crouching medium punch can be parried high or low, as opposed to standing medium punch which must be parried high.
If Blanka is mashing on his elec after whiffing, you get a free dp+HP.
Although this probably doesn't even apply here because command grabs are different than regular grabs, know that Buktooth is really awesome at grabbing wake-up RC elec with his Iori command grab (which is even slower than Kyo's kick throw) in case you're still worried about throw speed.
Whenever I block RC elec, I either...
1. Continue blocking and look to see if Blanka does anything other than d.HK
2. dp+LP against Blanka's limb when he tries to follow up . (won't work if he linked his d.HK within three frame window)
I never try to jump away or let go of my low block, and I certainly never try to hit Blanka with a d.MP after blocking HP elec though. Am I even in range for d.MP after blocking anyway?
I bet you could do max range d.MP xx up kicks on Blanka mashing elec too since there's an invincible hitbox at the tip of Kyo's first. I didn't test it, but I have a feeling the MK upkicks won't reach though...
You can do the same thing with K-groove JD by tapping d/b for a split second as you get up, immediately hit d.LP afterwards to do option select JD RC elec/throw counter.
walking out of close s.HK range to get far s.HK is of course great since it will beat almost all of his normals.
c.MP can be good against c.HP if you time it well. whiffing c.MPs at his max c.HP range is good, buffer qcf+HP and if it counterhits you can connect a HP rekka chain.
Of the two options you mentioned you do blocking elec. You could keep blocking, which seems like the end result would be block electricity and d.HK (in that 3 frame window) or a nicely timed reversal dp+Lp which can get stuffed by that very same d.HK?
You're right though, get the other guy to blockin and eating counter-hits he'd be susceptible to a kickthrow here and there. The windows of opportunity here in those instances are very small anyway, fast paced. To mash on RC electricity in these instances mustn't be so easy as some said because even mashing it takes precision right?
Actually I didn't know it was +10, alls I knew was if whiffed Electricity was certainly punishable thanks to some framedata I read on here somewheres. Actually I think that was one of your posts. Like 13 frames recovery or somesuch.
Sounds like a lot of options are removed if Blanka's on the offensive with that shit. You mentioned far s.HK xx cloud super, (I remember that the tip of his foot is invincible right?) could you retaliate with that after blocking the whole string?
So no, you don't have any guaranteed retaliations after Blanka does that HP elec (blocked), d.HK string on you.
Blanka's RC hop move sucks and only scrubs do that, so I don't know why you're theory fightering about that move.
Why are you guys even responding to year old epsilon posts if you're just going to make some "blah, blah, blah" comments (literally)?
Legendary Gokou wrote:
Honestly speaking, I wouldn't use the move on anyone other than Sagat and maybe Geese. You want to space the move out so that the first one whiffs, second doesn't.
I don't know if it makes a serious difference or not (since the frame data isn't listed), but are you sure Buk said the qcf+MK, MK move and not the qcf+LK, LK version?
My friend Ness does this guard pattern/trap on me whenever I have Geese or Sagat and it's really, really annoying.
I don't think Kyo can do anything after JDing HP electricity either, at least not that I know of.
But yeah, usually go for a throw attempt after JDing Blanka's HP electricity. Either that or keep inputting JDs to hope that Blanka is mashing on sweep (which I CAN punish with d.MP xx combo at such close range).
I actually feel that P-Kyo is the best Kyo to use now, especially against Blanka.
P-Kyo gets GUARANTEED far s.HK xx super everytime after parrying a Blanka d.HK. He also gets a guaranteed free dp+HP after JDing two hits of the RC electricity.
To be honest, I don't even use my supers that often with K-Kyo anyway.
What you're looking to do is to make Blanka impatient and try to get in with a RC command hop. COMBO HIS ASS once you see him do it.
-Mexican Kyo special
Have training mode? Good. Go, go, go!
I just wouldn't answer them if they were bothering me. The discussion (without random swears and people I've never met in my life calling me a "http://dontevenreply.com" is nice actually.
My friend Juan (VDO) is in Alabama until December 31 for his work.
My friend taught me something which I thought was pretty cool today. To counter Blanka using RC electricity as he gets up...
-walk back out of range, d.MP xx combo the recovery of Blanka's RC electricity
Even if Blanka continues mashing, the tip of Kyo's d.MP is invincible and will counter hit the mashing Blanka clean.
I find this MUCH easier than trying to time a kick throw (which also works) as Blanka gets up all the time. After landing a punch chain combo (and assuming you used the whiff hcb+LK to chase after the body), Kyo is left in just as powerful wakeup game situation as he is after landing a kick throw also.
kcxj, post: 523503 wrote:
My friend Ness does this guard pattern/trap on me whenever I have Geese or Sagat and it's really, really annoying. I don't know exactly what he presses, but I'm in the corner and he does like d.LK, d.MP xx qcf+LK, LK, far s.MP xx qcf+MK, MK, walk forward and do something into the qcf+K, K moves again.
Mickey D', post: 523456 wrote:
Kyo vs Blanka
I find that fighting Blanka can be extremely difficult. I find it very hard to get in on Blanka mainly because of his reach. It's very hard for my Kyo to create situations where I can capitalize. Whenever Kyo tries to get in on Blanka, Blanka rebuttles with a nasty c.hp
You guys got any tips for me cuz I'm stuck when it comes to a nicely played Blanka.
Random things I have figured out:
- After a blocked blanka ball, do: qcf mp, qcf mp, k. This is (from what I've experimented on) the only way that Kyo can hurt Blanka over a blocked blanka ball.
- Kyo's down forward+kick doesn't seems quite reliable on getting in on Blanka when he's just sitting their for time to run out.
Sonickun, post: 523515 wrote:
kyo's :bdp: lk or mk works on blanka becuase the blanka user is usually charging blanka for a blankball or air ball, after da knockdown move in for a low jumping mix up game..but he'd had to a very slow player not see da mk one coming
epsilon_, post: 523517 wrote:
kyo vs chun li?
tough match for kyo imo.
he cant stop j.lk crossup without super super early s.mk at some ranges.
he gets sbk trapped
c.lp counter hit/throw games generally annoy him. 2 frame c.jab means you have to time your counter hit setups perfectly.
her walk speed is extremely fast.
kyo j.lk is good against her sometimes... idk this matchup is pretty hard, she is difficult to anti air, and her up close game is faster than yours.
k groove btw, p groove is much much easier in this matchup because option select down parry makes her truly not mash on c.jab.
HeaTBlazn, post: 523528 wrote:
actually it does connect.
I started practicing it in training mode.
a little tougher to combo but alot mroe rewarding.