And, I suppose, this applies to any character with a decently good crossup (roll or jump-in or dash) and one of those weird SNK-type throws (e.g., Yama’s Bomb Bopper, Vice’s Drag throw).
I have a hard time executing a Scum Gale when I’m crossing up the opponent w/ Iori’s roll. Crossup B+short is easier but I usually wait until I land and then input the commands really quickly, so there’s a lag between landing and throwing. Non-crossup roll into scum gale is easy for me. I almost never land (much less execute) a scum gale after a crossup roll.
Part of the reason is that I’m still a bit iffy on when the engine determines that I have switched sides in terms of inputting my commands. Case in point: Parrying while airborne is always tapping forward. BUT, one time, there was this Vega who jumped in on my Todo with a steep, ambiguous crossup roundhouse. I begin my input for his Super counter, but he crosses my centerline just as I hit Down on the joystick. I complete the original super motion and the super flashes, but I get his Lvl 3 wave instead (which luckily catches Vega and kills him off. Yow. Lucky bastard I am.)
So my question is, when do I start the scum gale motion on a crossup roll? Do I wait to input the commands as quickly as possible as soon as I cross over on the other side? Or will I have to do some fancy-ass timing, like:
[rolling from the 1P side] 6, 3, 2, [crosses up here], 3, 6, 4 + Punch?
- Mr. Sparkle
crosses fingers, hoping Buktooth sees this thread
… Hmm… thinks maybe I should post this in the general strategy forum since it would help with Vice and Yama too…