The Power of Resets and General Oki Game

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  • KumaOsoKumaOso Trust Your Instincts Joined: Posts: 3,752
    Vulcan for president. I've been looking for soft knockdown spots over the last few days, but I really should be looking for resets if I really want to get anywhere.

    EDIT: And I thought I should say this. For whatever reason, the second hit of EX Hakkesho will whiff on a juggled opponent. Hopefully, that'll be fixed.
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  • therooktherook I Challenge My Fate! Joined: Posts: 3,458 ✭✭✭
    I've been trying really hard but i cant seem to get Poison to do a standing reset....

    Vert told me to get Tapatalk 2
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  • Vulcan HadesVulcan Hades Flea Stance Tea-bagging Joined: Posts: 1,842
    Unfortunately, not all characters have the ability to crumple or reset a bounce.

    But all characters have the ability to CADC out of a link and EX CADC out of a chain. So that's kind of a universal reset but not so good if you don't have a comboable overhead and a fast enough dash. Without a good overhead, your only CADC mixup is to go low, bait or tick throw. But that can still be good at the end of a long scaled combo to get a surprise throw/frame trap. For example: 1 bar 400 scaled damage ending with (EX) CADC throw/frame trap. Then you can get 130/150 from a throw or 300/400+ from a reversal bait or frame trap/throw bait.

    Sorry btw, I haven't updated first post in a while. I'm too busy trying out the new characters hah. Will eventually get back to this with more vids and tech.
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  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    What is the best way to go around finding a character's oki? Right now with Bryan I am seeing what his best moves are from each of his hard knockdowns (so many) that deal with each thing the opponent can do on wakeup. And what exactly are safe jumps and how to find them? Just jump attacks you can do that an opponent cannot aa due to how long it takes them to get up?

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  • DanteDante HAPPY END - 行き止まり Joined: Posts: 1,027
    Here is my first video for my Guy/Lili Resets/Vortexs I still have alot more to show I hope this will help any Guy and Lili players and I left out some parts by accident I will make sure to include it in the next video. This is great tech for your Oki and Shout outs to FlyingVe for discovering the Dive Kick tech. Next up will be auto correct and roll so I still have plently more to show too bad it takes 2 meters to do this because of Guy.

    Enjoy

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  • Vulcan HadesVulcan Hades Flea Stance Tea-bagging Joined: Posts: 1,842
    What's the most damage Guy can get from that ground bounce solo? And can he combo into ground bounce?

    Using 2 meters for a reset isn't bad per say, the real problem here is that you barely do 150 damage for 2 bars then go into a reset. That's sacrificing a lot of meter and guaranteed damage for a mixup that might not even land. Ideally, you want to deal a maximum of damage right before you go into the reset. If you could find a way to do like 330 or 400 damage right before the ground bounce, then your reset would be a lot better. That's what makes Flying Ve's reset good: Hwoarang can get a free ground bounce off a launcher or BnB and you just need 1 bar to tag Lili in.
    SFxT - Juri, Yoshimitsu, Christie, Asuka, Marduk, Blanka, Bison, Kuma...
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  • DanteDante HAPPY END - 行き止まり Joined: Posts: 1,027
    What's the most damage Guy can get from that ground bounce solo? And can he combo into ground bounce?

    Using 2 meters for a reset isn't bad per say, the real problem here is that you barely do 150 damage for 2 bars then go into a reset. That's sacrificing a lot of meter and guaranteed damage for a mixup that might not even land. Ideally, you want to deal a maximum of damage right before you go into the reset. If you could find a way to do like 330 or 400 damage right before the ground bounce, then your reset would be a lot better. That's what makes Flying Ve's reset good: Hwoarang can get a free ground bounce off a launcher or BnB and you just need 1 bar to tag Lili in.
    That's the bad thing about it Guy can't combo with his ground bounce and that's the only one he has. Ex run is only a mix up/ reset tool itself I will keep trying and find some other way. But that's all Guy has sadly but I will keep trying and thanks for the advice :)
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  • Vulcan HadesVulcan Hades Flea Stance Tea-bagging Joined: Posts: 1,842
    What is the best way to go around finding a character's oki? Right now with Bryan I am seeing what his best moves are from each of his hard knockdowns (so many) that deal with each thing the opponent can do on wakeup. And what exactly are safe jumps and how to find them? Just jump attacks you can do that an opponent cannot aa due to how long it takes them to get up?

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    Your focus imo should be on finding really ambiguous cross-ups/cross-rolls and roll resets. Safe jumps OS and vortexes are not so reliable in this game. Safe jumps are meaty jump attacks that hit on the last active frames and allow you to block 4+ frame reversals in time. You cannot jump out vs a safe jump. In AE the only way to escape a safe jump is to either backdash, use an invincible escape reversal (like teleports) or a 3f or less reversal. In this game, people can roll and use alpha counters which makes safe jumps kinda weak compared to SF4. So like I said you gameplan should not be based on safe jumping, option-selects and vortexes. Meaty jump ins can always come in handy though. Check vesper arcade and option-select vids for more info about safe jumps and OS.

    About your other questions:

    -If Bryan has good properties on counter hit, find his longest knockdowns and see if you have enough time to safely store a counter hit for free. (ground/wall bounces are good for this. If you have enough time to store a CH then you likely also have enough time to safely raw tag btw)
    -See if you can hop over a downed opponent quickly enough to reset the roll.
    -Find your 2-3 main combo enders that you will almost always use. At least one of them should encourage quickstand (send opponent high in the air), and one should encourage roll (send opponent far away). And design a few anti-quickstand and anti-roll setups for them.
    -Also look for a move he has that can catch most backdashes (and is ideally safe on block).

    I think those are the most important things to look for regarding oki in SFxT.

    EDIT: Yeah so basically, you don't need a million setups for every single knockdown. Just the knockdowns that matter and are recurrent enough. I personally focus on BnB, post-launch, AA and a few others. Keep it simple. Less is more because you need repetition to condition the opponent to fall for your mixups.
    SFxT - Juri, Yoshimitsu, Christie, Asuka, Marduk, Blanka, Bison, Kuma...
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  • DanteDante HAPPY END - 行き止まり Joined: Posts: 1,027
    Vulcan I think I found a way to combo it I will upload the video tomorrow if I'm right.
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    [SIZE=13px]‎"The most intelligent people disguise the fact that they are intelligent. Wise men do not wear nametags. The more people talk about their own skills, the more desperate they are — their work should speak for itself."[/SIZE]
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    So not that I am focusing on safe jumps and meaties, but the way to test if something is meaty would be to set the dummy to jump and if they cannot it is meaty?

    The good thing about Bryan is that he has very few legitimate enders and they all result in hard knockdowns, fulllscreen kds, or both (in fact I am hard pressed to find a quick to abuse). That is one of the reasons I suspect his oki game is strong, one is not given tools like that by accident, and some moves do not even make sense unless the sweep is beneficial..

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  • DRU192DRU192 rawtag.blogspot.co.uk Joined: Posts: 100
    So not that I am focusing on safe jumps and meaties, but the way to test if something is meaty would be to set the dummy to jump and if they cannot it is meaty?

    I'd like to know the answer to testing meaty moves as well, as I really want to look deeper into Elena's wake up game (possibly her secret strength?) so any tips would be most appreciated :)
    SFXT: Law/Elena - My dream team!
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    Well I can spend some time finally this morning on oki stuff, so if you like I can test things with both Bryan and Elena. Not too into her but I do like "bad" characters, and I gotta admit that is a cute face there.

    Why do you think she might have oki potential?

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  • MuayGioMuayGio aka Wulfsten Joined: Posts: 1,277 ✭✭✭✭
    I'd like to know the answer to testing meaty moves as well, as I really want to look deeper into Elena's wake up game (possibly her secret strength?) so any tips would be most appreciated :)
    I'm not so sure about Elena's oki game. To have good oki, you need to have either good safe jumps, ambiguous cross-up options, great meaty options, good option selects, or an intimidating close-range threat (like a command throw).

    Elena's unlikely to have good safe jumps because of her floaty jump, and because she doesn't have a way to exert real frame trap pressure besides cr. MP, which doesn't really lead into anything. Her throw game is ok because her walkspeed is ok, but it's not enough. If her cr. MP hit low then it would make for some good high-low pressure with her :f: :mk:, but it doesn't :( .

    Again, because of the floaty jump, her crossup isn't very good.

    She could have some nice meaty setups (like possibly mallet smash, which leaves you at frame advantage), but even then because she's got no follow-up pressure, the opponent can just block and wait for you to exhaust your frame advantage. If you hit with a meaty Mallet Smash and the opponent blocks, you can follow up with cr. MP, and maybe another one, but then?

    It seems like her main mixup up potential at poke range derives from her low-hitting st. :lk: and her overhead :f: :mk: and :f: :mp:, but the former can't be comboed off of (as far as I know), and the latter can (with difficulty), but it's really slow to start up. Because of this the opponent just needs to down-back and try to react to each overhead as it comes. The slow one is easy to react to, and the fast one, while hard to react to, only deals 60 damage, which many opponents will happily take.

    She might have some nice option selects to catch back-dashes, maybe involving Rhino Horn, but frankly, I don't think most characters are so intimidated by Elena up close that they'd want to run away.

    I love Elena, though, someone prove me wrong!
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  • DRU192DRU192 rawtag.blogspot.co.uk Joined: Posts: 100
    I love Elena, though, someone prove me wrong!
    I'll try my best :) I feel there's a lot of potential hiding in LK Lynx tail, but time will tell ;)
    SFXT: Law/Elena - My dream team!
  • DRU192DRU192 rawtag.blogspot.co.uk Joined: Posts: 100
    Well I can spend some time finally this morning on oki stuff, so if you like I can test things with both Bryan and Elena. Not too into her but I do like "bad" characters, and I gotta admit that is a cute face there.

    Why do you think she might have oki potential?

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    The fact that she can combo into so many hard knockdowns (crHK, lynx tail, heavy mallet smash, slide etc) makes me think that Capcom intended her to be a character that specialises in post hard knockdowns shenanigans. Even though her low normals don't provide much threat. The speed, recovery, cancellability & relative safety of Lynx tail means its a move that can't be ignored.

    Block Lynx tail and Elena's safe and can either go high or low again, on hit you then have to deal with meaty high-low mixups involving crLK/crLP, another lynx tail, mallet smash, CADC or back dash to reset the situation. Her EX moves can't be ignored either. She may not be an high damage character but I feel there's a lot more to her, especially in this area. You can only block for so long :)
    SFXT: Law/Elena - My dream team!
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    I see the potential of lynx tail now. Looks terribly unsafe but you can cancel the handstand thing. Since you handstand anyway the notable tell for her unique overheads is gone. Then you can do different power lynx tails and /or repeated lights to mix things up like Christie's mid/low special. Nasty way to go into hard knockdowns.

    Well, let's get to work. The more I see her the cuter she gets, so this should be fun.

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  • DRU192DRU192 rawtag.blogspot.co.uk Joined: Posts: 100
    I see the potential of lynx tail now. Looks terribly unsafe but you can cancel the handstand thing. Since you handstand anyway the notable tell for her unique overheads is gone. Then you can do different power lynx tails and /or repeated lights to mix things up like Christie's mid/low special. Nasty way to go into hard knockdowns.

    Well, let's get to work. The more I see her the cuter she gets, so this should be fun.

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    A recovery cancelled LK Lynx Tail is neutral on block (according to Ryan hunters frame data guesstimates) coupled with Elena's awesome back dash means you don't have to worry too much. Glad I'm winning you over to the Elena army, lol, can't wait for your findings :)
    SFXT: Law/Elena - My dream team!
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    Well Emblem Lord and you may have cracked the oki code before I even got a chance at it:

    So we established ease of hard knockdowns. Now on their wakeup you can do c.lks, on hit you can simply combo, on block you can go for mallet smash mid to either reset or hard kd again or lynx tail low into the aforementioned mixups involving that. Does not do a great deal of damage on its own but seems good in theory. As a Fuerte player, it gets me excited. Even so, I imagine it is weak to reversals.
    Now in the corner you can do 300-500+ depending on meter off the overhead, so now we are talking.

    As for backdashers, I am unable to confirm because I do not know how to, but both rhino and mallet smash appear to catch them rather easily. And both result in hard kds.

    Now let me see if I can at least help in dealing with forward rolls and roll resets.

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  • DRU192DRU192 rawtag.blogspot.co.uk Joined: Posts: 100
    Well Emblem Lord and you may have cracked the oki code before I even got a chance at it:

    So we established ease of hard knockdowns. Now on their wakeup you can do c.lks, on hit you can simply combo, on block you can go for mallet smash mid to either reset or hard kd again or lynx tail low into the aforementioned mixups involving that. Does not do a great deal of damage on its own but seems good in theory. As a Fuerte player, it gets me excited. Even so, I imagine it is weak to reversals.
    Now in the corner you can do 300-500+ depending on meter off the overhead, so now we are talking.

    As for backdashers, I am unable to confirm because I do not know how to, but both rhino and mallet smash appear to catch them rather easily. And both result in hard kds.

    Now let me see if I can at least help in dealing with forward rolls and roll resets.

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    It's all coming together :) really glad it's not just me seeing Elena's potential now. I guarantee you'll be hooked by the end of you tie with her lol. You tried slide on reaction to roll? I know it has poor recovery but the distance travelled should make it safe, also rhino horn skips over opponents who are knocked down, should make them roll in the opposite direction confusing them and making it easier to open up. 1 more thing, with the distance and speed of rhino horn it'd be interesting to see how late you could leave it before it misses its cross up window.
    SFXT: Law/Elena - My dream team!
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    Been experimenting, more successfull so far.

    About the rhino making them roll in reverse, have you tested this besides against a forward rolling dummy in training? I think that the reason they reverse roll is that they are programmed to roll regardless, so they are pressing the opposite direction they should. If a player was to hold forward when you rhinoed they would not roll at all and get up normally: this is a roll reset. It can be just as effective in its own right, but shame.

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  • DRU192DRU192 rawtag.blogspot.co.uk Joined: Posts: 100
    Been experimenting, more successfull so far.

    About the rhino making them roll in reverse, have you tested this besides against a forward rolling dummy in training? I think that the reason they reverse roll is that they are programmed to roll regardless, so they are pressing the opposite direction they should. If a player was to hold forward when you rhinoed they would not roll at all and get up normally: this is a roll reset. It can be just as effective in its own right, but shame.

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    I've actually not tested it at all, i'm just throwing ideas out there until I get home and can test things myself. That roll reset sounds interesting though I wonder if Elena has any moves that can cause that to happen? Hmmm. Also do any of the rhino horns allow you to get back in front of an opponent trying to forward roll away from you because that would be pretty cool. Ps thanks again for looking into this stuff for me :)
    SFXT: Law/Elena - My dream team!
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    She does, it seems. Posting my day 1 findings in her thread now.

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  • grumpy64grumpy64 Joined: Posts: 244
    Not sure if this is new or not but it would seem that you can get a guaranteed CR.mp if the other guy rolls. Not sure how to test it in training mode though. When the opponent rolls if you time it correctly the cr.mp will hit him while he is still in the crouching animation of the roll but after the roll has finished.. What i did was i set dummy to roll then just swept him and tried to hit him. After a couple tries i saw that mp would hit the dummy while he was in a crouching animation.
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    Part of me wants that to be true, but really I hope it is not true or worse, character specific. Is it a guaranteed hit in your testing or just a meaty blockable?

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  • FlyingVeFlyingVe Best Poster of All Time Joined: Posts: 12,961 ✭✭✭✭✭
    Make sure to test it against a recording and not the dummy.

    The training Dummy in Capcom games is notoriously disingenuous.
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  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    Yeah, about to test the recording doing it and me trying to roll and block.

    Will have to tell me more, not seeing it.

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  • grumpy64grumpy64 Joined: Posts: 244
    Yeah, about to test the recording doing it and me trying to roll and block.

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    How would you even set that up? know you can record the dummy doing a sweep then cr.mp but unless you actually get the timing right on the mp it want work right. Anyway i hope you are able to do it. If need be i'll post a vid later of what it should look like.
  • grumpy64grumpy64 Joined: Posts: 244
    If this actually is legit tech why wold that be a bad thing? Don't we want to render rolls as useless as possible?
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    Not really, making them a free c.mp takes away a lot of the game. Ideally they will be like wakeups in tekken, another option to keep in mind.

    It should work in recording if I get the timing right the same it would work against a dummy and I timed it right. So ideally this is a perfectly timed c.mp or sweep that is unblockable because it hits before the player gets control of the character to block?

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  • grumpy64grumpy64 Joined: Posts: 244
    Yes if you want to get the timing i would try it against the dummy first. If done correctly the dummy will roll towards you then get hit by the cr.mp and stand up after the hit. If the hit whiffs you did it to soon and if he is standing when it hits then you did it to late. Hope that helps.
  • grumpy64grumpy64 Joined: Posts: 244
    If this works i wonder what other moves will kill rolls. Just in case this is character specific i'm using ryu with kaz as the dummy.
  • grumpy64grumpy64 Joined: Posts: 244
    here is a vid of the possible tech

    [SIZE=11px] [/SIZE]

    [SIZE=11px][/SIZE]
  • grumpy64grumpy64 Joined: Posts: 244
    notice how the cr.mp hits hei during the frames between when the roll finishes and when he stands up and recovers from the roll. The timing is tight though a split second to soon and you will whiff to late and they can stand block. I've been working on other moves that can counter the roll in this way but so far CR.mp is the easiest. A perfectly times super will also work but it's a pain in the ass to time and if you mess up well you just wasted 2 bars of meter
  • grumpy64grumpy64 Joined: Posts: 244
    Also hate to ask such a scrub question but what are ryu's hard knockdowns? Well since i'm here what are his unblockable setups in sfxt?
  • BadIntentBadIntent Joined: Posts: 176
    here is a vid of the possible tech

    [SIZE=11px] [/SIZE]
    Just letting you know that only works against the CPU in training mode when they're set to roll. I don't know why they don't block after rolling, but real players can hold down-back and you can see there's absolutely no recovery when rolling. Also, the only untechable knockdowns ryu gets are sweep and EX DP. Counter hit far fierce against standing opponents crumples too if that counts.
  • grumpy64grumpy64 Joined: Posts: 244
    Just letting you know that only works against the CPU in training mode when they're set to roll. I don't know why they don't block after rolling, but real players can hold down-back and you can see there's absolutely no recovery when rolling. Also, the only untechable knockdowns ryu gets are sweep and EX DP. Counter hit far fierce against standing opponents crumples too if that counts.
    i'm a sad panda right now. Perhaps i'm confused on what a hard KD actually is but why is the dummy able to roll after after a sweep? I thought a hard kd eliminated both quick get ups and rolls. Anyway i hope y guys don't mind the vid i figured it was the easiest way for the tactic to be reviewed.
  • grumpy64grumpy64 Joined: Posts: 244
    oh and i was watching a vid on ultra chen's channel and he said sfxt had unblockables in it and yes i know they are technically speaking just really hard to block. I was just wondering how an unblockable set can be possible in a game with quick rolls?
  • BadIntentBadIntent Joined: Posts: 176
    i'm a sad panda right now. Perhaps i'm confused on what a hard KD actually is but why is the dummy able to roll after after a sweep? I thought a hard kd eliminated both quick get ups and rolls. Anyway i hope y guys don't mind the vid i figured it was the easiest way for the tactic to be reviewed.

    Oh, I should have clarified. In this game you can roll after ALL knockdowns. When I say hard knockdowns, I mean the ones where you just can't quick rise from. Can't really provide any insight to unblockables. Though I did play a Hwoarang that charged Dynamite Heel until it got to the EX and no matter if I blocked high or low, I would get hit. Not sure exactly how that worked, maybe a Hwoarang player knows...?
  • grumpy64grumpy64 Joined: Posts: 244
    Oh, I should have clarified. In this game you can roll after ALL knockdowns. When I say hard knockdowns, I mean the ones where you just can't quick rise from. Can't really provide any insight to unblockables. Though I did play a Hwoarang that charged Dynamite Heel until it got to the EX and no matter if I blocked high or low, I would get hit. Not sure exactly how that worked, maybe a Hwoarang player knows...?
    Nah it's my fault for not understanding what a hard KD actually does. Just to make sure that i'm clear you're saying that even if you time a move perfectly to hit the villain before they can stand up from a roll they can still block?
  • BadIntentBadIntent Joined: Posts: 176
    Yep, they can block every time. There's complete invincibility from the time they roll until the first frame that the opponent gains control of their character.
  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    So I just found a 4f safe jump that crosses up against quickstands with a character, so it gives you enough time to do regular oki if they normal recovery and the crossup part gives me a roll reset? How useful is this oki situation? I ask because in the same situation the character traditionally gets around 150 more damage and a hard knockdown. Maybe use it against dpcrazy shotos?

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  • Dr. GrammarDr. Grammar Fighting Game Scientist Joined: Posts: 1,723 ✭✭✭
    Oh, I should have clarified. In this game you can roll after ALL knockdowns. When I say hard knockdowns, I mean the ones where you just can't quick rise from. Can't really provide any insight to unblockables. Though I did play a Hwoarang that charged Dynamite Heel until it got to the EX and no matter if I blocked high or low, I would get hit. Not sure exactly how that worked, maybe a Hwoarang player knows...?
    EX Dynamite Heel hits as a cross-up if it's close enough. If you hold forward, you'll often just walk under it, making it whiff.
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  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    Specifically, a well spaced ex heel has two hits, one that crosses up and one that does not, so it can be very hard to block. Just jab him or backdash or walk under or something.

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  • Vulcan HadesVulcan Hades Flea Stance Tea-bagging Joined: Posts: 1,842
    So I just found a 4f safe jump that crosses up against quickstands with a character, so it gives you enough time to do regular oki if they normal recovery and the crossup part gives me a roll reset? How useful is this oki situation? I ask because in the same situation the character traditionally gets around 150 more damage and a hard knockdown. Maybe use it against dpcrazy shotos?

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    Like I said in another post, quickstand safe jumps are risky because humans don't always quickstand on the exact first frame like the CPU always does. I could slightly delay my quickstand by a few frames and that would be enough to allow me to jump away / beat your safe jump.

    I admit I still use them from time to time as they often work on unsuspecting players. But they're just not that reliable.. especially against educated players that know about delayed quickstand recovery.

    Now for the "is it worth sacrificing damage for it", it depends. I usually don't mind sacrificing around 50-90 damage for a solid setup that could allow me to maintain pressure afterwards. In fact that's what I always try to do with my current team. I find position advantage and oki follow ups to be a lot more important than maximizing damage. That being said, 150 is a lot of damage, it's the difference between 300 and 450 damage for a setup that has very little chance of success. Nothing guarantees you they're going to quickstand and nothing guarantees you that they're not going to delay their recovery so it's a big gamble. And if your opponent has meter, then there's a good chance your safe jump reward could be nullified by a reversal tag cancel or an alpha counter.
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  • SamuelVimesSamuelVimes Joined: Posts: 1,635 ✭✭✭
    Well the idea is that it would not be a gamble. They are unable to roll except the wrong direction for a good cross jump, and you land with enough time to do whatever you want on normal recovery. Did not know about quickstands being delayed though, that is a right dilemma.

    The setup in question is doing 4 of King's knees then j.mk on their wakeup instead of 3 knees cl.hpxxjaguar bomb.

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  • Fergus2k8Fergus2k8 Let's Rock! Joined: Posts: 2,615 ✭✭✭
    What I liked to do recently is stand in the middle of where they'll rise and roll, and if they rise, I'll just go up and pressure and if they roll, I take 1-2 steps back and mixup them up, make them confused on what side they'll land on depending on how manysteps I take.

    I especially like this with Poison, after forward throw in the corner, I do backdash, charge fireball, if they roll I cadc backwards and depending on my timing, I'll land on either side and if they stay in corner, I'll have ex fireball and fire it at them and pressure away.
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  • grumpy64grumpy64 Joined: Posts: 244
    Not to sound like a complete noob but how do i do ryu's ex dp standing reset. I saw a vid that says to walk the opponent but what does that mean? I've tried doing the move and holding forward but they can still roll.
  • LordWilliam1234LordWilliam1234 SRK Water Gym Leader (Open) Joined: Posts: 6,357 ✭✭✭✭✭
    Not to sound like a complete noob but how do i do ryu's ex dp standing reset. I saw a vid that says to walk the opponent but what does that mean? I've tried doing the move and holding forward but they can still roll.

    Basically, as soon as the EX DP connects, tag in your partner, and have your partner simply walk into the opponent. You should push the opponent out of the remaining hits of the EX DP and they will still be standing.
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  • grumpy64grumpy64 Joined: Posts: 244
    Basically, as soon as the EX DP connects, tag in your partner, and have your partner simply walk into the opponent. You should push the opponent out of the remaining hits of the EX DP and they will still be standing.
    oh so ryu can't do it by himself? I was unaware of that. Ty for clearing that up for me
  • xVxDeMoNiiCxVxxVxDeMoNiiCxVx Joined: Posts: 28
    Thanks Vulcan and to others who help contribute to this. Im a complete noob to this all and this has been a nice help
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