Slayer KFK, post: 2502033 wrote:
Arcade stick execution trouble.
RagingStormX, post: 2502031 wrote:
Ill post a list of who can be meatied with a cross up d+fp after a RH throw. RH throw, hold uf, meaty cross up spalsh, s.mk xx dp ownz.
MURPHAGATOR!, post: 2502036 wrote:
This got me curious, so I decided to try it out myself. As far as I can tell, you can only do that to shotos and blanka, and sort of sim. Shotos get crossed up every time, but blanka is a bit odd. Against him, it seems like if you are doing the throw when you are on your starting side, you can get the splash to cross up if you do it early, and to not cross up by doing it later in the jump, but if you are doing the throw when on the opponents side, you can NEVER get it to cross up.
I have to test this particular oddity against more characters, but as of right now it looks like just blanka for side specific crossups.
In addition, against Blanka and Sim, you can walk forward just a hair before jumping to make the splash (always) cross up and still be pretty meaty.
Edit: Misunderstood what was happening at first.
Edit again: More stuff.
Ryu1999, post: 2502037 wrote:
I tend to do j. mk more than d+fierce after RH throw
RagingStormX, post: 2502046 wrote:
You are just mistiming it if they are mashing out, reversing it isnt impossible. Alos they are jumping b4 you reversal, they cant actually jump out of the grab its instant, and yes you will still get a reversal message. Also take into account you are online. Ive had minimal problems ticking.
lseelba, post: 2502047 wrote:
I think T Hawk is not worth learning online. The timing on his tick throw is so precise that if you learn it online then play offline you are going to be screwed.
gridman, post: 2502048 wrote:
Also the timing for the fierce 360 is WAYYYYYYYYYYYYYYYYYYYYYYYYYYYYY different than the jab 360. They arent jumping before i reversal. Theyre jumping from a cr.jab.
gridman, post: 2502051 wrote:
I know they arent suppose to be jumpable. What im trying to say is that the timing for a tick has changed. Hp version you have to like legit wait a whole second then do it.
Spirited_Away, post: 2502052 wrote:
Today I was watching some Mikado streamed matches, man there was one T.Hawk that was very good with the Typhoon and super, he was always doing it at Max range (neutral S.jab hit distance).
Rikidozan, post: 2502055 wrote:
I'm pretty convinced the N.Hawk you're referring to is Inomata, this guy can walk-in 360 like Mayakon. He is insanely aggressive and pretty much the most innovative and different N.Hawk right now.
Komoda vs. Inomata is a very entertaining match, a must watch.
RagingStormX, post: 2502053 wrote:
I just just realized my comment hold no wieght, I don't play Hawk in vanilla ST, so I wouldn't noticed a difference, I just know the only time they jump out is if I mess up and get a fp or something. Stupid ass pad.
gridman, post: 2502062 wrote:
id just like to say ragingstormx that in the corner, you cant just keep doing meaty cl.mk its really important to mix up ticks and be able to safe jump against every character (besides like akuma and i dont think you can against blanka since upball or whatever hits on first frame).
also dont bother using cr.fp against vegas wall dives. easiest thing to do is just jump back jab.
jump fp is such an awesome jump in. its even better goin air to air against some characters who can jump higher than you (like chun and vega). because you cant really see it unless you hit with it, but there is a huge hitbox above his head and it stuffs so much shit.