What is everybodys inputs for buffering far s.lk into gh/exgh? Ive tried 6,3,6+s.lk~(s.lp or ppp). [Where i hit the punch immediately after s.lk]. Problem is even on whiff i see the s.lk come out but immediately gh comes out almost like its being kara cancelled. Ive also tried 6+s.lk, 2, 3+P but this feels too slow and gh comes out because the s.lk animation has finished before the input leniency expures.
far st.lk has a special property where it can be kara cancelled, or empty cancelled on its 2 active frames, frames 5 and 6. So even if you don’t make contact with the opponent, pressing LP or PP during those 2 frames allows LPGH or EXGH to come out.
You need to time the input, and my suggestion is buffer the motion, and AFTER you see far st.lk extend to its max, press and HOLD LP or PP. You should have 7 frames in the recovery of the far st.lk to hold LP or PP.
It’s been a long time since I’ve played against an AE2013 Abel.
Abel’s U2 was kind of nerfed from the Zangief killer it was in Super
Noticeably, it is no longer throw invincible, but only hit invincible from the dash till just before the grab. Effective Grab range is 1.0, so a bit short.
Zangief must have timed a perfect MP SPD from the first landing frame, to avoid going into 4 frames of landing delay, and get grabbed by Abel’s U2
It happens so fast, but it was a close one. Could have been anyone’s game.
So I think Abel just didn’t get there fast enough, assuming Zangief was spot on. There’s 1 frame before the SPD, where Gief is vulnerable.
If Zangief miss timed the SPD too early, while still air born, that’s 5 frames where Abel could grab him.
Question, what’s the difference between the different Super strengths and Atomic Suplex strengths? Seems like there’s no reason to not use the Light Versions.
I fell in love with a different kind of Russian. An EXGH knockdown Russian. But I’m ALL IN and pot committed, plus, Big Z has one of the better yomi game’s in my opinion. Lack of a guessing game, is not poker, and is not street fighter.
No apparent difference. But you can plink the stronger ones, and o/s hide in throw tech the LK Suplex. So your correct. But if your out of range, then you get the penalty, running bear grab. And that’s when the strength matters. It’s rather stupid, the way they’ve done it. I would vary the kick strengths. Perhaps make HK AS have the least recovery, thus safest (unpunishable by back dash-punish), but have the most penalty ie. Longest walk of shame. At present they are all 45 frames on whiff.
So basically, stick with LK version is best. Same basically for LP super. Thanks.
Are there any go to set-ups I should be using? off sweep, AA Lariat, AA Lariat > EX GH, Atomic Suplex? I’ve seen some pretty ambiguous stuff but I don’t know the set-ups. I want to put some serious work into GIef.
According to this dude, it works on all characters except Dan and Makoto. Could be he’s got spot on execution.
But generally, I find the taller characters easier.
This dude claims it works on a third of the cast. Hawk, Rufus, Zangief, Hakan, Blanka, Gouken, Honda, Abel, Balrog, Vega, Bison, Sagat.
Its difficult to land, but I see it work in scenarios where you “BAIT” out long ranged pokes. Just walk into range and setup shop. Eg. Balrog’s dash punch, Balrog’s far HP or far HK, Hawk’s far HK, Rose’s far HK etc. But you have to get to Level 2, so you gotta predict your opponent AND get lucky. Trying for counter hit Level 1 would be suicide with Gief’s slow and sluggish Focus Attack. You could gamble it after EXGH on block, and let that Focus Attack rip.
In general it’s use is for the moments when you land a stun, or from red focus. Confirming from a raw focus would be insane and most likely a crazy gamble.
I’ll test the characters myself and edit this post.
Edit: It works on: Blanka, Gief, Honda, Abel, Rufus, Bison, Balrog, Sagat, Gouken, Hawk, Hakan and Hugo.
I was slowly testing this but it seems it works on all the SF2 boss characters and fat / big characters. At least that’s how I can remember it. That 2nd list sounds pretty good to me. And the only time I see myself doing that is off of a red focus or a dizzy.
I actually went and tested because I hadn’t gotten an answer lol. It works on: Abel, Balrog, Blanka, Honda, Gouken, Hakan, Hugo, M. Bison, Rufus, Sagat, T. Hawk, Vega and Zangief (13 out of 44 characters).
When used in footsies, its not a huge gamble like you make it out to be. You either back dash out before it reaches Level 3, and you ALWAYS release immediately on impact. If you get the Level 2 crumple, it’s a bonus. Otherwise you should be happy with the Level 1 damage. It’s not insane, if you know the “exact poke” to look for. Any poke that can be predictive countered with L1 FA, you can use L2, if you get lucky enough to charge it a little longer. Hence, it helps if your opponent is predictable. Like, you walk in a certain range, and like magic Rose throws out far HK. A few of those will be L1, and the ones that are L2 you can convert into U2.
Vangief vs PR Balrog’s Hawk counterpick. Uses predictive L2 FA to counter Hawk’s far HK, then combos into U2. Beautiful isn’t she.
Edit: The point is, You never look for the L2 FA into U2 combo. You only look for the predictive FA counter. And if you get to L2 on that counter, then you can say “Yup, Sweet Baby Jesus - It’s Ultra Time”
You can also land it, in situations where you can get a L2 FA punish. Eg. Blocked HP Shoryuken, gotta be quick (but you can just U2 raw) or to counter random Ultra. Classic example: Neutral Jump Sagat’s U1 startup, land into L2 FA into U2. But again you can U2 that raw if you jump back.
Alright, I have a few questions, and I figure I’ll just leave a list. Whatever you guys can answer would be great.
Is there an optimal input for activating U2 when waking up? When I want to react to a jump in or cross-up on my wake up I always get K SPD.
Is there any reason to not EX Green Hand after a lariat trade outside of a situation where you’d want to conserve meter?
is df+HK safe from max range? outside of stuff like Ryu’s Super.
Is there an OS set-up for catching Akuma’s teleport or no? Like Cody can do j. HK > OS Crack Kick (whiffs) > EX Ruffian Kick (connects).
Is MP SPD completely useless?
far st. MK - I’ve had success with this in footsies. Am I getting lucky or is this poke actually good?
Is there a go to set-up for DP stuffing off of Atomic Suplex?
If you can’t safely combo into a LP Green Hand (Chun Super, SPD, etc), what’s the optimal combo ender with no meter? Whether it be to stay close or make space.
I just mash 360s and be absolutely sure to end on up-forward/back when I wake up. The timing to get it instant can be annoying, but it’s not hard at all. Just practice.
In USF4, I would say that you should always be conserving meter, so unless it’s gonna kill or you need a life lead desperately, I wouldn’t do it. But that’s just my own opinion; it’s probably not the general consensus.
Not really. There’s been times where I hit it at the absolute tip and it seemed safe, but the move is so slow that it’s exceedingly hard to nail it in that spot. It’s almost luck.
You can do splash OS green hand
I think so. If I know I’m too far for HP SPD, I usually won’t risk MP and will just do LP. There are rare times when I’ll block a DP or something on wakeup and I can clearly see that out of HP range but in MP, and I’ll do it. But that’s about it.
It’s pretty good IMO. Safe on hit now and has a little more reach than st.MP. Also hits pretty low which lets it catch stuff that low profiles st.MP. Good damage too. Just don’t spam it because it’s FA bait and the recovery isn’t great.
Probably nothing reliable since there’s delayed wakeup now. I usually just feel out the safe jumps, but there’s more fleshed out ones (watch the Japanese Giefs for this)
st.MP or reset into SPD if you know they’re concentrating really hard on getting the LP GH punish.
You want to finish your 540 input diagonally up, hold that position for a bit so he gets off in the air a bit before you hit 3 Ks
If you do non green hand hit lariat, since it doesn’t hit the person, it gives you a prime position for safer mixups and other shenanigans. EX-Greenhand is good for corner carry.
-11 on block Even if it’s max range. Still suspectible to punish.
Body Splash OS to green hand.
It’s useful. Has more range than HP SPD and more damage than light SPD. It’s good for punishing when your not sure if your HARD SPD will reach.
The active frame is really long, people will run into it when they think it’s in recovery frame. It’s a very underrated footsies tool, especially against shotos.
Not quite sure what u mean there.
I stick to the jab jab jab to far s.mp. Keeps you far enough from any random shenanigans, and close enough to continue pressuring.
About 7, it’s all about timing, record a dummy doing wakeup DP like a motherfucker and try to stuff it with knees after a crossup. I press down, then back and then jump, but it’s ankward to explain considering I don’t whiff anything.