- Lotsa info here, even tho old: https://www.youtube.com/watch?v=sVMIvk7QgdM
- cr.LK, cr.LP, st.LK, lk-scissors might still combo now. ?
- Maybe safer to just cr.LK, st.LK, lk-scissors.
- After cross up mk, just stick with st.MP... b/c it's easier than st.HK, plus if they block it's safer.
- But don't forget, if they block j.MK you can throw after... or do st.HK to crush counter. Right? Pretty sure that is a thing... so for the throw game, st.HK follow up is probably good (better? mix it in? I say mix it in.).
- st.MP, slight delay, cr.MP is enough time to charge a scissors kick or blast.
- REMINDER: Do his cr.HP early if they are trying to cross you up, and it'll hit. But yeah, you have to react immediately to their jump. I know this, but interesting to talk about it... strange that it feels easier to jump back attack instead.
JUMPS
- So his cross up j.mk is so good b/c it has a huge hitbox behind him (he and Ken have it)... helps with his floaty jump to still have decent crossup options.
- j.HP is better hitting down... smaller hurtbox, so that's why it trades with semi-reliable anti-airs sometimes. But as I know, not in the vid, it is a more meaty(?plus) hit for combos if you hit super deep/late. But it also can hit way too high and make a follow up st.HP blockable, so gotta be careful. Compare to j.HK which never can hit too high on normal height characters.
- j.HK... hits further to the right horizontally (from Player 1 left side) than j.HP, but it can never hit too high to mess up a jump in combo, so really it's better to use.
- I Wonder... could j.HP be better on counter hit jump in super duper deep... does it allow you to do something you normally couldn't do???? What's slower than st.HP into combo... I guess psycho-axe but no, that is never going to connect or even be worth it, less dmging combo right?
- nj.MP,MP (hell attack) combos into i think mk-scissors easiest. But sometimes you can do the other scissors versions I'm pretty sure, just tricky angles a little.
- j.LP does seem to have a really good hit box. Devilhorse uses it pretty much exclusively for quick reaction anti-air, anti-claw-wall-dive type stuff.
SPECIAL MOVES
- Blast is good to do vs. Crapplers um Grapplers right out of st.MK range b/c what can they do about it? (((well I think they can jump on you but then you cr.HP antiair) Explains at time 31:30 on https://www.youtube.com/watch?v=sVMIvk7QgdM
- -2, -1, +2, +6 on blocking lp, mp, hp, EX blasts.
- EX-blast, dash in and CROSS THEM UP. Works vs. lowbies more often I think.
- EX-blast, you can slide time to make slide safe.
- EX-blast, dash in, perfectly time your throw since it is +6 on block.
- *** after they block a SCISSORS, and whiff their attack, instead of me doing st.MK, I should be doing cr.MP into combo!
- Ken's light tatsu is only 3 frames if it hits point blank (funny comment in that Bafael video).
- OH, Ryu's DP's are 3, 4, 5, 4 frame for lp, mp, hp. EX. Didn't remember that before.
- Ken's DPs are 3, 4, 4, 4 frame startups.
- Ken's Blocked Tatsus are -8, -9, -4, -59 on lk, mk, hk, EX onBlock.
- Devil's Reverse is between +2 and +6 onBlock.
- EX Dev's Reverse is betw +7 amd +11 onBlock. NICE.
- EX inferno is -1 only, so safe.
- EX inferno anti-crossup into Psycho Crusher combo.
VSKILLS
- Vskill-1, vs. Zangief, if he does a max charge HP, you can counter with the vskill-1 counter thing (probably still can, even tho it doesnt do a fireball from blocking regular hit not).
- Vskill 2, good to pair with EX blast for crossup stuff.
VTRIGGERS
- You need a HK.SCISSORS to cancel into a Vtrig and then combo with cr.MP. lk and mk scissors wont work.
- Vtrigger2, bomb detonate into jump towards, j.HP (had to be nearly equal in height to them... it just takes a slight delay), land, EX Inferno side switch (cross under) trick. Picoro used CPT south ameria 1 in June 2020, I think 2nd to last match... it was NOT against a Boxer.
- Vtrigger1. Changes all stats.
- Cancelling normal into special, NO CHARGE required. Nice. That's why dash behind, st.LK, Blast, EX-scissors is a thing.
- Makes infernos way less negative. They are now "ONE TYPE OF INFERNO" that comes out faster and juggle pushes them higher up. They become -5, -5, -5, +4 for lp,mp,hp,EX. Normally outside of Vtrig1 they are -12, -11, -10, -1 and mostly crazy bad.
- Blasts "ONE TYPE now", come out faster(?), does more dmg 70 --> 100, and it looks bigger/different. +1,+1,+1,+7 on block in Vtrig1.
- Scissors mostly same, but EX scissors +3 now instead of +2.
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