Ok so lately I have been playing online and no one so far has been on my level, everyone has a billion points and I have 0 and I noticed watching over some videos, I always get hit when I jump towards them to get in. I also recently started playing Guy and he has the move where you jump towards them and you can do down and punch to start a lot of combos, but I can never get in. The only progression I have made in this game is combos, on evil Ryu I was able to land his FADC to ultra 1 about 2 times in a match, but even then it was lucky. It is hard to get better when you practice it wrong the whole time lol
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0 • Off Topic Disagree Agree LikeXBL: MidgetsFacker new main xbl account untill july
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0 • Off Topic Disagree Agree LikeWith Guy, your anti-airs are far hk and cr.mp. Cr.mp is actually really good but requires precise timing. EX tatsu is a great anti-air if you have meter. Tiger knee EX command grab is really good. Bushin flip throw will beat most everything in the air.
With E. Ryu, your best anti-airs are HP shoryuken (best anti-air), far hk, cr.hp, and cr.mk (go underneath their attack).
Read this. http://sonichurricane.com/?p=7110
Maj's Footsies Handbook - It's like the Bible, but for Street Fighter.
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0 • Off Topic Disagree Agree LikeOh ok, just a noon here that thought the right thing to do is jump constantly xD what about other times, how do you know when it is safe to do like a jumping heavy kick? I noticed sometimes even daigo will jump, although that's extremely rare
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0 • Off Topic Disagree Agree LikeIn some matchups you can jump at specific timings. For example, some pokes can be punished by jumping. Some characters rely on normals to anti-air, and if they are whiffing a poke when you jump it might be literally impossible for them to recover in time and anti-air you. For example, Guile throws a Sonic Boom and you psychically jump right as he's throwing it and do Ryu's j.hp early. You can't punish him (he can block), but he really can't do anything to stop your jump. But you are prone to baits like with any jump.
http://sonichurricane.com/?p=944
That article talks about times when jumping can be useful. But the answer honestly is "don't jump." Play footsies. Play reactive.
Maj's Footsies Handbook - It's like the Bible, but for Street Fighter.
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0 • Off Topic Disagree Agree LikeOh, I'm literally doing better right now, but I can't react fast enough to antiair, plus when I play online I panic more and mess up a lot
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0 • Off Topic Disagree Agree LikeA game where characters like Cammy etc jump constantly to just get that momentum going. This is only amplified when you play online, because people have less time to react so too often you get punished with shitty normals and that's nothing really.
Obviously it depends on the character. You shouldn't jump too much when you are playing against Ryu or Gief but the risk reward changes when you are playing against a character like Juri with a dive kick character or something. Jumping is the way to go there.
But just to answer the question in the first post. Look for any patterns in their game play. With Guy you can bait out reversals with your elbow jump arc etc. With certain match ups you can react with a jjump and start your pressure game even if your opponent manages to block (like jumping right away when Rose fires plasma).
Lots of jumping with purpose I say.
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0 • Off Topic Disagree Agree LikeJuri can't shenanigan well with her divekick because her divekick is always down or even-ish on block (often unsafe enough to reversal hp SRK with Ryu). She can't alter her jump arc down safely like Rufus or Yun, so the best she can do is neutral jump and threaten divekick.
I should have talked about the huge risk difference between neutral jumping and forward jumping probably. Yeah, Guy can just jump forwards and immediately d.mp to control a lot of space relatively safely (but can be punished with stuff like Ryu's sweep or Seth's s.hp on landing). But I wouldn't call this "jumping in" any more I consider Honda doing floating j.hp "jumping in" when he does it at midscreen.
But like Maj writes in his article, the big thing is just to know why you're jumping and to have a specific reason. And to understand the counters to your jumping so that you don't fall prey to "I don't know what to do, I guess jump?"
Maj's Footsies Handbook - It's like the Bible, but for Street Fighter.
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0 • Off Topic Disagree Agree Like1m55s.
I watch streams from time to time and some people base their entire game plan on jumps - from time to time. Neutral jumps, empty jumping Aquasilk Giefs to mess up your concentration and so on. Lets be honest here, people talk about not jumping but count the number from your own replays.
I'm not advocating jumping around like a moron but if you are trying to psych out your opponent or making reads, why not. If your opponent is not loaded with an ultra the damage is often not significant.
This, pretty much!
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0 • Off Topic Disagree Agree LikeAfter a run slide with Guy, if you neutral jump lp it's a safe jump against most of the cast (not Ken, Ryu, Akuma, Oni, Cammy, Blanka, or Sagat).
After they block that (they have to) you get to do frame traps with cr.lk, cr.lp, cr.mp, cr.hp, s.mp, cl.hp, and cl.mk. If you time your string right, you'll catch them if they try to throw (or tech your throw). If you do the frame trap sometimes and the throw sometimes, you can get damage.
Guy's overhead is also useful, but it is slow like most overheads. You can kara cancel it into his run slide for the world's most hilarious and unsafe gimmick ever (fake overhead, go low).
Maj's Footsies Handbook - It's like the Bible, but for Street Fighter.
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0 • Off Topic Disagree Agree LikeOr if they are so mindfucked that they will not anti air it.
1 is much more likely to happen than 2.
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0 • Off Topic Disagree Agree LikePractice the above two I just talked about ok. And make sure you have your basic combo down ok.
Footsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
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0 • Off Topic Disagree Agree LikeI already watch that channel all the time xD I love watching videos even though I suck lol. I already broke that jumping habit lol xD getting in is so hard though, I have the combos, but not the fundamentals lol. I've gotten used to spacing a little too lol but evil ryu is kind of hard to hit people unless its another character that needs to close the distance lol
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0 • Off Topic Disagree Agree LikeFootsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
Follow me on Twitter @ugo_2u
Working on a personal Gen guide for mobile (completion 1%)
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0 • Off Topic Disagree Agree LikeAlso, be mindful of how far you are jumping as well, you can Elbow Drop early in the air to gain some ground or jump in a bit further to bait your opponent to DP you, then you can punish. Or you can get your jump to complete the trajectory and go for the throat, but again, it is up to you to decide when that is a good time and when it is not. In some ways, it is playing mind games with your opponent to keep them on their toes. If you play against characters who don't have a good DP and uses a normal to anti-air instead, baiting with the Elbow Drop and using D+HK (slide) is a punish, albeit not as good as getting a full punish but it gives you the opportunity to apply pressure.
This is not to say that Guy only has the air game, he does pretty well on the ground as well, but the above is just some notes to keep in mind for when you are far enough from your opponent (full screen or 3/4 screen) and need to gain ground. Also, Guy has EX Run-Slide to get through fireballs OR if your reaction and execution is fast enough, you can use MP/HP Hozanto to get under fireballs (with some exceptions like Guile, low Tiger Shots, and Juri). Aside from that, if you want to keep pressure after a knockdown, you pretty much need to get his 1f link down (cr. LK, st. MP xx Run Slide) and learn his Run Stop game. Hope some of this helps.
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0 • Off Topic Disagree Agree LikeAlso with my characters cammy/rose I can aa all of guys jump options. Fake jump early elbow, elbow, jump hk, crossups.... Etc.
What of the Quarry ye went to Kill? Brother, He Crops in the Jungle Still.
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0 • Off Topic Disagree Agree LikeSome characters have backdashes that can completely avoid the uppercut. Unless you're Cammy.
Some characters can anti air with the focus attack itself unless they move too far forwards. Also dashing forwards and then uppercutting the other direction is good.
AA with focus is a gimmick. But you really can't take away focus by jumping because they can dash out of it.
Maj's Footsies Handbook - It's like the Bible, but for Street Fighter.
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0 • Off Topic Disagree Agree LikeI think the best way to improve in this game is get a fundamental understanding of all characters, so you can know what your opponent wants to do and counter that.
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0 • Off Topic Disagree Agree LikeIf they have reactions, you need to get their mind to focus on something else to slow down their reaction to jump ins.
If they're not spamming non anti-air moves, you need to do something to get them to start doing non anti-air moves.
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