Vertical jump is another alternative. Lets you come down with a heavy attack and tick into C&DB, or something.
Random thought… 95% sure its nothing… but Q’s cr.RH… aka “torpedo”… is it possible that if used on wakeup vs. makoto that it will beat out karakusa and trade with her other moves because its OTG? I’m guessing that’s a big NO because of it’s long startup, but could anyone with 3s around them try this out maybe? Or not… do whatever… it’s your body…
don’t work.
Super.
But really, you shouldn’t even HAVE to try and stuff a 360. Even think about it and you’ll be eating them every day. I’d recommend just keeping him away and poke him out of his 360 range.
Also, unless you’re absolutely sick with your timing, I wouldn’t recommend trying to C&DB Hugo. I’d just use normal/karathrows on Hugo and position myself back to a safe distance. Even against scrub Hugos, I have to play cautiously because of those stupid mash 360s.
Slinkun- It doesn’t work, too slow. She gets a free karakusa anyway if she blocks it.
q’s supers do not stuff the 360.
Okay, let me correct what I said partly.
SA2 can’t stuff a 360 when done at the same time.
However, I still say that SA1 can stuff a random 360 because even though it’s a few frames slower than a Moonsault Press, those few frames give him enough invincibility to beat it out.
It MAY be possible that a Moonsault can grab Q out of SA1, but I want to see a video of this happening before I can totally believe it. Even then, I wouldn’t rely on it happening as much as Alex’s meaty b.HP stuffing out Supers.
SAI and SAII both lose to every throw in the game, provided those throws were inputted just before the super. What beats 360s? SAIII.
So I’m sort of torn on picking a super against Akuma. Right now I use SAI and that lets me punish sweeps and blaze through fireballs, but I also play around with SAII because that lets me punish hurricane kicks and link off of UOH and overhead dash. As it stands I pretty much alternate. Which do you guys use?
I almost always go SA1. Great wake up, nice for sweeps and fire balls like you said and easy to link into. I really think SA1 is everything SA2 has, but more.
SAI is good for going through close-to-the-ground air fireballs and teleporting Akuma to the ground for full damage, as well as for escaping dive kick and demon flip games. The main reason SAII is useful is its faster startup and ability to do full damage in the air; its good for punishing the hurricane kick, in particular. Dissuading Akuma from spamming roundhouse hurricane kicks, which you can only punish with SAII or a parry, is a good thing to do. This choice really depends on how your opponent plays.
It’ll depend. I always start with SA1 to see if the opponent will come in with Demon Flips and jumping, but if the opponent comes in grounded then it’s usually SA2. Either way, you could use either Super against Akuma; like David said, it’s really up to the opponent.
I actually prefer sa2 alot more than I use to now.
it pretty much makes everyones air game punishable (specially since thats one of q’s biggest weak points).
and you can punish things that otherwise would be safe on block, yang’s 2nd slash on block, ex spinning bird.
Not getting to punish fireballs is a draw back tho :-/
what if I use chun li and just cr. Strong all day? what are you going to do then? Parry then activate super?! OH WAIT! IT FUCKING WHIFFS faggot1
I hate you.
you going tonight?
Get your LA arcade scene crap out of this thread, you’re making everyone else jealous!
why don’t you just get your ass back to la?
simple solutions for simple problems.
Come on, you can be on my team again.
Ya i’m goin tonight.
and ya david get the fuck back in LA.
the best strat to win is to highlight q in the character select screen and pick him and stand up and walk away.
Abuse Q’s best move; the “block”.
I say this somewhat jokingly… but I’m actually pretty serious. Don’t be afriad to just block and wait for them to get frustrated and do something silly.
Ok, direct question:wgrin:
Is it possible to dodge away from throws ?
I watched this [media=youtube]zwmtVbxDYUo"[/media] and it looks that TM is dodging away from throws ! (about 0:49)
I also realized that it often happened in my matches, but I don’t know exactly how to do it !? I think that is it has something to do with the input for a kara throw
Does someone of you know more about it ?
I’m pretty sure those are just missed throw attempts on Chun’s part. As far as I know, you can get grabbed out of the starting (and typically active, as well) frames of [backwards] dashes. Characters like Ibuki are technically airborne during the dashes, so they may be able to to avoid throws after the dash-start-up is through.
You do have time to dash back in many situations, though.