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- Ambiguous Cross Up
- Done after BnB combo (Lk tatsu, st.Lp xx Hk tatsu). Works on everyone except Twe
- lve where you must excluse the jab.
- Opponent must quick stand, can use st.mk or hitconfirm short jab short for hit c
- onfirm
- SHOTOS:
- cross : (walk up a bit) HK Demonflip (empty divekick) for cross up
- non cross: (walk up a bit) HK Demonflip mid or late dive kick for non cross
- ALEX:
- Cross: HK Demonflip late dive kick for cross up
- non cross: (short delay) HK Demonflip mid dive kick for non cross up
- fake cross up: Immediate HK Demonflip early dive kick walk backwards (towards op
- ponent)
- CHUN LI:
- Cross: (walk until she touches the ground) HK Demonflip late divekick
- Non cross: (shorter delay) HK Demonflip mid dive kick
- HUGO:
- Cross: (short delay) HK Demonflip mid/late divekick
- Non crossup: (short delay) HK Demonflip early divekick for non cross up
- Fake crossup: (short delay) HK Demonflip early divekick walk backwards
- DUDLEY:
- Cross: Immediate (buffered during tatsu) HK Demonflip (empty)
- Non crossup: Immediate (not Buffered) HK Demonflip mid divekick
- ELENA:
- Cross: (walk until she touches the ground) HK Demonflip late divekick
- Non crossup: Immediate HK demonflip mid dive kick
- IBUKI:
- Cross: HK Demon flip mid divekick
- Non crossup: HK Demonflip late divekick
- MAKOTO:
- Cross: (walk up a bit) HK Demonflip late divekick
- Non crossup: (walk up a bit) HK Demonflip early divekick
- NECRO:
- Cross: (short delay) HK Demonflip late divekick
- Non crossup: (short delay) HK Demonflip early dive kick
- Fake crossup: (buffered) HK Demonflip early divekick walk backwards
- ORO
- Cross: (walk up a bit) HK Demonflip late divekick
- Non cross: (walk up a bit) HK Demonflip early divekick
- Q:
- Cross: Immediate HK Demonflip late or empty divekick
- Non cross: HK Demonflip mid divekick
- REMY
- Cross: (walk up a bit) HK Demonflip mid divekick
- Non cross: (walk up a bit) HK Demonflip late divekick
- TWELVE - must exclude jab
- Cross: immediate HK demonflip late divekick
- Non cross: immediate HK demonflip mid-early divekick
- Fake cross: (buffered) HK demonflip late-early divekick walk backwards
- TWINS (Yun/Yang)
- Cross: (walk up a bit) HK Demonflip mid/late divekick
- Non cross: (walk up a bit) HK demonflip early divekick
- URIEN
- Cross: (short delay, walk up a bit) HK demonflip early divekick
- Non cross: (short delay, walk up a bit) HK demonflip mid divekick
- Cross Unders
- LK tatsu, st.LP, dash
- Chun-Li, Alex, Urien, Remy, Dudley, Q
- LK tatsu, cr.LP, dash
- Akuma, Yun, Urien, Remy, Necro, Q, Dudley, Chun-Li, Sean, Makoto, Alex, Twelve,
- Ken, Yang
- After SA1 Demonflip ambigious mixup
- Against Ken,Ryu,Akuma,Urien,Sean:
- Land SA1, immediately after that press MP then dash and do a HK empty demon flip
- .
- Makoto
- Order
- Chun Li
- Yun/Yang
- Makoto
- Ken/Gouki/Ryu/Sean
- Dudley
- Chun Li
- RH Tatsu (3 hit)
- Quick rise midscreen:
- - (AMB) Immediate Forward demon flip cancelled as early as possible will cross u
- p (if done correctly Chun will be directly under you as she quick rolls causing
- her to roll toward where you will land instead of away) follow this up with a UO
- H for very easy double cross up. Walk backwards a little initially to fake and l
- and in front of her.
- Fierce Srk
- Quick rise midscreen:
- - (AMB) Instant RH demon flip, either cancel it very late or do an empty flip to
- cross up. An earlier kick will result in a fake and landing just in front.
- Crossup Air Tatsu
- Quick rise midscreen:
- - (AMB) Crossup air Tatsu, wiff a low jab, then Forward demon flip that's cancel
- led immediately into the dive kick will cross up (if done correctly Chun will be
- directly under you as she quick rolls causing her to roll toward where you will
- land instead of away), then as you recover from the dive kick do an instant UOH
- and it will cross up again. Cancel into the flip kick later to fake and land in
- front of her.
- SA1
- Midscreen:
- - (AMB) Super jump towards Chun, land and do a Forward demon flip and cancel it
- early to get the crossup, later cancellation hits meaty from the front.
- VS Yun/Yang
- Yangs normal wakeup speed is three frames faster than Yuns altering the timing i
- n those situations a little bit.
- Close S.Fierce
- On standing midscreen:
- - (AMB) Cancel the fierce into Forward demonflip and cancel it again pretty earl
- y and it will hit as a crossup and even allow you to follow up with C.Shortx2 (a
- lthough the timing is pretty tight) because of their small stature. If the kick-
- cancel is executed a tad bit earlier it will look like its going to cross up (mi
- ght even be hitting as a crossup) but then warp back and land in front and you a
- re also able to follow this one up with C.Shortx2.
- Close S.Forward or C.Forward
- On crouching midscreen:
- - (AMB) From close range cancel into Short demonflip and cancel it midway throug
- h for a very ambiguous crossup or fake that also hits, allows you to easily comb
- o afterwards (from both alternatives). If you cancel the C.Forward from further
- away use Forward demonflip for the same effect.
- Fierce Srk
- Non quick rise midscreen:
- - (AMB) Immediate Forward demonflip will cross up, even on empty flip, if you pa
- use just a tiny bit before doing it and it will hit meaty from the front.
- Strong Srk
- Non quick rise midscreen:
- - (AMB) If you do a Forward demonflip it will cross up, even on empty flip, wait
- a sec or walk back and do the same and it will hit meaty from the front.
- RH Tatsu (2 hits)
- Quick rise midscreen:
- - (XUP) Immediate RH demonflip with an early kick will land you just in front of
- him as he completes his quick roll and if you dash forward you can pass through
- and get some distance to punish an attempted throw (or whatever).
- - (AMB) Walk forward and RH demonflip cancelled early (and with the correct walk
- up) will whiff and cross up. A later cancel will hit meaty from the front.
- Non-quick rise midscreen:
- - (AMB) Whiff a jab (or C.Strong if your imba) and Forward flip will land in fro
- nt and whiff but if you do a tiny walkup beforehand it will cross up.
- - (XUP) Whiff a S.Strong (for timing) and RH demonflip crosses up.
- - Whiff a S.Strong and Forward demonflip cancelled early will whiff in front of
- them and cancelled later will hit meaty.
- SA1
- Midscreen:
- - (XUP) Dash twice and immediate RH demon flip and instant kick will cross up bu
- t is very obvious and you dont land until he is already standing at a little dis
- tance. If you cancel the kick just a little bit later you hit him high up from t
- he front, kind of meaty.
- Crossup Air Tatsu
- Quick rise midscreen:
- - (AMB) Crossup air Tatsu (difficult to hit him with it, must be started just ab
- ove his head) into immediate Forward demon flip, press kick right away and you w
- ill land right on top of Yun as he quick rolls, you can either walk forward to c
- ross up or stand still to fake. Any move you just after the flip will be reverse
- d so if you do a UOH it will look like a double crossup (and allow you to hide t
- hose jabs ).
- Non quick rise midscreen:
- - (AMB) If you school him enough with the quick rise setup (although how many ti
- mes do you really land crossup tatsu on the twins? ) he might stop quick rising.
- Then do a short walkup and a slight pause and then Short demon flip. Depending
- on the pause/walkup youll either cross up or whiff in front of him.
- VS Makoto
- RH Tatsu (2 hits)
- Quick rise midscreen:
- - (XUP) Dash towards and Forward flip if timed right and opponent is crouching (
- can block flip kicks both high and low) will hit as a crossup otherwise it will
- whiff but still cross up.
- - (AMB) Instant RH demon flip cancelled as early as possible will cross up, foll
- ow it up with a UOH for an easy double crossup. Cancel into the flip kick a litt
- le later to fake and land just in front of her.
- VS Ken/Gouki/Ryu/Sean
- The timing on Ken is generally a little harder since he wakes up 2 frames faster
- then the rest.
- Close S.Forward or Far S.Strong
- On standing midscreen:
- - (XUP) Cancelling close S.Forward to Forward Demonflip or far S.Strong to RH De
- monflip hits as a crossup if cancelled early (but not too early). No combobility
- afterwards but you land in range for both hits of twd-Strong to hit.
- On crouching midscreen:
- - (AMB) If your opponent is slow or think a Demonflip punch is not likely and ke
- eps crouching can very ambiguously be crossed up and comboed with Short/Forward
- Demonflip (for S.Forward/S.Strong resp.). If cancelled midway it can either cros
- sup and hit or look like a crossup and hit from the front (even hard to know for
- yourself) allowing both close S.Forward and C.Shortx2 to be comboed afterwards
- regardless of which alternative you choose (so even if you dont know which side
- its going to hit you can still hit-confirm super if youre fast enough).
- Towards (or Neutral) Throw:
- Non quick rise midscreen:
- - (AMB) Early Short Demonflip crosses up and lands you just next to the opponent
- but with a certain timing will land you outside throw range but obviously doesn
- t looks as ambiguous. A late cancellation gives you a meaty and low enough hit t
- o combo into close S.Fierce.
- Fierce Srk
- Non quick rise - midscreen:
- - (AMB) Do a little walk forward and Forward Demonflip early kick so you land on
- the other side on the edge of close S.Fierces range (outside most normal throws
- ranges) if you do a very late kick it will hit from the front very meaty and ve
- ry low.
- - Short walkup and Short Demonflip with a late kick whiffs and lands before they
- rise letting you block or if you follow it up with whatever can punish an attem
- pted parry on the flip kick.
- - (XUP) Whiff S.Strong and do a RH Demonflip to land on the other side at max ra
- nge of S.Fierce (although if you time it a little wrong will end up a little fur
- ther away but still within C.Fierce hit range).
- - Whiff S.Strong and do a Forward Demonflip to land meaty non crossup.
- Strong Srk
- Non quick rise midscreen:
- - (XUP) An RH Demonflip will crossup regardless of what you do (early/kick, SLID
- E) but will land you a bit too early. Using it to crossup with a cancelled kick
- might be usable for something anyway.
- - (AMB) Walk up Forward Demonflip is ambiguous and if walk up the correct distan
- ce you can choose sides by either doing the kick early (for the non-hitting XUP)
- or just a tad later for the meaty fake.
- RH Tatsu (2 hits)
- Quick rise midscreen:
- - (AMB) Dash towards and Forward flip early lands you on the other side but clos
- e if you cancel it a little bit later it will hit meaty from the front.
- Non quick rise midscreen:
- - (AMB) Dash towards, slight pause and early Short flipkick crosses up, a little
- later cancellation will hit meaty from the front.
- - (AMB) Small pause and walkup then Forward flip will cross up depending on how
- far you walk up.
- Crossup Air Tatsu
- Quick rise midscreen:
- - (AMB) After the Tatsu hits, wait a split second (skip this on Ken), then Forwa
- rd demon flip that's cancelled immediately into the dive kick (if done correctly
- he will be directly under you as he quick rolls causing him to roll toward wher
- e you will land instead of away) will crossup and if cancelled to kick later wil
- l whiff and land in the front.
- After the early crossup you can do an instant UOH which will jump over him as he
- 's waking up for another crossup or if you mistimed it at least a meaty UOH.
- SA1
- Midscreen:
- - (XUP) Double dash towards opponent and RH Demonflip crosses up and lands you b
- efore they rise.
- - Double dash again and Forward Demonflip can if early whiff and land you before
- they wakes up or land meaty and low if executed a little later.
- VS Dudley
- Close S.Forward or Far S.Strong
- On standing corner/midscreen:
- - (XUP) Cancelling close S.Forward to Forward Demonflip or far S.Strong to RH De
- monflip hits as a crossup if cancelled early (but not too early). No combobility
- afterwards but you land in range for both hits of twd-Strong to hit. [Strict ti
- ming]
- Close S.Fierce
- On crouching corner/midscreen:
- - (AMB) Cancelling to Forward Demon flip will hit crossup if cancelled midway an
- d fake on very early cancel, both allow follow-up to close S.Forward or C.Shortx
- 2. It is perhaps useable after a J.Forward crossup if you have trained your oppo
- nent to block low.
- Fierce Srk
- Non quick rise - midscreen:
- - (XUP) Do RH Demon flip and youll cross up and land just outside throw range.
- - Forward Demon flip can be used to fake the cross up.
- - (AMB) Super jump and dive kick (D.Forward) early to fake and later to cross up
- . The crossup lands you quite far away from him (sometimes outside C.Fierce rang
- e even).
- RH Tatsu (2 hits)
- Quick rise midscreen:
- - (AMB) Immediately do a RH Demon flip and hold forward for crossup, standing st
- ill gives a fake. [Strict timing]
- Crossup Air Tatsu
- Quick rise midscreen:
- - (AMB) Instantly do a Forward flip and cancel it right away and by walking towa
- rds will crossup and standing still will be a very good fake. You can also dash
- through and get some distance to the other side (good against those that mash th
- row here) though it is pretty hard to time this dash since I seem to constantly
- do it just when Dudley is above me resulting in a b, f input. This little quirk
- is also interesting since every move you do just as you land will be executed in
- the wrong direction. Whiff twd.Strong (executed reverse) to demon for some seri
- ous flash .
- AMB If it can hit both ways without having to change much i.e. slight timing dif
- ference or walkup length. As well as being very difficult to spot if its going t
- o cross up or not.
- XUP Crossup only. Easier to spot but also easier to do generally.
- 2 Hits (RH Tatsu) Is when you do it in a juggle and the last hit of the tatsu hi
- ts and launches the opponent high for example after Forward Tatsu.
- 3 Hits (RH Tatsu) Usually when you do it on the ground (when you DONT get the la
- st hit).
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