MajesticBlue
Active Member
Ok, as you all know there has been a lot of talk about pseudo force tech and the ground game in general. There is no way to see what everybody has unless we go out looking for it so I will get us started here. I will be honest, I looked into this before. I figured since you can tech after the heavy knock down and having so many i frames on tech it would be useful to get some frame advantage but nothing too big. Also the fact that if you wanted to do something you need to time it really well.
Moves that cause hard knock down:
8KK.
6KP
PP4PK
PP4P2P ???
1PK ???
So where do we go from here? Well, we need to see what we have when they refuse to tech. I only found one reliable option. 7K. This should hit them if the do nothing. Sometimes it will miss depending on how late in the juggle you use your knock down though. It is a recovery issue.
Yay! They didn't tech! Now wat? As you can see they are now on the other side of the screen and you sit at plus 9. You can use this pretty much however you see fit. Essentialy the situation is back to neutral for the most part. You can try and hunt them down with 3F+K or Ongyoin shenanigans or what have you.
Oh noes! I wiffed 7K! Now you done did it! Regardless of when they teched you now sit at massive frame disadvantage. Like 12 frame throw big. In a twisted kind of way this is a good thing. It gives them a reason to tech.
They keep teching my 7K! Help me! So you are getting them to tech huh? Well now you can do whatever the hell you want to them as long as you time and or read them right. You just need to get the feel of how long their i frames last. Some good options are:
SSK. Yeah this sounds really weird. Something about the timing is just right though. This move will beat out 9 frame jabbers or anybody who just trys to mash something out on wake up. If you get the move off you get a free air throw and pretty good damage on counter hit. If they block you are only at -1.
214P. If you time this right this is a pretty good option. Plus if they block it you get advantage.
3F+K. Same as above. Can lead into another knock down mixup.
33P4. Hard to time. You might be able to do crazy Ongyoin stuff with this or 6P+K4. If they continue or wakeup into a block you can use his ongyoin throw.
334T Try and OH them I guess?
I'm sure somebody out there can find some cool stuff if they mess with this. This is all just obvious stuff.
But I'm a SUPER NINJA!
Here is another option you have if they choose not to tech. Ryu, being Ryu, can take advantage of another little oki game I found on accident. Chances are it is dumb. It is fun to do though. Anyways, instead of using 7K tech them you can go for grounded 2P. Hmmm what is soo special about it? It is only 10 damage. The thing is it leaves him crouching. So he has his WS mixups. After you do 1P, If you think they will get up and block you can OH them. If you think they will mash out a wakeup kick go for 9P and hop over them. Mostly it is just something to mess around with.
Anything worth doing in there? I dunno. We have to mess around and find out.
Moves that cause hard knock down:
8KK.
6KP
PP4PK
PP4P2P ???
1PK ???
So where do we go from here? Well, we need to see what we have when they refuse to tech. I only found one reliable option. 7K. This should hit them if the do nothing. Sometimes it will miss depending on how late in the juggle you use your knock down though. It is a recovery issue.
Yay! They didn't tech! Now wat? As you can see they are now on the other side of the screen and you sit at plus 9. You can use this pretty much however you see fit. Essentialy the situation is back to neutral for the most part. You can try and hunt them down with 3F+K or Ongyoin shenanigans or what have you.
Oh noes! I wiffed 7K! Now you done did it! Regardless of when they teched you now sit at massive frame disadvantage. Like 12 frame throw big. In a twisted kind of way this is a good thing. It gives them a reason to tech.
They keep teching my 7K! Help me! So you are getting them to tech huh? Well now you can do whatever the hell you want to them as long as you time and or read them right. You just need to get the feel of how long their i frames last. Some good options are:
SSK. Yeah this sounds really weird. Something about the timing is just right though. This move will beat out 9 frame jabbers or anybody who just trys to mash something out on wake up. If you get the move off you get a free air throw and pretty good damage on counter hit. If they block you are only at -1.
214P. If you time this right this is a pretty good option. Plus if they block it you get advantage.
3F+K. Same as above. Can lead into another knock down mixup.
33P4. Hard to time. You might be able to do crazy Ongyoin stuff with this or 6P+K4. If they continue or wakeup into a block you can use his ongyoin throw.
334T Try and OH them I guess?
I'm sure somebody out there can find some cool stuff if they mess with this. This is all just obvious stuff.
But I'm a SUPER NINJA!
Here is another option you have if they choose not to tech. Ryu, being Ryu, can take advantage of another little oki game I found on accident. Chances are it is dumb. It is fun to do though. Anyways, instead of using 7K tech them you can go for grounded 2P. Hmmm what is soo special about it? It is only 10 damage. The thing is it leaves him crouching. So he has his WS mixups. After you do 1P, If you think they will get up and block you can OH them. If you think they will mash out a wakeup kick go for 9P and hop over them. Mostly it is just something to mess around with.
Anything worth doing in there? I dunno. We have to mess around and find out.