What do you punish with?

dhalsim

#1

So, since SF 4 came out and I play against Sagat/Ken/Ryu so many times a day and whenever they whiff a Dragon Punch I always just grab (Unless I have meter). ’

I was just wondering, what do you guys punish with?


#2

b mk > lp flam

B hp x m/exflame

ultra > super =D

ex/normal yoga blast if you want to style it on thier way up ;o


#3

I was looking into the b mk > lp flame but, from what it seems it deals less damage than his grab. Can anyone confirm this?


#4

not to sure check training mode init, you can throw them if u want but i gets its a preference in where you want to control the game, by all means throw them in the corner if your trapped or if you worried u wont link the flame for knock down


#5

Grab gives 120dmg
bmk+flame 150dmg more or less, cant recall it precisely

If u have super and ultra, go for bmk xx flame xx super and then ultra

i usually punish with bmk xx flame


#6

Ahhhhh, so bmk+flame does do more. Thank you.


#7

It’s dependent on the character/situation. If it’s a rushdown or a grappler I’ll throw just to create some space since they can’t quick stand.


#8

Best punish is almost always going to be back fierce xx m/ex flame if you don’t have super or ultra.

Here are some others.

db.fp > mk xx l.flame

And you don’t see this often, but if you’ve got a sure punish and full super I’ll go for:
fierce flame xx super

I do this one because if you’ve got the time to get f.flame out it will do more damage and it’s way way easy to cancel f.flame into super.

Hope that helps.


#9

unfortunately flame connects ONLY if enemy is in the corner.

However the choose depends on which shoryuken is done and consequently how much time you have to perform / get close to opponent on recovery.

This is my idea:

  1. Against lp shoruyken:

A) with no super:

  • grab if you’re enought close (nice for zoning, 120 dmg)
  • b+mk xx lp flame (very fast, 150 dmg)
    B) with super:
  • super (350 dmg)
  • db.hp + super (easy to do, 430 dmg)
  • b+mk xx lp flame xx super (bnb classic, 430 dmg)
  1. Against all other shoryuken:

A) Without bars:

  • the same of previous case
  • b+hp xx mp flame (160 dmg)
  • db.hp, b+hk (190 dmg, huge dmg without bars! No knock out though :sad:)
    B) With at least 1 bar:
  • b+hp xx ex flame (230 dmg, best option without super/ultra…use that ex bar if you have it!)
    C) with super:
  • the same of previous case
    D) with ultra:
    ultra, wait, flame ex (428 dmg)
    ultra, wait mp flame xx super (613 dmg…instead of 578 without flame)

#10

Good stuff. Recently I’ve been doing Jumping HP, B MK, L Flame.


#11

do you mean wait for the ultra to go away?

db.hp, b.hk is also great when you have an ultra out so you can use flames or fires.


#12

I mean you’ve to wait that ultra hits… you cannot do any special move too early, or nothing will happen. Just try in training mode the right timing.

I find an exception right now… when oppenent is jumping and he’s eating ultra, flame/fire/moves will miss :crybaby: The only thing you can do is super, or fire xx super (11 hits).

What do you mean?


#13

wait what, I thought you couldn’t throw fires or flames at all while the ultra is out? that’s what I meant when I said db.hp, b.hk is good when an ultra is out.


#14

Yes, you can combo flame during the last hits of ultra
Otherwise “db.hp, b.hk” after ultra, will work only in the corner.

I’ll show you in this video for clarity:

[media=youtube]ghIjr_RvYfU"[/media]


#15

Gore, thanks for those insights man, good shit.


#16

Thanks for the video Gore!

Good stuff.


#17

ok, so you wait until the ultra is gone.

I didn’t mean to combo db.hp, b.hk when an ultra hits, i meant in situations where you get to punish the opponent while the ultra is out but didn’t hit them.


#18

Wow, you can also do ultra, wait mp blast xx super…
same damage, much more spectacular !


#19

I find doing hp fire xx super after the ultra is a better bet. Damage is above 6 and is a much easier follow-up.


#20

I’m new to these forums and to SF4 so I apologize if this question has already been answered (I searched but didn’t find much).

What do you guys use to punish Ryu’s tatsu? I usually do db+fp but I was wondering if there was anything better. I messed around in training mode but didn’t find anything else that punished tatsus close up.

Also when I punish tatsus with db+fp is it possible to link it into anything to do more damage? I try to connect with a s.fp when Ryu is landing after being hit by db+fp but sometimes I just get jab dp’ed. Maybe I’m timing it wrong.