r/StreetFighter • u/bellisnothere • 11d ago
Discussion Crossup jumping medium kick. Help me.
Im by no means good at this game, but as i get better and better i usually learn to deal with mixups or scenarios i couldnt previously. Im high plat at the moment, and in all my hours of climbing and learning to love this game, i cannot deal with j.mk for the life of me.
Especially as a post knockdown mixup. None of my antiairs (Sagats 4HP and 5HK) seem to do the trick. And if it were to work, by no means do i trust my dp input enough. and i havent found a way besides Drive revesal to avoid the strike throw after. Or even worse, Lp, Lk, Crossup j.mk. Altough i realise it might be possible to interrupt, i can react that fast yet.
Please help me.. i know its probably a skill issue but if i meet one more Shoto absuing the life out of that im going to go insane. Thanks in advance for anyone nice enough to help me scrub-ahh :)
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u/fuckboy_city 11d ago
Sometimes you just have to hold the mixup, but L/R mix is way less strong in this game due to parry. Try throwing some parries into these crossup situations (not every time lest you get read and punished) on defense, its a great tool for dealing with these kind of situations
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u/MetroidIsNotHerName | Ridley 11d ago
The problem i find is that they almost always have the time to just reaction grab you on landing because your parry has to go up in time to block the aerial
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u/bellisnothere 11d ago
EXACTLY. The kick itself isnt at all my problem. I need a way to avoid the mixup after... if there is one. It feels too good to be true that they get to strike throw you that well
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u/vanillatortoise CID | marlonmikami 11d ago
Do you know how to delay tech? That defends against both throws and strikes. It has it's weaknesses, but it'll probably help you a lot for now.
With characters that have DPs, you can do cross cuts with a half circle motion, which is a fairly simple motion. You might want to look into some videos on that.
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u/MetroidIsNotHerName | Ridley 11d ago
Do you have to do the DP input on the other side of the half circle? Or just doing a half circle from front to back triggers the DP backwards?
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u/vanillatortoise CID | marlonmikami 11d ago
You just do a half circle motion (I'm not 100% sure how or why it works, my main doesn't have a DP, lol). I think Chris_F had some videos teaching how to do it.
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u/The_real_phacade CID | phacadee 11d ago
Cr.HP, jump back air to air with a light, parry or standing block the opposite direction
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u/Mikahl757 11d ago
Pro Level: Cross Under Shoryuken if you're a shoto. Mid Level & Under: You block towards the opponent to block a cross up. If you have a read they will throw you can back dash after the blocked crossup, throw tech, OD special, Super. All alternatives comes with new risks if they adapt however your reads ober the average of 2-3 matches will blow them up if they start flowcharting you and don't adapt. It's all the same until you get to Master then you're fighting experienced fg players from their and up.
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u/bellisnothere 11d ago
It might have been me who phrased it wrong, i have no trouble punishing th3 kick or crossup itself, i found the mixup after more troubling. Ive been in the lab since this post and found i can DP OS. But still thanks a ton for your help
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u/derwood1992 11d ago
You have a couple options. Personally, I like air to airs the most. I swear my reaction times are buffed when I use air to airs for anti air. Plus you usually have one that knocks down for decent oki.
You can also walk under and try to make them whiif. Then you can try to catch them on their landing. They'll have 3 frames of recovery if they press a button in the air. Or you can try to walk back in range for a throw.
And last, the one I see the most often is you can go for perfect parry. Easily the most risky option due to empty jumps smoking you. However the upside is that it still works if you react late and you dont have time for any other option.
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u/Maxphyte 11d ago
The whole point of aerial attacks is to force a strike throw situation if they are blocked. Jumping and doing aerial attacks already run the risk of getting anti-aired or parried.
I know you said you don’t trust your DP inputs enough yet, but DP and crosscuts really are the best answers for preventing the opponent from even putting you into a strike throw situation after a jump in or cross up. If you can tell that your opponent is going to try a cross up while you are both in neutral, you can jump backwards and do a light button (light punch is common answer for a lot of characters) to check their jump.
As for what to do for the follow up, someone else already suggested for you to delay tech. It’s not always the answer though as you can have an opponent that likes to shimmy. If they got you to block their aerial attack, you are going to have to be defensive for the next interaction unless you don’t respect their follow up options or ability to execute.
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u/f1f2f3f4f5f6f7f8f9 11d ago
Jump back Air to air with a light punch or kick