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View Full Version : Move Analysis: c.MK



HunterSFL
01-11-2005, 12:06 AM
Ok, I've been playing 3S for a decent ammount of time, but I dont have it yet (waiting for the us xbox release cause I was too lazt to import). My two mains are Urien and Dudley. The reason for this thread is because I want to know what other people think about this normal (c.mk). I hardly EVER see it in match videos, and yet when I play, I find it somewhat essential to Dudley's game.

The way I view Dudley is that he is a mixup character, not necessarily rushdown, cause he doesn't get in so easily, but when he does manage to get in, you get a few mixups that if sucessful, lead to super. So for me, his whole game is based off mixups, I just try to get in, and stay in, cause the more time I have pounding away, the more chances at mixups I get, and obviously, more supers.

Here's why I think c.mk is essential. One of the basic "trees" I use to attack is the following (usually on wakeup, but could be anytime you get inside):

-c.lk
---c.lk (hit confirm to super)
-----c.mk
-----UOH (hit confirm link to super)
---toward + hk (hit confirm link to super)

Again, this is very basic, and does not unclude throws, pauses (like c.lk, walk up, c.lk, clk), or specials like the SBB, etc. But still, this tree is a big part of my game, and I make it a big part of my game because all the branches lead to super, so basically if they don't block right I get a super. The only branch that DOESN'T lead to super is c.mk, but that knocks down, which is just as good, cause essentially I get another try.

So now, if you look at that tree, but you take away the c.mk, you'll see that there's really only one mixup, either the second normal is high or low, after that, (without c.mk) you can only go high. So why are people not taking advantage of a possible second mixup? The only other low move to mix up with is c.hk, but that's so slow that theres too many ways to avoid it; c.mk after c.lk beats out just about any poke attempt (might literally be ANY, but I can't test it).

So tell me people, why all the c.mk hate?

BillyKane
01-11-2005, 01:38 AM
Minus 12 frames on block...

HunterSFL
01-11-2005, 01:58 AM
Good answer. Lmao, I didn't know that, and aparently, none of the people I play with know, cause I've never been punished hard on block. It's funny cause as I was typing the post, I went to karathrow.com to get framedata on c.hk cause I wanted to see how slow it is compared to toward+HK, but the site is down at the moment :sad: .

BillyKane
01-11-2005, 02:12 AM
I think I can help you out with that:

cr. HK start-up is 16 frames (+1 on block)
toward+HK start-up is 13 frames (-2 on block)

HunterSFL
01-11-2005, 02:50 AM
Thanks, thats about what I figured (c.HK being a few frames slower). Guess I'm gonna have to phase c.mk out of my game and c.hk more into it :rolleyes: .

Thanks again, BK :tup:

DooM
01-11-2005, 05:07 AM
yea, c.mk is easily super-reversable, dont use it, you're getting a knockdown anyway when they jump and you do something xx jab mgb for example, and Dudley's pokes and tickthrows pretty much get a knockdown everytime anyway, c.mk has too little range and risk for me to use it

epsilon_
01-12-2005, 03:34 AM
Yeah this move is pretty bad, shotos can sweep or c.mk you for free after.

HunterSFL
01-12-2005, 11:54 PM
I was gonna let this thread die, but since it got a fresh reply, let me ask one more question before I let it go again. Is there any matchup where the move is usable? Anyone that maybe can only punish with super? -12 is pretty funky, and it's not like the range is crazy, so I'm not expecting there to be anyone who can't punish, but I might as well ask...and again, I'd glady test myself, but I don't own it :sad:

epsilon_
01-13-2005, 02:52 AM
Just about everyone has a >12 frame move that's in range. And to be more blunt, all good characters do.