Hi, sorry, noob here. I main yun and ryu. A lot of the times i find when i get pushed in the corner i can’t get out because the other player keeps me in by mixing lows, overheads and jump in attacks.
What i would like to know is, for example if i were up against a ken who is doing these, when and what are my opportunities to punish? because i would think i could punish after blocking a jump in but he goes straight into a shoryu and i miss him. i am blocking more than i use to and that’s helping.
Block the shoryu
Parry the shoryu
You’re not playing a competent Ken if he tries to do such things to you, so punish his sweeps with super/your own sweep cause he’s gonna do it if he’s a scrub.
Just block on wakeup unless youre 90% sure you know what theyre gonna do, if you know do : jump/tech throw/wakeup throw/parry punish/wakeup overhead/wakeup low
Dont do any of those if you’re not certain it will work. BLOCK and punish noobs
Part of it, I’ve always thought, is not worrying if you’ve made the wrong decision. No one has the ability to properly predict every move that every person makes. You can calculate as much as you want, but the chances of you getting it right 100% of the time are… close to 0%.
With that in mind, don’t worry if you make the wrong choice. If you got hit with a throw, okay. You got thrown. You’re still in the corner and you’re on wake-up. What could he do next? For example, you already solved your first problem. He does a jump in and then immediately uppercuts afterwards, to which you said you’ve been blocking more. If it’s working against this guy, keep using it. Remember, unlike SF4, a blocked Shoryuken in this game is grounds for a free punish.
As for other players, just like the other guys above have said, block and punish. Parry if you absolutely know what the guy’s going to do. Refrain from guessing. It’s like being on the ground in a lot of MMA fights. Work to achieve position, or work to force your way out of a bad position.
people expect you to want to do something. so don’t do anything. just block and wait. when you force them to be more creative with their offense, there will be gaps to exploit. whether that means a chance to start offense, punish, escape, etc.
best thing to do is work on your spacing and not get yourself trapped in the corner.
you want to work on staying out of the corner and thinking of getting your opponent in it instead.
most 3s is won by positioning your opponents in the corner and staying out of it.
that will come with practice, until then, do as others said and block. be patient, but alert at your opponent’s moves. don’t jump too much to try to force yourself out. don’t spam attacks hoping for one to hit.
On one of those “Third Strike Revival” videos with goodtecks and 5 Star, I thought 5 Star spoke with a lot of insight about this… he goes into detail about corner mindgames, but the point that spoke to me the most was that he said essentially that he or another player with great offense is basically going to rape you if you stay in the corner, and while there are defensive mindgames you can use to try to get out, the best players try to get out immediately with a super jump or whatever because they know that their best chances to escape is to just go for it before he can get the momentum and get in their heads etc.
I won’t try to do it justice, but check it out. And these other tips are good, too - don’t panic even if he gets a mix-up or two on you, learn what your opponent tends to do in the corner (and also learn the character’s best options, of course) and use that to your advantage to try to get out or block/parry and punish.
Years ago when I was FAR worse than I am now I used to get so frantic in the corner and just try to get out when ever possible. Eventually I had to force myself to learn what its like to hold my own and make a chance to get out or get a punish from a mistake the opponent makes. Just letting go of the anxiety and watching carefully was huge for me. Took a while too. Sorta building on what sidewinder said.
Than again when that fucking rose starts falling as I get to my feet in the corner I still get a bit frantic sometimes. Overhead into corkscrew blow hurts like a kick in the balls. Also, when facing a good chun I hate playing it cool then getting kara thrown almost to death just to eat a hit confirm SA2 for the kill.
Some characters have moves that can be used to escape as long as you don’t overdo it. Gouki can demon flip (HK is best imo) out and often if the opp is trying to hit confirm it will cause them to waste their super on the air hit. Oro can chicken legs out, kinda hops over the attacking normal, but it’s risky. Some characters have a harder time punishing this.
every character can be a threat when you are in the corner expect for against Makoto. She can be scarier when SHE is in corner or close to it. one random choke and you are history.