Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Typically option selecting and crouching and pressing lp > lp+lk is a good option because it will interrupt a throw or break a throw if your timing is wrong, but if they meaty you you'll eat it.
Delaying the lp+lk and blocking is the overall safest option.
So it is more complex than a rock paper scissors like
block > light hit > grab > block
because it depends on the timing of execution and the frame data. The first striking with active frames wins, is that it ?
I have happened to fight a Manon player who would use a special grab each time I wake up, and I couldn't avoid it, even knowing it was coming. Maybe I wasn't fast enough doing light attacks. Is jumping a safe option in this situation ?
80% of the cast has a throw loop in the corner, meaning when they throw you, they can dash up or whiff a button before throwing you, so that the throw hits you meaty, meaning if you press a button you get thrown regardless. Of course you can jump out of that because a jump immediately becomes throw invincible even if you haven`t left the ground. Most people who try to meaty throw you are ready for that with an uppercut though and you`re back in the same situation.
If you try to tech the throw they may also feint the throw loop and move out of throw range before you wake up and then whiff punish your throw attempt which you could beat with a crouching medium kick, but that`s risky too.
Being in the corner is a bad situation and the only way to escape involves taking a risk.
If they are just standing on you, they will either jab to counterattack you or your jump, or they will throw/command throw. It's basically a 50-50 where you can throw their jab or jump and risk getting jab comboed. Throw will beat jab for some reason in this game, so wake up throw is good sometimes.
Advanced players will walk forward, walk back, then walk forward and combo or throw you. This is called a shimmy, it counters you walking up with an attack or throw-tech.
If they're using normal throws, you can still jump, but if they did it so that it hits you exactly when you get up, they'll recover in time to beat your jump attack.
You can break a normal throw but you cannot break a command throw.
Mashing on wake up should beat throws, if your button is fast enough, as you have some throw invincibility when you get up (I don't know how much). If they don't throw you but strike instead, you will eat that strike as a counter hit.
So it's a guessing game on what they're doing.
Reversal moves like OD Shoryuken or supers with invincibility like Luke's Eraser will beat out all attacks, but lose to blocking.
Lower level players usually can’t properly place their attacks/throws on your wake-up and tend to get a counter hit by your fast jab. Jump on Oki means you are getting hit by even loosely placed attacks, don’t do it.