Well Troy88...I'm glad someone understands lag as well as I do... But a few things..
1. It may be because you joined in February that you haven't seen it much but the 2 or 3 Shinkuu Hadonkens in a row used to be fairly popular. For this reason I'm always on the defensive if someone shots one Shinkuu Hadoken and still has the level to shoot one or two more (which they usually will). Just block until their super meter is gone and they've wasted their meter (there is time to defend from a second if you get hit by the first so their wasting the rest of their meter). And if you're on turbo mode (because normal mode opperates too slowly to pull it off) and fast enough, you can super jump behind your opponent and wait for the next Shinkuu Hadoken.
2. The super hurricane kick doesn't work quite as well as you'd think. Although I saw many people using it in December, barely any use it now. It's by far the easiest super in the game too avoid. If you're standing next to someone who's about to pull it, you can easily duck and block, once you're safely under the super, just punch until he comes out of it (your duck block won't register on their screen, but the duck punches will when they come out of the super). If you're super jumping, you should be at least wise enough to block while you're in the air. When you land next to someone who's doing the super, you'll land harmlessly underneath him, only having to block 1 attack and can go to duck punches from there (just don't hit the hard punch). If you're not too close to someone doing a hurricane kick or the super, then you can jump backwards and use a Hadoken or the super on them.
3. While jumping back while your opponent's in the air and doing a Shinkuu Hadoken can usually catch them off gaurd, it works best if their jumping forward at you with roundhouse kicks. The best strategy for the situation of a super jumping opponent is to run forward when they super jump and fire the Shinkuu Hadoken behind where you used to be. This makes it hard for even people who are ducking in the air to not get nailed because their orientation is off and will try to adjust either while their in the air or on the ground. Needless to say, they will have no chance of hitting you with a roundhouse because they'll be traveling in the wrong direction.
4. Using dragon punches for anti-air defense works fairly well, but try to keep it to the light punches or you expose yourself to attacks with Shinkuu Hadonkens, seeing how you can't block on the way down.
(Edited by 2000warrior at 5:50 pm on May 21, 2002)
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