…whaaaaat? LOL Chil, you crack me up.
So Honda, Fei, Chun, Adon, Akuma (His SRK doesn’t beat it?), Juri and C. Viper?
…whaaaaat? LOL Chil, you crack me up.
So Honda, Fei, Chun, Adon, Akuma (His SRK doesn’t beat it?), Juri and C. Viper?
and Dee jay. for akuma you will always wiff but it is safe vs his srk. So since you have alot of active frames you can do it at your jump peak to make the person thing you are doing something unsafe and the srk will wiff. wheras if you pause for a spit second and do the same thing and press hk at your jump peak it will be a unsafe jump that actually connects so you can mess with them. but with the hold up forward safe jump you cannot hit them
Yeah. That happens with all shotos.
I’m only looking for characters that it works on as a legit safe jump where you’ll hit them, block them or OS them.
But alrighty, now I know who it works on. Thanks Chil.
Ugh. Fuck sakura. Every single one of her buttons is better than Cody’s. Cody: great reach, lots of active frames, average startup time but allmost all of his normals the hitbox is entirely surrounded by hurtbox. Sakura, average reach, above average active frames, retardedly fast startup, every single one of her normals except for forward jump MK has the hitbox extending far outside of her hurtbox.
Hell her 3F s.HP has a better hitbox than Cody’s 8F s.HP. She can hit all the way behind her head when using it as an anti air.
/salt
Her unblockable against Cody in the corner is really easy too, can go straight into cs.hp or cr.hp > tatsu loop off the setup.
Mehhhh, it’s more of a whiff punish/zone kinda game anyways. Don’t beat yourself up too much Eternal.
It’s a momentum match up for sure. I just hate how good Sakura’s normals are very frustrating when you keep getting beat in pokes and jump ins when you are playing a character who is by design supposed to be among the best at stopping those. Plenty of it is my own fault, but some of it is like "why does Sakura’s forward jump HP/HK beat every single one of my anti airs?
Anybody knows why it is almost impossible to crossup Cammy in the left corner?
^ Not sure what you mean. I guess I don’t typically cross up Cammy in the corner, but I can’t recall it being a problem either.
This.
I typically start off zoning her. If I knock her down, I pressure her until she has 3 bars and then back off a bit unless I’m in the groove. Stick to safe jumps and bait the inevitable mashed EX SRK. Without meter, she’s pretty free to go nuts on.
You can always take a risk and zonk her (no sexual connotation there) when she’s doing her tatsu pressure.
yeah tatsu loops are zonkable, just be aware that sakura can delay her tatsu to pass through zonk and ex zonk and punish. sakura is also free to meaty jab on wake-up since ex shuouken has turtle start-up.
2 questions :
I was planning to go test it out but i’m busy watching sons of anarchy, do we have a safe jump setup for cammy’s wake-up?
What do you guys like to do when mixing up grabs? Just a question to spark discussion, lol. Plus I’d love to see what you guys do so I can apply it to my arsenal. I just go for the basic fake meaty jab to get the opponent to not tech then just grab.
Get her into the left corner and try j.MK.
It will cross up only if you hit her really deep.
The right one works as expected.
So found something against Cammy at least, not AT ALL practical due to the difficulty however if you are willing to practice it there is some good stuff in there for you. I found a way to squeeze even more damage into a meterless counterhit close s.HP combo.
It is actually possible (at least against Cammy, I’ll test more of em later) to do close s.HP - walk forward 1F - close s.MP - c.HP and have them all link. Now you wont get as much damage as you would with close s.HP - EX Rocks - c.HP - Criminal Upper (mid screen) or close s.HP - EX rocks - s.HP - c.HP - Criminal Upper in the corner.
However for a METERLESS combo that starts on a close s.HP I think it’s the highest. CH Close s.HP - close s.MP - c.HP is 275damage on it’s own. Throw in a HP Criminal Upper and it’s 387 compared to the 353damage of CH cl s.HP - c.HP - HP Criminal Upper.
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Edit: Never mind I found an even MORE difficult and MORE damaging meterless combo off of a counterhit close s.HP(in the corner only though)
CH cls.HP - walk forward 1F - cls.HP - c.MP - HK Ruffian - MK Ruffian – 421 damage 660 stun corner only
CH cls.HP - walk forward 1-2F - cls.MP - c.HP - HP Criminal Upper - 387 damage 664stun
CH cls.HP - walk forward 1F - cls.HP - c.MP - HP Criminal Upper - 385damage 684stun
After doing a bunch of testing with this technique, I actually think that the cls.HP - s.MP - c.HP might be more viable/practical than I had originally thought. However the cls.HP - cls.HP link is WAY too strict to pull off in a match when you don’t know if a counterhit is even coming. I believe a CH cls.HP leaves you at +9F meaning you only have 1F to walk forward and hit s.HP and have it link.
Also it IS possible to do these links without walking forward but because of the way that Cammy bobs a little bit back and forth while idle it adjusts her pushbox just enough to make it inconsistent.
Ah, I noticed a similar thing with Guy when I was running/learning the match-up in the training room. I forget which corner it is, but after a HP CU, if you j. HP in one corner it will cross up, and in the other corner it wouldn’t.
But hey, if it looks like a cross-up and it doesn’t cross up, that’s not the worst thing in the world. You get people blocking the wrong way, can combo them, and then they stay in the corner
Safe Jump off back throw and EX Ruffian work.
Unless you’re talking about manual set-ups for other things.
I was able to get the ch cls.HP - cls.MP link on Ryu but it’s harder and I couldn’t get cr.HP to hit after the cls.MP. Still worth exploring.
Something 99% useless but I can bet the majority of you didn’t know:
Badspray causes stun chip when blocked. 26stun total (13 per hit). Just found this out myself, useless since Cody’s badspray from a face up position knockdown (the most common type) is -20F on block and stun starts recovering after I think 60F. Cody’s badspray from a facedown position (extremely uncommon) is 0F on block though.
Nice stuff Eternal! What are the conditions for a face down knockdown?
<blockquote class=“Quote” rel=“ADN”>Nice stuff Eternal! What are the conditions for a face down knockdown?</blockquote>
There isn’t many that cause a face down knockdown that are techable. Any wall bounce move does though, Juri’s EX Dive kick, El Fuerte EX Quesadilla Bomb (Counterhit only), and Yun/Yang EX Palm strike, I think are the only ones.
The thing is that there is actually 2 versions of badspray (because the animation is ever so slightly different) there is Spray_Utubuse_L (Utubuse in japanese according to google translate means “Prone”) and Spray_Aomuke_L (Aomuke according to google translate means “Supine”). Of course Capcom (being Capcpom) the moves have identical properties except for ONE thing. Aomuke has no “Interrupt” frame setting. So you HAVE to go through the entire moves duration of 90F (Note: The move runs at 2x speed for the first 50F so really it is 65F not 90F). However Utubuse DOES have an interrupt frame setting on frame 70 (Which taking into account the speed settings means that the move is 45F not 65F)
The nice thing is that this lets you follow up the badspray with a couple of things without having to FADC if it connects at close enough range. You can do MK or EX Ruffian or you can do Crack kick (but not a followup MK ruffian) or you can land the dust portion of Ultra 2. Or the 2nd hit of EX Zonk. You can do more stuff if they wall bounce you in a way that puts them close to the corner when you do badspray.
Also retardedly badspray only has 10F of invincibility, that is less invincibility than a normal quick rise has. You are basically only invincible for the portion before Cody actually starts moving after getting knocked down.
Having a lot of trouble with the rufus matchup lately. Can’t seem to hit non-reversal ultra 1 on a block messiah kick consistently. Does anyone know what other options cody has against this besides sliding under a high kick follow up?
HK. Ruffian is a good option off blocked messiah. It will outright beat the high follow up option. U1 non-reversal can also be used but the timing is a little tricky. HK. Ruffian will lose to the medium low hit but you can block and punish or use reversal U1. Off the delayed light kick ender HK. Ruffian will trade and U1 can be used reversal or non-reversal.
Also you can crouching Fierce to tag the overhead out of the air as well as beat out a low kick on its startup
lawl just found out something that I’d never expected but should have.<br><br>Zonk loses to Blanka ball. Flat out. All 3 levels of Zonk get hit by Blanka ball on startup. “Upper body invincibility” my butt. It’d be nice if Zonk was just immune to anything that wasn’t an overhead or a low during it’s startup.<br>