Well, why not
Ironically, I played AQH who is a great 3s player from Holland who came to London recently, and he managed to work his way through quite a lot of my tricks including the cr.lk kara demon setup - all because he read my tips on the forums :wtf: Which is kinda what I wanted in the first place - forced me to play in ways that he might not have read on the forums :lol: Anyways, its not good to keep tips to yourself so here they are :tup:
I’ll describe situations where a super would really help, and a follow up of what I would do if I wanted to keep the super, or just didn’t have one.
Anti-air SA1. This is one of the best anti-airs in the game. You should know why :arazz: Things you can try instead that work ok, but obviously not as well:
If they’re going to land right next to you, go for a forward option parry straight into a FIERCE dragon. Next time the same situation happens, go for a jab or Fierce and CONFIRM it into a mk or lk hurricane if they parry. You get the idea so post more mixups if you can think of some.
If they’re landing ‘on top’ of you i.e. they might cross you but you can decide to walk back or forward a bit to determine that. Actually you wouldn’t go for SA1 in this situation anyways :xeye: Either do the walkback and then the tricks mentioned above, or walk under and attack if they don’t have a crossup attack that can get you at that position or get ready to block.
If they’re landing out of throw range, but perfect for a classic jumping HK, sweep combo, try anti-airing with a far version of mp, which you can cancel into other things. DONT do HK since thats just one parry and can easily be punished. Don’t try HP unless you’re sure you’ll get the close version.
SHORT SHORT SUPER
This is a follow on from simple pressure tactics, but a very sure and safe way of hit confirming a super with no damage reduction.
If you want to keep the super, change this chain to cr.short and cr.jab as it will keep you closer to the opponent. At this distance, far version of mp should hit your opponent. Only very small characters wont get hit. Anyways, mess around with cancelling the mp into demon flips (perfect range for the grab as well) or hurricanes etc
Once you’ve conditioned them with all this, start putting in kara throws.
Sometimes a walk back Fierce at max range can catch them out too.
If you can do the short jab very close to the opponent, you can actually cancel into mk hurricane on certain characters. A very nice thing to be able to do :bgrin:
st.mk confirmed SA1
Use something like Akuma’s target combo instead which you can confirm if you’re quick enough.
If you’re REALLY quick, close HP into hurricane :devil:
Hmm, this one is hard. This almost works as an ‘air brake’ for akuma when you feel like ‘FUCK DO NOT LAND INTO THAT’ in situations like when you might get done by Remy’s SA1 or SA2, Akuma’s SA1, or just someone who is very good at anti-airing you.
There is no substitute here unfortunately. You can try a normal air fireball which changes your descent angle, but you’re still gonna land :sad:
try short,jab,short demon flip grab
short,jab,short standing fierce
cr.mk HK hurricane
red fireball sa1 chip damage
Depends how much energy they have. If the red fireball on its own will do enough chip, throw it out and let them start to parry. Hopefully your follow up mixup will kill them.
If the red fireball doesn’t do enough, try a straight jump air fireball from sweep distance, then dash in fierce srk.
cr.mp for building meter.
Remember the demon setups when you finally get the two bars