After throw, tiny step forward then jump. You can't get it frame perfect and the number of frames you need is less than the cr jab frames. It seems like after juggled ultra, cr rh, jump is kinda safe. It's nice in that you land on the other side if done correctly. I say kinda safe, because you want 5 hit ultra and if you hit them too low with the ultra, it won't work. Generally, I've found it unreliable to do safe jumps after an aa hit or on a move with a lot of active frames. You can get close to it, but it will never be 100% consistent
GGS! I was a bit disappointed with the lag, which is my own problem, and also because of how great our matches could've been without it :/ but yeah I enjoyed it! Abel has still a lot to work on, by thanks! I see you're using many characters well now, it's a good fun!
Yeah it's too temperamental, unlike guiles where you just hold up. I don't think I'll bother to be honest. Not worth the risk, especially with lag. Now yun on the other hand. Here are three handy setups (not safe jumps) that work really well. Upkicks-meaty palm Throw-dash punch-meaty palm In the corner, extremely meaty psuedo cross up divekick The meaty palms are extremely easy to time, and do a really good amount of damage because you can combo dash punch afterwards midscreen, or shoulder-dash punch in the corner, or ultra in the corner. Really effective against anyone without a DP, especially Zangief and Abel. The meaty divekick doesn't actually cross up, so it keeps them in the corner, and it's easy to combo off because it's so meaty, and uppercuts whiff! Also Yun can do a psuedo option select to beat out backdashes, jumps and blocking. Basically you just go for a forward throw on wakeup. If they've backdashed or jumped though, his forward punch thing comes out instead and it catches backdashes and jumps. Takes a bit of practice to get the timing right. You have to try and throw 2 or 3 frames after they get up. If you do it any earlier the throw will just come out and whiff if they jump or backdash. Went on a bit of rant but yeah.
Moo started a spreadsheet of combos. Check my sig. There's a tab of safe jump setups I've found so far
I've officially changed my main to Balrog. Yun was just somewhat too trite at this point. My new secondary: Viper... To explain why: just out of curiosity, I picked Viper against some unholy and remorseless super-turtle FB spammers, and they all shat their pants and finally tried to walk forward instead of backwards. Praise the lord hallelujah, I think I've finally found my universal solution to all spammers! With that said, any experienced Viper users want to provide some input here as to strategies/preferred moves? I'm really a noob at this stage. Please help! I'll hit the training now to get the mechanics down, but I sure hope for some feedback
I think that in corner you can't do dash under, so Karakusa, cross up, Axe Kick and EX Chop are the best options available. That's because no one takes that game seriously, mostly thanks to those damn gems. Punishing in that game is too easy, so most people just play lame (walking backwards, etc) until you make a mistake, and then chain combo, launcher and Inmense Attack bonus for anchor char. Most people only "know" how to use the main char, so they use as anchor chars like Paul and Heihachi, who make for easy damage after launcher, and then they use launcher again. At release, one player using run away Sim and King as anchor was always the top player, and then a turtle Ryu/deffensive Kaz was the top player instead. It's like no one knows how to bait them, and that's because they don't know anything about the game. I made both RQ countless times with Hwo/Paul
I mean that after the dash under, instead of going for a command grab, you can then do a jump, ex chop or axe kick. Especially against experienced players, you can out-mindgame them to some extent. For example, I would assume a 2.5k+ bp Blanka would think to do EX upball there, but one that's below 2k wouldn't know that. So against a higher level blanka, you can try to neutral jump or just block to reversal attempt
BP doesn't say anything about a player. The same goes with win/lose ratio. Thanks to unbalanced gameplay, some lame players may have more BP than good players, and that doesn't mean that they know resets and such. I just destroyed an Akuma player with way more wins and BP than me and that doesn't mean that he knows how to counter everything. Most Akuma players don't know that normals can be Super/Ultra canceled, so after using my improved cool footsies with Akuma, he just uses Ultra when I do a sweep some frames after his wake up, I counter his Ultra with mine and I win. But well, yup, I should avoid using Karakusa that much at resets since it can be avoided with almost anything.
What other info do you have to stereotype people? You only have BP, W/L ratio and character choice (unless you know their name). When I play, I'm more than happy to stereotype players by that information. And it generally pans out. I can guess how most people will play and react by those measures. The only ones I can't read are opposing guiles on any BP. I can never guess if they are going to mash flash kick on wakeup or not... Obviously some quick play will show who the mashers/spammers are etc, but some pretty good assumptions can be made, like that blanka one I posted above.
That keeps coming out as 639 for me. Ultra, knee, Yoga Blast, Super gives me 645. You can squeeze in two knees after Ultra if you don't have super, although it's not very practical. What's the highest you've found without Super (or with using only Ultra OR Super for that matter)? It slides under tons of stuff, including low Tiger Shots.
Okay. Psycho Crusher probably has the same juggle point as the second hit of the Hell Attack. Use Dhalsim, jump up, teleport back then punch. Psycho Crusher trade with the punch, then Ultra. Have fun knowing that Psycho to Ultra is possible juggle-wise at least.
lol I don't stereotype people. Two different players with same char, BP, W/L ratio won't play the same and react the same way when in trouble, and one can adapt to the opponent's playstyle while playing. I rather wait and see how the player plays. It surprised me a lot when I was going to FA and the other guy just went under Makoto xD
Haha. That's way higher than me I don't play much anymore. Too busy. But I tend to get a few games in between herding the cats.
Get a knock down and do throw/cross up Burn Kick as a mix up... That's enough to deal with most scrubs out there Time those meaty seismo well and start doing feints when they go for reversals, her seismo is such a good tool to force ppl move to u instead of running! If ur timing is well with Viper she's a beast. FFF combos as a punish = massive damage + stun Her strategy is generally seismo + feint to trick some1 doing something stupid and score a knock down. Once she gets one she has almost full control in any match up Edit: I love doing SJC and dashes to pressure lol but that's just my aggressive nature. U can play zoning too with her if u want. Nero is a beast coz he can adjust between zoning and pressure perfectly
Bahahaha. Too much studying has turned your brain to mush if you think I'm pro. I'm the scrubbiest player in all of Volt