Parallax Scroll said:
Oh yeah, what's:
- splash
- short jump
- a good way to learn throw range
?
Thanks
Splash = jumping down + fierce
short jump = up then upforward
http://www.youtube.com/watch?v=-6OhtwgWp3s
throw range = just learn the max distance your jab SPD will grab.
You can walk forward and grab someone unexpectedly or when they're just sitting there, blocking; especially in the corner since they don't want to jump out because of s.rh, s.lp, lariat.
Also punish moves that leave some space after blocking. ie: some of Balrog's dash punches (even if you got hit), tiger knees, Abel's flying kick thing, etc.
Also remember, if you're using lariat as an anti-air, do a crouch lariat and always the punch one. The kick one is for punishing someones ground pokes ie: Blanka c.hp, Sim's s.hp, Rufus c.hp
Punch lariat will go through Ryu, Sim and Honda's ultra.
Mixing up lariats are a great way to bait out Honda headbutts, Blanka horizontal balls and Balrog dash punches.
edit - Don't jump in all the time, it's a bad habit
lariats won't beat everything. Neutral jump rh for Chun, hp for Honda, mk for ryu, Sagat's stupid j.mp. If you do your lariat at the last second, you might luck out and trade with some of them. So instead of lariats, you can do c.mp as well.
If you're both in the air, you can do mp because of the angle his attack moves.