I have a list of things I always forget to do in matches. I know about it, I just never remember to use it in a match. I’m just going to make a list, hopefully others can list their own as well.
Be specific when you make your list (about what it is) so that perhaps we can share tech amongst ourselves.
1: Use st.cl.HK as antiair more. This is incredibly useful for neutral jumps on your wakeup and even more so for those people who like to jump on you where it is almost an ambiguous cross up. Those times when people do the block string that pushes them out to the perfect jump distance to do either the ambiguous cross up or an actual crossup. This stops that nonsense. I just started using this the other day even though I’ve always known about it (Hence the title, things I wish I did) and it greatly improved my win percentage for the day. Was straight stopping that nonsense, whereas usually you are forced to block or kongo. 4 Frame start up anti air over the top of your head? Yes please!
2: Kongo or palm in hit into super: This is pretty self explanatory. I’m pretty bad at watching my bars. I just always assume I have at least one or I only check for super after backthrow.
3: Tatsu FADC Ultra in combos: This one is pretty easy if you have the execution down. If you do a jump in, cr.hp xx tatsu, you will always be at the right distance for the Ultra FADC.
4: Tatsu as antiair: This kind of goes hand in hand with number 3. If I used it as an antiair more I could FADC ultra more, though truth be told, I tried all last night to specifically do this and everytime I FADCed I would up crossing up the other guy so the Ultra wouldn’t work.
EDIT: Elegant solution to the tatsu too close for FADC Ultra http://www.youtube.com/watch?v=2CFT-YPyzzI&t=0m37s
5: Kongo armor cancel Ultra: I need to work on the execution but I want to try to incorporate this into my game as I feel it has uses in footsies and wake up. Sure, it’s a gamble as using kongo always is but the pro can outweight the con. Much like how Mullah will only use kongo when he has a super stocked…
6: j.mp xx tatsu: I’ll be damned if I can ever remember to tatsu after I j.mp or even rejump with dj.hk
7: This is something I discovered for myself and while it isn’t groundbreaking or anything I think it can be useful. I need to use forward dash mp palm more for people neutral jumping fireballs at the opposite side of the screen. I haven’t tested with everyone, but they land on your already palm which is already in active frames. I’m sure you can get hit out of this, but for the unawares who think they are safe over there, it’s a great way to end a round or match. You hit them just as they are about to touch the ground so they are probably thinking they can just block…
8: Another thing I was testing… I need to find a set up (forward throw or tatsu or palm or something) that puts the opponent on the other side of the screen. From full screen away, if you toss a fireball (and this depends on how early or late they jump) and they forward jump you can dash tatsu with lk, mk, or EX. This is actually the PRIME spot to FADC tatsu and Ultra them as well. I was testing it using Oni vs Gouken on record. Depending on the time of my jump Oni would get tatsu’d FADC Ultraed. The dash allows you time to see if they are forward jumping or not. Just need to find a set up where if they choose to forward jump they have committed themselves to a nut punch.
9: Tick throw: Sounds dumb right? Yeah I know. I don’t tick throw enough. I do it plenty off dive kicks, both command and flip ones, but I almost never st.cl.mp kara throw or c.lp>c.lp kara throw. It really would go a long way into improving my game
10: Speaking of which, baiting crouch techs by doing c.lp>c.lp > Kongo
11: Kongoing FA’s: I jump in on people who are focus attacking and will block. Really everyone should be either EX tatsuing (Ideal) or doing a kongo, cause nothing is so sweet as jumping in with a HK or FP or dive kick and then landing and doing Kongo as your opponent is thrilled about the combo they think they are about to land before getting shrugged off to the other side of the screen.
12: Used demon flips to end block strings: I’m a pretty “safe” player as in that I will go with ending a blockstring with a fireball and almost never jump on a shoto unless it is cross up. I wish I used demon flips more at the end of a block string or in footsies (poke cancel into) to apply more pressure.
13: st.cl.mk xx Gohado > cr.mp xx gohado: Pretty self explanatory. This works midscreen as well as corner for pressure, I just don’t use it at all for some reason.