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Ambiguous crossup writeup for Gouki

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  1. Ambiguous Cross Up
  2. Done after BnB combo (Lk tatsu, st.Lp xx Hk tatsu). Works on everyone except Twe
  3. lve where you must excluse the jab.
  4. Opponent must quick stand, can use st.mk or hitconfirm short jab short for hit c
  5. onfirm
  6. SHOTOS:
  7. cross : (walk up a bit) HK Demonflip (empty divekick) for cross up
  8. non cross: (walk up a bit) HK Demonflip mid or late dive kick for non cross
  9. ALEX:
  10. Cross: HK Demonflip late dive kick for cross up
  11. non cross: (short delay) HK Demonflip mid dive kick for non cross up
  12. fake cross up: Immediate HK Demonflip early dive kick walk backwards (towards op
  13. ponent)
  14. CHUN LI:
  15. Cross: (walk until she touches the ground) HK Demonflip late divekick
  16. Non cross: (shorter delay) HK Demonflip mid dive kick
  17. HUGO:
  18. Cross: (short delay) HK Demonflip mid/late divekick
  19. Non crossup: (short delay) HK Demonflip early divekick for non cross up
  20. Fake crossup: (short delay) HK Demonflip early divekick walk backwards
  21. DUDLEY:
  22. Cross: Immediate (buffered during tatsu) HK Demonflip (empty)
  23. Non crossup: Immediate (not Buffered) HK Demonflip mid divekick
  24. ELENA:
  25. Cross: (walk until she touches the ground) HK Demonflip late divekick
  26. Non crossup: Immediate HK demonflip mid dive kick
  27. IBUKI:
  28. Cross: HK Demon flip mid divekick
  29. Non crossup: HK Demonflip late divekick
  30. MAKOTO:
  31. Cross: (walk up a bit) HK Demonflip late divekick
  32. Non crossup: (walk up a bit) HK Demonflip early divekick
  33. NECRO:
  34. Cross: (short delay) HK Demonflip late divekick
  35. Non crossup: (short delay) HK Demonflip early dive kick
  36. Fake crossup: (buffered) HK Demonflip early divekick walk backwards
  37. ORO
  38. Cross: (walk up a bit) HK Demonflip late divekick
  39. Non cross: (walk up a bit) HK Demonflip early divekick
  40. Q:
  41. Cross: Immediate HK Demonflip late or empty divekick
  42. Non cross: HK Demonflip mid divekick
  43. REMY
  44. Cross: (walk up a bit) HK Demonflip mid divekick
  45. Non cross: (walk up a bit) HK Demonflip late divekick
  46. TWELVE - must exclude jab
  47. Cross: immediate HK demonflip late divekick
  48. Non cross: immediate HK demonflip mid-early divekick
  49. Fake cross: (buffered) HK demonflip late-early divekick walk backwards
  50. TWINS (Yun/Yang)
  51. Cross: (walk up a bit) HK Demonflip mid/late divekick
  52. Non cross: (walk up a bit) HK demonflip early divekick
  53. URIEN
  54. Cross: (short delay, walk up a bit) HK demonflip early divekick
  55. Non cross: (short delay, walk up a bit) HK demonflip mid divekick
  56. Cross Unders
  57. LK tatsu, st.LP, dash
  58. Chun-Li, Alex, Urien, Remy, Dudley, Q
  59. LK tatsu, cr.LP, dash
  60. Akuma, Yun, Urien, Remy, Necro, Q, Dudley, Chun-Li, Sean, Makoto, Alex, Twelve,
  61. Ken, Yang
  62. After SA1 Demonflip ambigious mixup
  63. Against Ken,Ryu,Akuma,Urien,Sean:
  64. Land SA1, immediately after that press MP then dash and do a HK empty demon flip
  65. .
  66. Makoto
  67. Order
  68. Chun Li
  69. Yun/Yang
  70. Makoto
  71. Ken/Gouki/Ryu/Sean
  72. Dudley
  73. Chun Li
  74. RH Tatsu (3 hit)
  75. Quick rise midscreen:
  76. - (AMB) Immediate Forward demon flip cancelled as early as possible will cross u
  77. p (if done correctly Chun will be directly under you as she quick rolls causing
  78. her to roll toward where you will land instead of away) follow this up with a UO
  79. H for very easy double cross up. Walk backwards a little initially to fake and l
  80. and in front of her.
  81. Fierce Srk
  82. Quick rise midscreen:
  83. - (AMB) Instant RH demon flip, either cancel it very late or do an empty flip to
  84. cross up. An earlier kick will result in a fake and landing just in front.
  85. Crossup Air Tatsu
  86. Quick rise midscreen:
  87. - (AMB) Crossup air Tatsu, wiff a low jab, then Forward demon flip that's cancel
  88. led immediately into the dive kick will cross up (if done correctly Chun will be
  89. directly under you as she quick rolls causing her to roll toward where you will
  90. land instead of away), then as you recover from the dive kick do an instant UOH
  91. and it will cross up again. Cancel into the flip kick later to fake and land in
  92. front of her.
  93. SA1
  94. Midscreen:
  95. - (AMB) Super jump towards Chun, land and do a Forward demon flip and cancel it
  96. early to get the crossup, later cancellation hits meaty from the front.
  97. VS Yun/Yang
  98. Yangs normal wakeup speed is three frames faster than Yuns altering the timing i
  99. n those situations a little bit.
  100. Close S.Fierce
  101. On standing midscreen:
  102. - (AMB) Cancel the fierce into Forward demonflip and cancel it again pretty earl
  103. y and it will hit as a crossup and even allow you to follow up with C.Shortx2 (a
  104. lthough the timing is pretty tight) because of their small stature. If the kick-
  105. cancel is executed a tad bit earlier it will look like its going to cross up (mi
  106. ght even be hitting as a crossup) but then warp back and land in front and you a
  107. re also able to follow this one up with C.Shortx2.
  108. Close S.Forward or C.Forward
  109. On crouching midscreen:
  110. - (AMB) From close range cancel into Short demonflip and cancel it midway throug
  111. h for a very ambiguous crossup or fake that also hits, allows you to easily comb
  112. o afterwards (from both alternatives). If you cancel the C.Forward from further
  113. away use Forward demonflip for the same effect.
  114. Fierce Srk
  115. Non quick rise midscreen:
  116. - (AMB) Immediate Forward demonflip will cross up, even on empty flip, if you pa
  117. use just a tiny bit before doing it and it will hit meaty from the front.
  118. Strong Srk
  119. Non quick rise midscreen:
  120. - (AMB) If you do a Forward demonflip it will cross up, even on empty flip, wait
  121. a sec or walk back and do the same and it will hit meaty from the front.
  122. RH Tatsu (2 hits)
  123. Quick rise midscreen:
  124. - (XUP) Immediate RH demonflip with an early kick will land you just in front of
  125. him as he completes his quick roll and if you dash forward you can pass through
  126. and get some distance to punish an attempted throw (or whatever).
  127. - (AMB) Walk forward and RH demonflip cancelled early (and with the correct walk
  128. up) will whiff and cross up. A later cancel will hit meaty from the front.
  129. Non-quick rise midscreen:
  130. - (AMB) Whiff a jab (or C.Strong if your imba) and Forward flip will land in fro
  131. nt and whiff but if you do a tiny walkup beforehand it will cross up.
  132. - (XUP) Whiff a S.Strong (for timing) and RH demonflip crosses up.
  133. - Whiff a S.Strong and Forward demonflip cancelled early will whiff in front of
  134. them and cancelled later will hit meaty.
  135. SA1
  136. Midscreen:
  137. - (XUP) Dash twice and immediate RH demon flip and instant kick will cross up bu
  138. t is very obvious and you dont land until he is already standing at a little dis
  139. tance. If you cancel the kick just a little bit later you hit him high up from t
  140. he front, kind of meaty.
  141. Crossup Air Tatsu
  142. Quick rise midscreen:
  143. - (AMB) Crossup air Tatsu (difficult to hit him with it, must be started just ab
  144. ove his head) into immediate Forward demon flip, press kick right away and you w
  145. ill land right on top of Yun as he quick rolls, you can either walk forward to c
  146. ross up or stand still to fake. Any move you just after the flip will be reverse
  147. d so if you do a UOH it will look like a double crossup (and allow you to hide t
  148. hose jabs ).
  149. Non quick rise midscreen:
  150. - (AMB) If you school him enough with the quick rise setup (although how many ti
  151. mes do you really land crossup tatsu on the twins? ) he might stop quick rising.
  152. Then do a short walkup and a slight pause and then Short demon flip. Depending
  153. on the pause/walkup youll either cross up or whiff in front of him.
  154. VS Makoto
  155. RH Tatsu (2 hits)
  156. Quick rise midscreen:
  157. - (XUP) Dash towards and Forward flip if timed right and opponent is crouching (
  158. can block flip kicks both high and low) will hit as a crossup otherwise it will
  159. whiff but still cross up.
  160. - (AMB) Instant RH demon flip cancelled as early as possible will cross up, foll
  161. ow it up with a UOH for an easy double crossup. Cancel into the flip kick a litt
  162. le later to fake and land just in front of her.
  163. VS Ken/Gouki/Ryu/Sean
  164. The timing on Ken is generally a little harder since he wakes up 2 frames faster
  165. then the rest.
  166. Close S.Forward or Far S.Strong
  167. On standing midscreen:
  168. - (XUP) Cancelling close S.Forward to Forward Demonflip or far S.Strong to RH De
  169. monflip hits as a crossup if cancelled early (but not too early). No combobility
  170. afterwards but you land in range for both hits of twd-Strong to hit.
  171. On crouching midscreen:
  172. - (AMB) If your opponent is slow or think a Demonflip punch is not likely and ke
  173. eps crouching can very ambiguously be crossed up and comboed with Short/Forward
  174. Demonflip (for S.Forward/S.Strong resp.). If cancelled midway it can either cros
  175. sup and hit or look like a crossup and hit from the front (even hard to know for
  176. yourself) allowing both close S.Forward and C.Shortx2 to be comboed afterwards
  177. regardless of which alternative you choose (so even if you dont know which side
  178. its going to hit you can still hit-confirm super if youre fast enough).
  179. Towards (or Neutral) Throw:
  180. Non quick rise midscreen:
  181. - (AMB) Early Short Demonflip crosses up and lands you just next to the opponent
  182. but with a certain timing will land you outside throw range but obviously doesn
  183. t looks as ambiguous. A late cancellation gives you a meaty and low enough hit t
  184. o combo into close S.Fierce.
  185. Fierce Srk
  186. Non quick rise - midscreen:
  187. - (AMB) Do a little walk forward and Forward Demonflip early kick so you land on
  188. the other side on the edge of close S.Fierces range (outside most normal throws
  189. ranges) if you do a very late kick it will hit from the front very meaty and ve
  190. ry low.
  191. - Short walkup and Short Demonflip with a late kick whiffs and lands before they
  192. rise letting you block or if you follow it up with whatever can punish an attem
  193. pted parry on the flip kick.
  194. - (XUP) Whiff S.Strong and do a RH Demonflip to land on the other side at max ra
  195. nge of S.Fierce (although if you time it a little wrong will end up a little fur
  196. ther away but still within C.Fierce hit range).
  197. - Whiff S.Strong and do a Forward Demonflip to land meaty non crossup.
  198. Strong Srk
  199. Non quick rise midscreen:
  200. - (XUP) An RH Demonflip will crossup regardless of what you do (early/kick, SLID
  201. E) but will land you a bit too early. Using it to crossup with a cancelled kick
  202. might be usable for something anyway.
  203. - (AMB) Walk up Forward Demonflip is ambiguous and if walk up the correct distan
  204. ce you can choose sides by either doing the kick early (for the non-hitting XUP)
  205. or just a tad later for the meaty fake.
  206. RH Tatsu (2 hits)
  207. Quick rise midscreen:
  208. - (AMB) Dash towards and Forward flip early lands you on the other side but clos
  209. e if you cancel it a little bit later it will hit meaty from the front.
  210. Non quick rise midscreen:
  211. - (AMB) Dash towards, slight pause and early Short flipkick crosses up, a little
  212. later cancellation will hit meaty from the front.
  213. - (AMB) Small pause and walkup then Forward flip will cross up depending on how
  214. far you walk up.
  215. Crossup Air Tatsu
  216. Quick rise midscreen:
  217. - (AMB) After the Tatsu hits, wait a split second (skip this on Ken), then Forwa
  218. rd demon flip that's cancelled immediately into the dive kick (if done correctly
  219. he will be directly under you as he quick rolls causing him to roll toward wher
  220. e you will land instead of away) will crossup and if cancelled to kick later wil
  221. l whiff and land in the front.
  222. After the early crossup you can do an instant UOH which will jump over him as he
  223. 's waking up for another crossup or if you mistimed it at least a meaty UOH.
  224. SA1
  225. Midscreen:
  226. - (XUP) Double dash towards opponent and RH Demonflip crosses up and lands you b
  227. efore they rise.
  228. - Double dash again and Forward Demonflip can if early whiff and land you before
  229. they wakes up or land meaty and low if executed a little later.
  230. VS Dudley
  231. Close S.Forward or Far S.Strong
  232. On standing corner/midscreen:
  233. - (XUP) Cancelling close S.Forward to Forward Demonflip or far S.Strong to RH De
  234. monflip hits as a crossup if cancelled early (but not too early). No combobility
  235. afterwards but you land in range for both hits of twd-Strong to hit. [Strict ti
  236. ming]
  237. Close S.Fierce
  238. On crouching corner/midscreen:
  239. - (AMB) Cancelling to Forward Demon flip will hit crossup if cancelled midway an
  240. d fake on very early cancel, both allow follow-up to close S.Forward or C.Shortx
  241. 2. It is perhaps useable after a J.Forward crossup if you have trained your oppo
  242. nent to block low.
  243. Fierce Srk
  244. Non quick rise - midscreen:
  245. - (XUP) Do RH Demon flip and youll cross up and land just outside throw range.
  246. - Forward Demon flip can be used to fake the cross up.
  247. - (AMB) Super jump and dive kick (D.Forward) early to fake and later to cross up
  248. . The crossup lands you quite far away from him (sometimes outside C.Fierce rang
  249. e even).
  250. RH Tatsu (2 hits)
  251. Quick rise midscreen:
  252. - (AMB) Immediately do a RH Demon flip and hold forward for crossup, standing st
  253. ill gives a fake. [Strict timing]
  254. Crossup Air Tatsu
  255. Quick rise midscreen:
  256. - (AMB) Instantly do a Forward flip and cancel it right away and by walking towa
  257. rds will crossup and standing still will be a very good fake. You can also dash
  258. through and get some distance to the other side (good against those that mash th
  259. row here) though it is pretty hard to time this dash since I seem to constantly
  260. do it just when Dudley is above me resulting in a b, f input. This little quirk
  261. is also interesting since every move you do just as you land will be executed in
  262. the wrong direction. Whiff twd.Strong (executed reverse) to demon for some seri
  263. ous flash .
  264. AMB If it can hit both ways without having to change much i.e. slight timing dif
  265. ference or walkup length. As well as being very difficult to spot if its going t
  266. o cross up or not.
  267. XUP Crossup only. Easier to spot but also easier to do generally.
  268. 2 Hits (RH Tatsu) Is when you do it in a juggle and the last hit of the tatsu hi
  269. ts and launches the opponent high for example after Forward Tatsu.
  270. 3 Hits (RH Tatsu) Usually when you do it on the ground (when you DONT get the la
  271. st hit).
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