If you’re stopping the block-strings, use st lk for it more, for one! It’s a three frame normal. St lk should trade after his st hk, depending on the ranged he hits with it and if you hit it fast enough. (usually works for me.)
As for knowing when to, look up Fang’s frame data. One interesting tidbit is that basically all of the poison thrusts forward with his arms are punishable (ex one being an exception for Vega I believe, correct me if I’m wrong.) It’s like -11 on all versions, even lp so you can st mp hk Target Combo it pretty efficiently, or at least cr mp it with the claw on. Potentially into rose and super. If you stop letting him get away with that stuff. Those fireballs he throws up aren’t that safe against Vega either, because you can trade with sweep at a lot of ranges. If you’re close, you can even get past the close fireballs with the push forward your sweep gets.
The best advice for is them not quick rising is either read it, and have a setup for if they stay down like you’re looking for, which is great. af0 here actually has some great videos for that, got me working on some setups of my own. https://www.youtube.com/watch?v=S2ag1sBoRr8&nohtml5=False
Also, just get used to doing meaty timings manually. You won’t always get the right setup, and it pays to be prepared to stuff a wakeup jab or something ready for a counterhit combo just because you’re ready to. I play a Fang a lot too with Vega, and it’s a fun matchup. He’s just so weird it takes getting used to. I think with a few important adjustments you’ll be back on top in no time.
All that risk for practically nothing unless you have full meter. Even then, a ton of risk, and if you’re going for ranaged v.trigger cancel you’re probably better off with the faster and much safer on block s.MP.
Uploading a video on meaty LP AE on Chun. I’m sure people here are using it already, and I’m sure it’d be useful on other characters, but it seems to handle a lot of Chun’s stuff right now, and it’s new to me. Speaking of new to me, enjoy my first awful ps4 upload.
If Chun blocks this, she gets no punish and you’re in perfect range to walk back and do nothing or walk forward and st mp on block, fully punish ex spinning bird, be stupid plus on slow wakeup or just gain some screen space on her back wake-up. I think it’s reactable on back wakeup though, probably not worth it when they’ve got super, but even her super can’t punish it on block. It beats wakeup jab, and gives you a sweet immediate jump fierce afterwards that beats a wakeup st lk, but weirdly trades with cr jab.
You can backdash the ex legs on block and punish, but I doubt folks will do it much when they see it can’t be punished.
I haven’t finished playing with it yet. You know, good luck getting a good spot for a point blank fierce into lp ae anyway, but it’s handy when it comes up. If it’s worthless trash, let me know though, because I’m about to start using it a lot.
For e.SBK, m.ASE eats it alive. Just don’t do it close, do it at a distance. If she doesn’t SBK on wake up then you’re not negative on block since you do it outside of her wake up zone, meaning all you do is slide away safely.
I like to train them to get used to meaty l.ASE if they have no meter and then m.ASE when they do.
So what is the deal with Dhalsim’s clk slide?..it is supposed to be negative even on hit but i’m getting counterhit or throw after blocking it all the time
I try to use clp usually…you are probably right it must be a spacing thing…is something i gotta take to the lab…that is the only move that gives me trouble in the Sim match up…it frametraps me and kill my cross up-command grab game
@af0 it doesn’t, but she can’t punish with ex legs, she can punish with super on backrise, so best when she doesn’t have meter. I haven’t tried the meaty mp one on backrise, I’m going to work on that and be back with an answer.
You’re just hitting the button late, it’s impossible to make Dhalsim’s better than -2 on block, and his fastest normal is 4 frames. Dhalsim players are probably counterhitting you because they’re more familiar with the timing, or they’re straight up mashing afterwords and the buffer is giving them perfect timing, while you’re stuck reacting to a light attack.
…my theory is that i’m not used to a light normal that slides like that…i’m probably acting like it was some crHK move…waiting for a blockstun that doesn’t exist to end…thanks i’ll have to react faster