USFIV release, specifically the PC version? I heard that AE will be updated to remove GFWL and replace it with Steamworks some time in July and then USFIV will be released some time in August, that makes it seem pretty pointless to update AE in the first place. What about costumes… I currently have AE with all the costumes, does that mean I’ll get the full version of USFIV for $15 once it’s released? Sorry as I’m sure all this has been covered already… but I haven’t kept up with the thread.
I don’t think anyone actually knows for sure what’s gonna happen. Capcom defintely has some improvements to do when it comes to informing their customers about what’s gonna happens to the product they buy. The fact that there isn’t even a release date set is worrying.
I’m ok with that… I have Windows 8. Now, if Capcom were to do something like produce a Linux build of USFIV, I think I’d be able to switch for good, but it’ll never happen.
USF4 run on taito type x3 wich am assuming have either win7/8 embed since xp is no longer supported by MS, now am not sure if arcade are obligated to upgrade their machine from x2 to x3 or USFA will run fine on x2 as a simple update/dlc like the console version, but if peoples really wanna run it on xp am pretty that there will be a work around even if its not supported
after a quick search TTX3 spec :
Chipset : Intel Q67 Express
CPU : intel Core i5 2400(3.10GHz) / Intel Core i3 2130 / Intel Core i7 2600
GPU : AMD Radeon HD 6770 / NVIDIA GeForce GTX 560Ti
Memory : 2-16 GB(DDR3)
Sound : 7.1ch(HD Audio)
OS : Windows Embedded Standard 7 64bit or Windows XP Embedded SP3 32bit
so TTX3 support xp, but its not mentioned if its game specific or not