What am I supposed to do on my wake up?

Scenario A: Enemy walk up and hits me meaty with a low attack. I block accordingly.

Scenario B: Enemy jump in and pressures me with jump attack to a blockstring. I block accordingly.

Scenario C: Enemy does something unsafe on my wake up, I react with reversal (DP).

Scenario D: Enemy walks up and grabs me. I get thrown.

Scenario E: Enemy walks up as if going to pressure me, baits my DP, and punishes it.

Scenario F: Enemy walks up and meaty hits my wake up crouch tech (to deal with walk up throw), counterhits and combos me.

Scenario G: Enemy walks up, meaty attacks me with a blockstring (I block), walks up and throws. I get thrown.

Scenario H: Same scenario as G but frametraps my crouch tech, and I get blown up.

Of 8 of the scenarios I’ve listed, only in one situation © I’m put in an advantageous situation after. Otherwise, the enemy still has the momentum or he does damage to me.

How am I supposed to deal with this mixup of throwing me as I wake up because I’m blocking or counter-hitting me out of teching throw on wake up? Should I be stand teching? But then I’d end up being hit by low attacks if he chooses to opt for that instead of throwing me.

Sorry if this is really scrub-like question - actually I’m not sorry, this is the newbie thread so help me out please =3.

Have you tried backdashing, or focus backdash (timed so you take the meaty then backdash away to safety)? Also don’t forget on a normal knockdown you can either quick rise or not, and when you eat an untechable knockdown you can either wake up normally or do the delayed wakeup. Don’t get me wrong, you’re always at a disadvantage when you’re knocked down, but you can kind of mix up the other player with blocking, crouch teching, backdashing, focus backdashing, reversals, and different wakeup timings. Figuring out what your opponent’s most likely option is and choosing the safest way out of it is a useful kind of mindgame.

I’ve tried backdashing but they option select sweep so it’s not as viable an option. If I focus it might work once or twice but since they’re using something like cr.lk or cr.lp they chain fast so I get hit out of it anyway.

I think I’ll try delay wake up to catch their timing off guard once in a while.

When in doubt, just block

There are two situations where you are at the biggest disadvantage in most games, knocked down or in the corner. There is never a 100% fail-safe, fool proof solution. Your goal should be to avoid these situations as much as possible.

Now, you CAN escape but in most cases it’s a reactionary game, you must either predict a throw, bait or a 50/50. Under very rare circumstances do you reversal your way out.

Risk versus reward is the key.

To answer your question, the SAFEST way out of this situation is to block the high-low and or predict for the throw.

Yeah, there really is no fool proof way of waking up. I hate to break it to you but it’s guessing game, always has been and always will be. The infamous “okizeme” you’ve no doubt heard of already. You’re gonna be in an extremely disadvantageous situation and you’re gonna need to take risks and make guesses. But yes, out of all the options you have, blocking is indeed the safest one.

Try getting a read on your opponent: Does he have any tendencies, is he aggressive or more passive during your wakeup, does he keep going for lows or meaties, does he even option select at all?, etc. Then try to wake up accordingly.

TL;DR There is no completely safe way of waking up, everyone will have to make educated guesses when they’re knocked down and so will you.

Alright, thanks guys. Guess I will take note to be more observant of my opponent’s habits =).

Best option is often to block. However there are a few things you can do to improve your changes to get out.

  • Delay crouchteching, it avoids getting counterhit unless they also delay their attacks or keep a really big hole in their offense, it is an incredibly strong option.
  • After their first attack on your wakeup, mash backdash. Low chains can still catch you though.
  • Again after blocking their meaty, do a DP. Is it a scrubby option, absolutely, you still have to show this card though.

Most important though is getting a feel for their attack patterns and recognizing it. The further away they push themselves with their blockstrings the more limited they are in their approach and the more options YOU have available.

What exactly is delay crouchtech? How much do I have to delay it to still tech throws but also not get hit by meaty counterhit setups as often?

There isn’t just one answer to this, it honestly depends on the matchup, attack patterns of the player and the normals that are being used.
Delay crouchteching is exactly what it says it means.

Basics of crouchteching as described by VesperArcade is teching on the “rythm” of your opponent his blockstrings. The closer they are the faster you need to do it because often light attacks are used, however if you see a meaty medium punch for example you know the throw attempt or another attack will take longer so the rythm changes to crouchteching is a lot slower. It also depends on the character, against a character with a good walkspeed and 3 frame normals you might want to do it faster than against someone like Rolento.

I’m going to be bruatlly honest, crouchteching and when to do it and how fast or slow takes a lot of experience. You will get counterhit because of crouchteching, it’s the nature of the beast, by getting hit with counterhits you know if you have to do it slower(delay it more) to avoid these counterhit setups. Another qeue is reconizing if they are out of throw range or not and need to slightly walk forward, react to the slight forward walk and also anticipate it because you know they are too far for simply a throw. Again, best way is to practice common frametraps and tick throw attempt in training that you get hit by and find the proper timing there and simply by playing matches. Experience and practice, crouchteching is very strong but not exactly mindless either.

In general, you have 7 frames to tech a throw after it connects. So if you block and wait 7 frames to tech, you’ll block any attack during those 7 frames and also tech any throw that connects during it.

Meaty attacks hit on the first frame of your wake up. So if you wait 7 frames after you wake up and tech, you’ll block all meaty attacks and tech any throws for the first 7 frames of your wake up.

If they delay their attack for 7 frames, you’ll still get hit. If they delay their throw for 7 frames and you’re crouch teching, you’ll still get thrown. If they go for an overhead and you’re crouch teching, you’ll still get hit.

Edit: double post.

All useful information, except it’s not really feasible to be able to calculate and wait 7 frames exactly lmao

This is anecdotal and not really on the topic of delayed teching, but it’s interesting so I thought I’d share.

In 60 fps games, one frame is 16.66~ ms and 7 frames is around 116 ms, that is almost twice as fast as the average human reaction time. (150-250 ish depending on your source)

Simply put, normally you cannot react to a connected throw and tech it, you would most likely only preemptively tech or option select it or guess. Obviously the context of the match is the key.

The thing is you can’t never know for sure, the wake up game is about guessing your way out of an disadvantegeous situation. Crouchtech can be good, but if you do this always, you will get whiff punished.

Your opponent has to choose too. Or he pressures you with the option select, or he throws you and each one has something that beats it. The major problem is that he is in your head because you didn’t take your chances. Yes, the game is not perfect logic, is paying attention to you opponent, forcing behaviours on him and many times, guessing your way to it.

You don’t need to, I was just explaining that it creates an option select window the size of the throw tech window and how the opponent can beat it relative to your timing.