Unblockable SAII

If a move doesnt bring you off the ground frame one, like uriens headbutt or necros qcb + ppp move, then it will not help you in any way in escaping an unblocakble.

Vs. Urien, I’ve done the chicken combo, ended it with jab drill into strong Yagyou, and dashed twice before jumping over, and it seemed to work fine. Is there any reason there has been no mention of this yet?

Also a friend of mine who plays Ken has managed to parry my Yagyou unblockables. It mostly just breaks the setup so I can’t get him in a second unblockable after the first one, but sometimes he’s able to parry the entire thing. I realize that’s ridiculously hard to do, but he’s got complete mastery of the stick so it doesn’t seem to be a problem for him. Is there anyway to prevent that from happening? Will using MP at different times work?

Surely they can just safe fall out of that? I guess if you realise you’re playing against an opponent who doesnt safe fall all that often then its worth it.

Oh, another little trick with the drill at the end of the chicken combo, instead of doing jab drill, if you do the input right you can do fierce drill quite early to cross up under them (you’ll suddenly be facing the other direction when the pause comes for the super), so when you do the dashes into them you can avoid pushing them into the corner if you like. Theres still the safe falls which suck though :frowning:

Against your friend who can parry out of the unblockable, one solution ive found is to mix up the break. You can try the different methods of jumping over, but if i realise that the opponent has started to parry the ball, i decide to do an empty jump over and land with a c.lk, which nobody ever suspects. If they are parrying the ball and you hit the c.lk you can carry on with the next launch, but im not entirely sure if you have time to if they are just blocking high.

They never seem to tech roll out of drill for some reason, maybe the timings a little weird or something.

Yeah, people who never want to tech-roll are susceptible to SO much more stuff, like the simple 2-hit launch, walk back a few pixels then ex fireball, jump over mk crossup.
I made a short combo requiring someone to not tech roll, but this setup is pretty bizarre that its bound to throw some people off.

Tell me what you guys think!

It can be difficult to tech roll because the freeze frames in the yagyou super animation can screw up timing and stuff… but it’s still ultimately wiser to hit them with one hit of the yagyou so they can’t tech roll.

With regards to parrying the yagyou ball, you could always to a cr.MK > command throw… yeah it doesn’t continue the unblockable combo but it does some good damage and if your friend is a god at parrying then it’s a safe option… plus there’s mixup possibilities as well. It’s not really reccomended, but just an idea.

Are you sure they cant block if they parry the jumping break? I think i remember if they parry that and the ball then they can just guard low. If you do no jumping break and just land and do a c.lk you have enough time to do a s.mp.

Yeah you’re probably right… I don’t have much experience with SAII so I’m just throwing ideas in the air :stuck_out_tongue:

Or i suppose if you are worried about them parrying you could try and reeeally screw them over, against some chars (necro for example) you could try chickenx2 mp(1 hit) xx strong yakou, then ex fireball immediately after, then superjump mk crossup.

That works? I’ll have to try it.

is there an unblockable set-up vs hugo?
can someone post it?
btw, awesome thread.

[media=youtube]PBQcZYJ3uNM&feature=related[/media]

Have fun learning it!

that CANT be the only way to perform an unblockable on him is it?
that seems too complicated to do in a match. if there isnt an easier way then why is it recommended to play sa2 on oro?
thnaks for the link. i’ll practice it.

It is complicated, but IMO and experience, SA2 is recommended because you can cross HUGO in a corner and then at least get pressure and do an unblock with jump MK or something into knee>command grab or some other combo to your taste.

  • it allows for a lot of EX.
    Also, Tengu implies that you get close to your opponent and you really don’t want to get close to him.
    just my opinion.

Just look up some Hugo vs. Oro vids and I think the majority of the ones you see will be of Oro using SA2. Fuck the unblockable. The reason why Oro does so well in that match is simply because of how big and slow Hugo is and how just throwing one yagyou dama super out on the screen causes a lot of trouble for Hugo. Once you have a yagyou on screen you pretty much take away most of Hugo’s ability to move anywhere on the screen. This makes poking against him a lot easier since he can’t necessarily poke you inbetween the super without risking taking some damage. It also allows you to close the gap easier on him and start up cross ups to chicken combos and whatever else.

Plus the meter is super easy to build in that matchup since you can just runaway and throw out air chickens to build meter. Basically your ability to turtle with SA2 is pretty godlike and that puts the match far in your favor before the unblockables.

I barley started using this guy xD