For other escape options, you can try jumping back (but please don't jump back in the corner unless you know you got the read) or backdashing. Sometimes it's better to take the throw rather than eating a full combo off a divekick. But yet again, that option can get beat by meaty counterhits so be aware. There is another option to avoid pressure, which is plinking crouch strong with throw. But be aware, frametraps can counterhit it and also Cammy can Ex divekick through it as well. If they get up close and apply pressure, you can try pressing crouch fierce and throw simultaneously to prevent another divekick from attacking Guile. The same applies to Ibuki's kunai, but apply FK FADCs unexpectedly. If you can predict the divekick coming on wakeup, continue charging, block it, and apply a flash kick FADC to get them off you. Low forward on wakeup dodges the tatsu and gives Guile a free throw opportunity.Īgainst divekick characters excluding Seth: Divekicks can be blocked on crouch. In this situation, if Ryu goes for a cross up tatsu, most players back up at a distance beforehand. If a shoto like Ryu knocks Guile down, they either go for a safe jump or cross up tatsu. Also, to avoid hard knockdown setups, switch between delayed wakeup and non-delayed wakeup. When he's knocked down in the corner and you notice the fake cross up light kick, block the kick as a cross up then immediately switch block positions to normal.
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