You like getting stepped on? Poison Setups/Okizeme

Drake AldanDrake Aldan It's a doggy dog world.Joined: Posts: 390
This thread is for documenting and discussing Poison's setups, okizeme, set play, whatever you'd like to call it. Please share any findings you have.
Moving forward... 30 matches at a time.

Comments

  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    edited June 2014
    Here's my initial lab work regarding post-combo/knockdown situations. If you have any comments, observations, or suggestions just let me know.

    ---

    Keep in mind you most likely can’t use AE setups against people who can avoid meaty fireballs. For comparison, characters were tested against back throw, meaty HP AE. (Be aware of the variance between situations and timing; generally, the earlier you can do HP AE, the better. Adjust your play on a matchup-to-matchup, setup-to-setup basis.)

    Instances where you'd be punished for doing this setup are in bold. Instances where you can punish them for trying something are italicized. Some moves are not bolded or italicized at all, meaning that either they just end up escaping the setup, or they may or may not punish you depending on your HP AE timing. Try out things for yourself and draw your own conclusions.

    Abel (EX Change of Direction, EX Wheel Kick, EX Marseilles Roll, HP Super, Ultra 1 Soulless, Ultra 2 Breathless)
    Adon (EX Jaguar Kick, EX Jaguar Tooth, Super, Ultra 1 Jaguar Revolver)
    Akuma (EX Goshoryu, Ashura Senku, Ultra 2 Demon Armageddon)
    Balrog (Boxer) (Any EX dash punch, Buffalo Headbutt, Turn Around Punch, Super, Ultra 1 Violent Buffalo)
    Blanka (Coward Crouch, EX Vertical Roll) Ultra 1 Lightning Cannonball, Ultra 2 Shout of Earth)
    C. Viper (LP Thunder Knuckle, Ultra 1 Burst Time)
    Cammy (EX Spiral Arrow, EX Quick Spin Knuckle, Super, Ultra 1 Gyro Drive Smasher)
    Chun-Li (EX Hazanshu, Super, Ultra 1 Hosenka, Ultra 2 Kikosho)
    Cody (Zonk Knuckle, EX Zonk Knuckle, Super, Ultra 1 Final Destruction, Ultra 2 Last Dread Dust)
    Dan (EX Koryuken, Ultra 1 Shissho Buraiken)
    Decapre (MP Psycho Sting, Super, Ultra 2 DCM [reversal])
    Deejay (EX Double Rolling Sobat, Super, Ultra 1 Sobat Festival)
    Dhalsim (Yoga Teleport, Super, Ultra 1 Yoga Catastrophe)
    Dudley (Ducking, Ultra 1 Rolling Thunder)
    E. Honda (EX Sumo Smash, Super, Ultra 1 Ultimate Killer Head Ram)
    El Fuerte (EX Habanero Dash, EX Quesadilla Bomb [Can EX WoL punish this at this distance?])
    Elena (EX Scratch Wheel, EX Rhino Horn, Super, Ultra 1 Brave Dance)
    Evil Ryu (EX Shoryuken, Ashura Senku, Ultra 2 Messatsu-Goshoryu)
    Fei Long (EX Chickenwing, Super, Ultra 1 Rekkashingeki)
    Gen (MP Super Zan'ei, EX Jyasen, EX Oga)
    Gouken (EX Hyakkishu, MP/EX Kongoshin, Super)
    Guile (EX Flash Kick)
    Guy (EX Bushin Senpukyaku, EX Bushin Flip, EX Run, Ultra 1 Bushin Goraisenpujin)
    Hakan (Oiled EX Oil Rocket, EX Oil Shower, EX Oil Slide, HK Super)
    Hugo (EX Monster Lariat, EX Meat Squasher, Ultra 1 Gigas Breaker)
    Ibuki (EX Neckbreaker, Ultra 2 Hashinsho)
    Juri (EX Senpusha, EX Kasatushi)
    Ken (EX Shoryuken, Ultra 2 Guren Senpukyaku)
    M. Bison (Dictator) (EX Psycho Crusher, EX Double Knee Press, EX Head Press/Devil Reverse, Teleport, Super, Ultra 2 Psycho Punisher [beware of crossup??])
    Makoto (EX Karakusa, HK Ultra 2 Abare Tosanami)
    Oni (EX Goshoryuken, EX Sekisei Jiraiken, EX Rakan Dantojin [watch the crossup], Ultra 1 Meiho Gohado [projectile cancels out], Ultra 2 Tenchi Sokaigen)
    Poison (EX LMT, Backflip, Super [not all hits will connect], Ultra 1 Love Storm [projectile cancels out])
    Rolento (Stinger jump, Mekong Delta Escape, Super, Ultra 2 Take No Prisoners [reversal])
    Rose (EX Soul Spiral, EX Soul Reflect, Super, Ultra 1 Illusion Spark,
    Rufus (EX Messiah Kick, EX Snake Strike, Ultra 1 Space Opera Symphony, Ultra 2 Big Bang Typhoon)
    Ryu (EX Shoryuken, Super [Trade into full damage for Ryu], Ultra 1 Metsu Hadoken)
    Sagat (HP/EX Tiger Uppercut, Ultra 1 Tiger Destruction, Ultra 2 Tiger Cannon)
    Sakura (EX Shouoken, Super, Ultra 1 Haru Ranman, Ultra 2 Shinkuu Hadoken)
    Seth (EX Shoryuken, EX Hyakuretsukyaku, Yoga Teleport, Super, Ultra 1 Tandem Stream, Ultra 2 Tandem Typhoon)
    T. Hawk (EX Condor Spire)
    Vega (EX Rolling Crystal Flash, Backflip, Ultra 1 Bloody High Claw, Ultra 2 Splendid Claw)
    Yang (EX Kaihou, EX Senkyutai, Ultra 1 Raishin Mahhaken, Ultra 2 Tenshin Senkyutai)
    Yun (Ultra 2 Sorai Rengeki)
    Zangief (EX Banishing Flat, Double Lariat [punches], EX Running Bear Grab)

    ---

    After AA cr. HP:
    - xx HP AE (use cr. HP xx HP AE as AA, buffered as one motion). Should hit meaty, preventing jumps. May or may not lose to reversals depending on spacing.
    - LP AE (you don’t have to cancel cr. HP... which is pretty hard to do when twitch AAing...) You recover fast enough to DP a jump-in. They can neutral jump but it just puts you back to neutral game.
    - HK LMT. Loses to reversals, neutral jump, backdash. If you have been using LP AE well, you should beat their block (get in at -1) or focus (armor breaking).
    - HP AE. Should punish their neutral jump. Juggle them or whatever.

    (Apparently the spacing can differ for AA cr. HP; you can end up very close to the opponent if they have a "short jump", e.g. Guile or Makoto, or depending on the distance the opponent jumps in. I'll check this out later.)

    After LMT throw/EX:
    - Backdash, MP AE. Safe, but not much else. If they jump in DP them.
    - Backdash, HK LMT. I’d like to assume that using the above option sets this up.
    - Walk back, HP AE.



    May lose to reversal DP based on your spacing, DWU, etc. Neutral jumps should land right on top of the projectile. Follow up with HK LMT, forward dash cr. MK xx MP WoL or f. MP, LP/EX AE… What else can you think of?

    - Forward dash twice and cl. HP or throw. You could just walk forward too. Standard meaty/throw mixup, nothing special. f. MP/cr. LK is an option too.
    - Whiff immediate cr. LP into meaty j. LK crossup. Safe against Ryu’s reversal DP (but not against autocorrect MP DP). DWU wrecks this, of course. I think it’s best used sparingly.

    After WoL:
    - Backdash, HP AE. Loses to Ryu’s EX DP (only 1 hit), but beats the rest clean. Situation is the same as LMT above. Neutral jump can avoid it. If you anticipate the neutral jump, try a walk-forward DP.
    - Backdash, MP AE. Stops neutral jumps. Loses to some reversals, as HP AE does. You won't get a combo from this at all unless you FADC cr. MK xx MP WoL (you have to commit to this pretty hard).
    - Meaty/throw/f. MP/cr. LK/cr. MK mixup. Eh, I can’t think of anything else.
    - Walk forward, f. MP will corpsehop if you need to escape a corner or something. Immediate backdash after this is relatively safe.
    - Forward dash, back dash, [f. MP, cr. LP xx LP WoL]. (Thanks @Ramma). Loses to reversals. Careful, you can't really mix this with a low due to different timing- so hope that your dashes don't telegraph your intentions...
    - Forward dash, neutral jump HK (Thanks @Wonder_Chef). A safe jump, safe against 4 frame reversals. Watch for DWU.

    After EX WoL, j. HP (hit them on the way up to stay close):
    - Most options lose to reversal.
    - f. MP. Loses to lv. 1 focus, focus backdash (iffy), focus forward dash DP (tight, hard to do).
    - cr. MK. Loses to throw (tight), backdash (seems like just an escape, no punish), trades with 3-frame crouch techs (plink jab tech, etc.). OS into whatever you like (WoL hit confirm, AE, LMT, etc.) or just leave it alone based on how the opponent reacts.
    - cr. LK… is not an option, you’ll probably push yourself out of st. MK range after two lights.
    - Walk-up throw.
    - You may be able to immediately j. LK crossup, but it depends on where you hit your j. HP. I wouldn’t rely on it.

    After sweep:
    - Immediate HP AE (the closer you landed the sweep to tip range, the safer). Not really a setup, you just get to walk behind it and stuff.
    - Forward jump, HK/LK (Thanks @Wonder_Chef). A safe jump, safe against 4 frame reversals. Watch for DWU.

    After focus crumple:
    - Dash in, late cr. HP xx HK LMT (Thanks @Wonder_Chef). Do the cr. HP as late as you can (after their knees hit the ground?) Done properly, LMT should hit meaty- follow with a cl. HP or cl. HK xx WoL or whatever you like. This setup just about doubles your damage (compare [lv. 2 focus, cl. HP xx WoL 268 damage] vs [lv. 2 focus, cr. HP 170 damage + LMT, cl. HP xx WoL 305 damage = 475 damage) but you're gonna lose to reversals and such. Given how slow LMT is, I'd say use it sparingly.

    After forward throw:
    - Whiff st. LP (mash it), HP AE. Might even cover DWU, there is almost no reason not to do this… It's very safe against a lot, if not all projectile invincible reversals, too (Decapre's DCM cannot punish). Follow with HK LMT, forward dash cr. MK, etc., etc.
    - HP AE with early timing, walk forward and throw again (Thanks @Wonder_Chef). This'll only realistically work if you've been manually timing HP AE, instead of whiffing a move first.
    - Immediate st. LK, st. MK, forward jump HK. A safe jump. Safe against 4-frame reversals. Watch for DWU.
    - Immediate MP WoL (x1), neutral jump LK. (Thanks @livecho) A safe jump. Safe, even against 3-frame Shoryuken- but the neutral jump LK is just for looks and can't connect. Use sparingly.
    - Immediate EX AE, forward jump LK. (Thanks @livecho) A safe jump crossup. Safe against 4-frame reversals- but you just burned your valuable meter for it! Use sparingly.
    - Jump forward over their body, then jump back to safety. (Just hold that direction for two jumps, basically.) A way to escape the corner.

    After back throw:
    - Immediate HP AE. Covers DWU. Can be neutral jumped if the HP AE is done too late, but otherwise the situation is the same as forward throw. If you anticipate the neutral jump, just walk forward and st. HK them out of it. (Thanks SWAG KING YOLO)

    After U1:
    - Jump forward, HK. This can’t actually hit, but it’s safe against reversal Shoryuken. One time bait, I suppose.
    - Immediate LP AE. I think you might get this for free.

    After U2:
    - You get nothing. Good day sir

    No, but really, the spacing is awkward, and the opponent wakes up really fast. I would just backdash and play keepaway, or just try to play neutral if I needed to keep attacking.
    Post edited by Drake Aldan on
    Moving forward... 30 matches at a time.
  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    edited June 2014
    In the corner:

    After WoL:
    - Backdash, MP AE. (Thanks @Clamper.) You get a mixup with [f. MP, cr. LP xx LP WoL] or [cr. MK xx MP WoL]. The cr. MK will combo; the f. MP will not (it can, but your timing has to be very tight). Your opponent may or may not be able to reversal through, character specific.

    After EX WoL:
    - late cr. HP xx any LMT (Thanks Jon Slayton). Hits meaty. Will lose to reversals.
    - forward jump cancel, late j. HK, forward dash (crossunder).



    Risky, as crossunders are. You should have enough advantage to beat out 3-frame jabs if timed correctly.

    - Juggle HP WoL into the WoL corner setup above.
    Post edited by Drake Aldan on
    Moving forward... 30 matches at a time.
  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    HOLD
    Moving forward... 30 matches at a time.
  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    HOLD
    Moving forward... 30 matches at a time.
  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    HOLD
    Moving forward... 30 matches at a time.
  • notoriousLEMONnotoriousLEMON Joined: Posts: 69
    After Forward Throw, especially in the corner, wiff standing MP into HP AE/Fireball whatever it is lol. It covers delayed wakeup as well and if they get hit, you can react low forward while walking forward to combo.
    USF4: C. Viper & Poison
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  • ClamperClamper Joined: Posts: 422
    edited June 2014
    Good thread man. I'll leave the video i made to ilustrate a bit of her corner vortex (yes, Poison has a vortex!). I'll make a video with better quality and showing more situations later.

    Poison's okizeme are godlike!



    In the corner the opponent can't neutral jump out of it btw, he'll get hit in the pre-jump frames.
  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    edited June 2014
    Periodically updating second post with characters that can avoid meaty fireballs.

    If anyone would like to assist that'd be great. Try to get the back throw, HP AE timing as tight as you can when testing, as it means the difference between getting punished and blocking.

    If you have formatting suggestions to make it easier to read, let me know.
    Post edited by Drake Aldan on
    Moving forward... 30 matches at a time.
  • therooktherook I Challenge My Fate! Joined: Posts: 3,458
    With backthrow, :hp: Aeolus Edge, against Guy.
    -Ultra 1 with the latest timing on the fireball, the fireball will trade but Guy gets only a single hit with the Ultra.
    -EX Shoulder gets stuffed
    -EX flip works but he can get cr. :hp: for free.
    -EX Bushin Kicks is out of range to punish...and can be punished with stand :mk:
    -EX Run stop gets him out the mix up, the other follow ups are iffy.
    -Backdash will get him out of :hp: fireball, but the other fireballs will catch him, you must delay if you using EX to catch the backdash.
    -Focus to backdash is pretty viable here. Thing is, you can... :hk: LMT to catch his backdash if he does. Depending on how close you are to him when he focuses the fireball, you can break the focus with low :mk: , or even Ultra1.
    -Neutral jump is tricky because you must do it as soon as possible, the fireball with hill him in his initial jump frames and float him in a juggle state. :hk: LMT, :hp: WoL and Ultra 1 will all connect afterwards.

    I thats what I found for that particular setup...against guy.
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  • Arkayne17Arkayne17 Stop it meg. Joined: Posts: 2,857
    edited June 2014
    Honestly all this stuff can go into the Matchup thread in a second post.

    Especially if there are specific setups I had a hold post for all this stuff.

    The more threads the more cluttered the forum gets and hard to find things.
    @ArtofArkayne
    Character Designer / Concepter Artist / Illustrator
  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    @Arkayne17 You're welcome to copy and paste... I made this thread because @therook suggested the info should be easier to find in a separate thread, but if you believe it belongs in the matchup topic feel free to take the info.

    I need to document at the least EX WoL in the corner (and hopefully other corner stuff), along with the rest of the anti-meaty fireball list, and some more AA situations... I'll tag you when I think I'm done updating everything.
    Moving forward... 30 matches at a time.
  • Wonder_ChefWonder_Chef Chomp Chomp Hiss Joined: Posts: 1,651
    I know delayed wakeup is in the game, but if they don't delay wakeup:

    Rekkas > Forward Dash > Neutral Jump lets you do a safe jump HK or LK or whatever.

    Sweep > Forward Jump is also a safe jump. I usually use LK for this, because it crosses up sometimes.

    Both are safe against 4 frame reversals and SUUUUUUPER easy to do. I've gotten tons of mileage out of these.


    After forward throw in the corner you can do a meaty fireball a little bit early so that it whiffs right through their back, then throw them again. It's really deceiving.


    I have tested crossup setups with her Flip Kick and as far as I can see that move can't ever cross up. Even if it hits them in the back you can forward block it.


    Focus Crumple > Delayed cr.HP xx HK Flip Kick will make the Flip Kick really meaty, but I don't really know how that's much better than finishing the combo and ending in another setup...

    Certain moves cancelled into HK Flip Kick will whiff over their head, which has gotten me a few surprise throws. Gimmicky but who knows! I think cl.HK and cl.HP work for this, but I don't remember.


    Mostly gimmicky stuff but the safe jumps are hella solid.
    "Characters like Cammy and Sakura aren't that threatening after knockdown." - Wasted
    "In ST, you can zone for almost an entire minute without the other character ever approaching you." - m2Dave
  • Arkayne17Arkayne17 Stop it meg. Joined: Posts: 2,857
    Ok Awesome, I will.
    @ArtofArkayne
    Character Designer / Concepter Artist / Illustrator
  • VeliusVelius Joined: Posts: 270
    Remember guys if you want to beat delayed wake up if you safe jump, just add cr.lp since its exactly 11 frames.
  • VeliusVelius Joined: Posts: 270
    timing cr.jab isn't that hard if you double tap it early in your dash. I mix up meaty fireball and safe jumps especially if someone is back dashing or has a reversal to escape.

    mostly i do go for meaty fireball though and see how he reacts.
  • RammaRamma Team Blockstring Joined: Posts: 1,516
    WoL x3 > Forward Dash > Back Dash > F+MP (Comboable)
    CFN: RammaCricket
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    USFIV: Cody | Alt: Zangief
  • BlacR3ap3rBlacR3ap3r Get R3ap3d! Joined: Posts: 65
    Also after wol x3 if you backdash and do the meaty hp AE you can forward dash once and be in range for cr.mk or a combo-able f.mp
  • VeliusVelius Joined: Posts: 270
    Credit goes to echo (@livecho) for these setups

    4 frame same jump, semi 3 frame safe jump because the jump in is far enough a shoryuken will whiff.

    forward throw, medium WoL, neutral jump short

    forward throw, ex fireball, jump short is a safe 4 frame cross up that makes 4 frame reversals whiff.

    If you want to find additional setups off of forward throw, he says you have to kill 37 frames for a 4 frame safe jump, and 38 frames for a 5 frame, etc. use this as a frame of reference for making more setups.

  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    edited June 2014
    @Arkayne17 Meaty fireball avoidance data completed in second post.

    (If anyone thinks I've missed something, or has any suggestions, let me know.)

    So, at a glance... with enough advantage, and good spacing, meaty HP AE pressure is very, very safe. Most characters seem to be dead in the water and can only attempt to escape instead of fighting back.


    I thought WoL did not give as much of an advantage for a comboable meaty HP AE, but apparently it does. The spacing seems right too.



    I am thinking that if you get cr. MK blocked after HP AE hits, it must be either wrong backdash timing, wrong HP AE timing, wrong forward dash or wrong cr. MK timing. Any thoughts?

    I think I know for sure that HP AE, f. MP is never a combo.
    Post edited by Drake Aldan on
    Moving forward... 30 matches at a time.
  • ~Mirage~~Mirage~ `Isn't the LEAST bit Machiavellian. Honest. Joined: Posts: 200 ✭✭✭✭✭ OG
    C. Viper (LP Thunder Knuckle, Ultra 1 Burst Time)



    This probably isn't even worth the edit, but for completion's sake, Viper's Ultra 2 could be included as an italicized option as well. Though, if you ever find a Viper using U2 over U1, you could prolly just let them land it on you out of pity.
    Fortune Favors the Bold.
  • Drake AldanDrake Aldan It's a doggy dog world. Joined: Posts: 390
    @~Mirage~ At some point during testing I discovered that if you do HP AE early enough after backthrow, neutral jumping should be impossible; so, I excluded midair ultras such as Viper/Dhalsim/etc. U2.

    The thing is, meaty HP AE's safety can vary wildly, as you have to consider your spacing, and you have to consider how early (or late) you've done it. I was hit today by a Ken mashing Guren Senpukyaku after a WoL, backdash, HP AE; after WoL, HP AE is indeed comboable, but it can be neutral jumped, so in WoL's case, I think the spacing is right for correct comboability, but the advantage is wrong (you don't recover in time to throw HP AE sufficiently meaty enough for safety's sake).

    I think the neutral jump seems to be a good check for safety; if they can neutral jump it might not be too safe, if they can't neutral jump they are gonna have to whip out a 1f punish or something of that nature.

    Anyway, it's just to give people a sense of what they can possibly expect. Your matchup notes are probably going to be different from mine.

    (Thank you for the visual aid as well, it demonstrates the general situation quite nicely. @Arkayne17 I guess it's up to you if you want to put that somewhere?)
    Moving forward... 30 matches at a time.
  • ~Mirage~~Mirage~ `Isn't the LEAST bit Machiavellian. Honest. Joined: Posts: 200 ✭✭✭✭✭ OG
    I see what you mean. I was similarly concerned about how effective the HP AE was as a meaty after backthrow when I realized how much I was able to move as Viper during my tests. Now I'll be using the ability/inability of the opponent to neutral jump after wake-up as a benchmark for what to look for in the future.

    That was helpful.
    Fortune Favors the Bold.
  • .Cobra.Cobra Winds Of Madness Joined: Posts: 2,554
    I made a thread for it but it didn't seem to get much feedback, so i'll post it here instead. My bad, guys!



    I haven't tested all the characters yet, as i can't stop actually playing against people for experience, but I've found setups for 25 characters so far.

    Meterless:
    (C.LPx3, x HK LMT) <- The one in the video.
    Ryu, Ken, Seth, Dan, Bison, DeeJay, Poison, Evil Ryu, Adon

    (Cl.S.LKx2, C.MK x HK LMT)
    Cody

    (Cl.S.LKx2, C.MP x HK LMT)
    Rose

    (Cl.S.LK, C.MP x MK LMT)
    Vega, Fuerte

    (C.LP, CL.S.LK, C.MK x HK LMT)
    Cody, Rolento

    EX:
    (C.LP, Cl.S.MP *first hit* x EX LMT)
    Fei, Gouken, Dudley

    (Cl.S.LK, *slight delay for pushback* C.MK x EX LMT)
    Rufus

    (Cl.S.LK, *Pixel Step Back* Cl.S.MK, EX LMT)
    Juri

    (C.LP, *slight delay for push back* Cl.S.MP *first hit* x EX LMT)
    Guile

    (C.LP, *slight delay for push back* C.MP x EX LMT)
    Oni, Chun, Yun, Yang
    (Can also grab Chun if she low profiles the flip on prediction)

    (Cl.S.LK, C.MP x EX LMT)
    Sim, Sakura, Vega


    Enjoy, have fun, and share. :)

    PGFX Kiu, AKA "Wesker".
  • ID01ID01 Joined: Posts: 571
    Forgot to add. Overhead links into c.lp. Which link into st.mk, which cancel into whatever-you-want. So landing Overhead is pretty damn important.
    PSN: RandomUltra
  • .Cobra.Cobra Winds Of Madness Joined: Posts: 2,554
    edited June 2014
    Not sure if these were already found or not, but:



    All 4 of his Flash Kicks whiff if he tries them. U1 will get a few of the first hits but then you fall out of it.

    UPDATE: This also works on Balrog, too. All Headbutts will whiff allowing you a free punish.



    EX Messiah gets you out and resets the situation to neutral.
    Post edited by .Cobra on

    PGFX Kiu, AKA "Wesker".
  • amrraedamrraed THICC- LI Joined: Posts: 5,029
    edited July 2014
    Another LMT crossup. At almost point blank distance a cr.Lp or st.LP into EX LMT will crossup Sagat and Hugo

    Sorry for the gorilla style on the recording again. I thought that it might work on T.Hawk or Gief but it didn't.
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  • GenistarGenistar Master Drayden Joined: Posts: 5,406
    I do have some cross under things. (Probably up already but I saw this from Melo's play.) *corner only but applicable in a real match.*

    cr.mk x ex rekka x slighty early j.hp (Deals 235 on the first part) then cross under stand hp rekka to get another 236 for a total of 471. The stun is 680 all together. So if your opponent has at least 100 stun or 150 that would mean any combo after this mix up with lead to a dizzy. It only costs 1 meter too.
    USF4:Mains /Rose/Poison/Akuma/Sakura
    SFV AE:/Kolin/Falke/Akuma
    UNIST: /Enkidu/Phonon
    DBFZ: /18/Vegeta/Cell



  • JChoi1994JChoi1994 Joined: Posts: 103


    Some corner setups with fake cross ups.
    PSN: Janus0108
    UMVC3: Nova/Vergil/Strider
  • DeezxnutzzDeezxnutzz Joined: Posts: 22
    Do these HP AE setups deal with backdash or do ya got an option to deal with backdash if ya predict it?
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