Does anyone have any advice for dealing with Rose’s footsies? I can’t seem to do anything against her. If I can get the knockdown it’s on like Vietnam, but I can’t get past the footsies of doom. I know deep soul spirals can be punished with LP into tatsu into SRK, but a good Rose never gives you that opportunity.
These are fuzzy guard instant overheads. A fuzzy guard is basically when you put your opponent into block stun and then when they are trying to block low, they will have their standing hitbox but they are registered as crouch blocking.
In other words, in order to get these fuzzy guard setups to work, you must first do a demon flip palm or jumping hk and have them block it. Then, immediately do a jump back jab. Record that and then try to block the palm high, and then block low. The jab should hit them.
So, if you do demon flip palm option select hp srk and then do a fuzzy guard jump back jab, it’s total baller.
If you can hit them with instant jumping normals when they are standing like you said (nj. lp, fwj. lp, etc.), then they can also be used as a fuzzy guard instant overhead.
Is there a handy list of safe jumps and safe jump setups? If so, it would probably be a good addition to this list.
If not, what are they?
Guys can I get some tips for fighting against good Bison (Dictator) players, whenever I play one even half decent I get dominated. Most good ones wait until I throw a fireball and then launch their aerial offensive, not leaving me chance to get away, I usually end up trading or missing all together if I use a shoryuken but the trade comes off in their favour. I usually use my air fireballs to cover me when I attack most of the time too, but I find good Bisons simply slide right under them and hit me.
after a forward throw: dash x2, j. rh
after a sweep: immediate jump forward d+mk divekick, to safe jump with j.rh I’m pretty sure you just have to get the timing down.
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I usually throw very few FBs in this match-up.
There are some things that you should know that can make it easier: you can demon a blocked deep slide, a blocked EX scissors, and a blocked psycho crusher.
You can also demon a headstomp by simply backdashing and doing kara demon. Also if you don’t have meter you can backdash and go into HP, tatsu, SRK.
Also, when you get a knockdown there are some OSs that work well. E.g. demon flip palm/SRK OS.
Also, you can punish devils reverse with a simple cr.MK into EX tatsu for good damage.
Also, even after a non-EX scissors you can often catch them with a fs.HP.
Also, if a Bison jumps at you (w/ headstomp or whatever) just jump back and press HP and you will beat him (doesn’t work in corner).
The Rog punch in question:
Dash Low Smash - Charge b, df+K - ARMOR BREAK
http://forums.shoryuken.com/showthread.php?t=180879
* Breaks Super Armor
* Knocks opponent down
* Knocks opponent towards the edge of the screen
This punch isn’t that hard to react to, you just have to be accustomed to seeing it.
Neutral jumps work on many of Rogs punches from 3/4 screen away. This one in particular can be punished on block if it isn’t ex with stand jab>sweep. If he is too far you can just block it out as it affords him no advantage.
From Tokido’s recent blog:
I recently sent him a message about how viable is U2 vs Viper, the message exactly was:
"About C.Viper, is Ultra 2 a bad decision against her?
- It can punish option select EX thunder knuckle vs teleports
- Viper has bad focus attack so she’ll not use it too much vs your sweep to need U1 that badly
- Viper can change her jump easily so anti air U1 is pretty difficult against her
Also, if AE new teleport xx U2 hitbox can punish Viper’s burn kick mixups on your wakeup on reaction, I think that might help too. "
His response was:
It’s pretty cool how Tokido discusses the game with us so often, he answers pretty much every single question posted in the comments section of his blog! The guy is awesome.
Thanks for your reply Richard.
I kind of heard about the concept, but I’m a giant newb and never actually cared about it while playing - heck, didn’t even know its name.
I started experimenting (DF Palm or j.HK, followed by any “instant” normals ), but up to now it seems like this only works on very few hitboxes (i.e. not working on Ryu, Ken, but seems okay on taller, larger ones like Sagat or Seth).
I’ll keep collecting data, and probably make a thread when I’m done. Might not be that useful, but I guess sharing it won’t hurt anybody.
This sounds cool, I get trashed on regular basis by every Bison on the planet. Does it work only with HK Scissor?
Exactly what I thought, that’s very cool of him!
Speaking UC2, do you guys think it might end up as the Ultra of choice against the twins?
For Sakura:
[LIST]
[] Use cr.HP as anti air, she has a great air tatsu angle. If you use SRK you fly past it and she can punish hard.
[] Sakura can focus the first hit of st.HK and whiff the second, so buffer Demon when you st.HK.
[*] Use cr.mk for Sakura’s angled air tatsus to cause them to whiff or hit her out of it.
[/LIST]
You can actually punish the armor breaking rush punch on block with s.LP > c.HK and set up your vortex. Actually isn’t to hard to do.
I am guessing U1, but I you never know if someone finds some great use for the U2.
How to punish seths teleport? Any os’s for that because it can go both ways, i dont think its as easy to punish as akumas. Really annoying i get a knockdown and then end up having to chase him all over again D:
os demon should work both ways, no meter, usually os tatsu works too
Additionally, d+mk (in the air) is very effective at stuffing her insanely good c.hp.
fs.hk is no longer safe in AE vs Sakura as the second hit whiffs (on block) opening her up to punishing with a monster hit-confirmed combo ending in an Ultra.
On the flip-side, we can bait her willingness to punish when we’re stocked with U1 by cancelling fs.hk’s second hit into U1. Its a gamble, but an option. In AE I’ve forced myself to poke her with c.mk.
When he uses the LK version at far range, it’s spaced to make contact near the tip. On block, you are pushed back to the distance you would be at when a round opens with “Fight!”. It gives you less time and space than you would normally be comfortable with at full screen. You can be pushed into the corner by it (blocked, even more-so if it hits) if he’s controlling the flow of the round.
Personally I use stand jab as my favourite adjustment. It can be trapped, but it carries relatively low risk and I find it easiest to use. Can’t be baited like that if you use a variety of counters though.
As they’re dive kick characters, Ultra I wouldn’t be a strong AA tactic since dive kicks are typically active until the floor; unless the twins’ dive kicks are different. Is there any sign that any of their stuff might be demon-able on block? I’ve seen very few videos of them (not interested in AE until Shin Akuma pops up) but from what I’ve seen they don’t seem to be reliant on focus since they have rekkas and leaping punches and shit.
Gamogo’s played them, maybe he has a reason for a preferred ultra…
I rarely find a situation where I can’t hit with it. Because Rog’s hit boxes lurch outwards as he is recovering.
It is hard as hell to tip even with the LK version. If the rog has the spacing to tip then you are generally out of poking range. Which means you can OS c.MK or even SRK to intercept it. In all seriousness good Rogs will not do most of the dash punches besides straights because the rest are all unsafe to some degree.
Yes, but at the same time I don’t see many moves that are U2 punishable at least not yet. So by default you can generally do more with U1 in those situations.
SRK works. cr.MK can often get countered because of the hitboxes. As another note; I just tried to see if anything is different on this between SSF4 and vanilla and holy shit, they nerfed the fuck outta the stand jab hitbox! it doesn’t even work on this anymore. Second best replacement I think is stand MP in terms of priority.
My idea was exactly what DevilKnight said: with divekicks effectively throwing off the AA Raging Demon timing (and they crossup too, with Yun), I’m not really sure about the effectiveness of UC1 as an AA. From the YouTube vids I watched, they always looked pretty fast, but also quite more readable than Cammy’s TKCS. I also read that under certain circumstances (iirc a height thing, but I haven’t really checked the Twins’ boards) their divekick might be negative on block. I really wouldn’t expect them to be -5, but Super might work.
Regarding their FA, I don’t know much about Yang’s, but Yun’s didn’t seem to possess that much range, and Yun players hardly ever used it as far as I’ve seen. If that’s the case, the Raging Demon could lose some value here.
UC2 should allow safe teleporting, which is cool since both Yun and Yang seem to be able to punish it: Yun with (OS, but probably on raction too) EX Lunge punch (don’t know about the Fierce one), Yang with UC1. They also are high pressure characters, escaping safely a Geneijin/Seiei Enbu reset cannot hurt, me thinks.
UC1 should still be the #1 punisher, like for Yun’s Dragon Kicks: they cannot be cancelled, but the strongest ones seem to push Yun kind of far away. I’m not sure UC2 could work (probably Teleport + roflcopter, but with its huge startup it might not work, it’d need some testing) as a punisher there. It might also punish poorly spaced Fierce Lunge Punch…
Also, doesn’t Yang have a EX Dash, which can work as an escape mechanism? The always-good DF palm OS Raging Demon could help covering both backdashes and such EX Dash. This kind of reminds me of Abel…
Definitely Gamogo might tell us more.
I hate that nerf, when I go for st.HK, st.LP into sweep, the damn jab always whiffs… :sad:
Maybe it has something to with how far roundhouse leaves the vulnerable hitbox of the opponent now (for example vs Rufus cr.lk will make it easier to link fs.lp than cr.lp which makes the fs.lp whiff a lot)? Because I don’t remember there was any talk about fs.lp being changed in anyway, far roundhouse got an additional frame on startup and it’s hitbox got tweaked. Retarded capcom should have just decreased the frame advantage on far jab to +6 to remove the loop instead of fucking over other far roundhouse combos too.