This is the fundamuntal key of SF5. I've struggled so hard perfecting defense on this game for a long time and I've always wondered why my online opponents were so perfect in defense then this is the answer. Thank you so much man. This is the perfect tool to raise up our mind game.
I am glad I watched this tutorial. I have been struggling with pressure after knockdown. I have been mashing buttons and it doesn't help I find I ham, taking a lot of damage from this due to being on the receiving end of combos and losing to throws.
thanks man for the vid and i wish if u keep posting staff like this here to help the new players who want to get good but dont know where to look for knowledge
Jimmy I am an akuma player and learned a lot tech from you. Thank you very much. I am trying to be a gold player. What I dont like during the matches with Ryu is his combos are not complicated and requires less effort and creates more damage. Just to let you know I dont feel balanced :) Have a great day and keep up the good work man! Greetings from Turkey.
Thanks, bro. With how normal throws work in this game, I was wondering if my only options were to guess throw, or throw out an ex move or something. This will definitely help me out a lot.
don’t randomly throw ex on wakeup ever unless it’s invincible and your opponents defense is sucky but even tho still not worth it honestly..it is a bad habit to fo more seasoned players in bronze or silver block or use throw tech then punish you for throwing out an ex move by blocking or whatever else could cause a whiff and then you get punished and plus its wasted meter id tell u to v shift if u can’t block or throw tech on wakeup just rise and right before they hit v shift and get a chance to get things back going your way… I’m just a gold scrub Oro Main so i could be totally dumb but just trying to help cheers bro and GL in your matches 👍
you have to guess and react as a more simple answer to tour question brother as is the game to take the throw or not to take it that is the question and the community is divided
Been using delay tech sometimes (been told not to as well) for over a year on the game. Block low, look for overheads or throw. Command throws/CA throws- I need to jump though. Don't get the moving back & forth though, since it seems like just low block. Thanks for the vid.
Hey man, new player here who's been watching your tutorials to get better. I used to play SF as a kid (very very young) and wanted to get into it now. The game is pretty hard to learn from a casual perspective so I appreciate these vids as really help set up fundamentals. Quick question tho, can you use this tech in combination with the quick rise wake up option? keep up the good work :D
you're welcome! you can use this tech whenever you're opponent is close to. it's not even limited to the wakeup situation and of course you can use it when quick rising. Part 2 of this tutorial shows advanced usage of this tech to avoid multiple incoming attacks: ua-cam.com/video/-8nPJvup9Iw/v-deo.html&lc=UgzvCt5hc4tYzdafpO54AaABAg
Thanks for the video. I'm actually suffering badly to throws and I really don't know how to deal with them. On paper, I get what this tutorial does, and I can break throws with an acceptable margin of success in practice. But in real life, it's just impossible. For example, I face a Cammy user who'd just thrown me into a corner. If my opponent expects I'll jump, he'll do an anti-air instead..So I stay grounded and block low first. From here, my opponent has a number of options: 1. Throw immediately on wakeup. I have a small chance of breaking the throw, which then results in the following scenarios. 2. Crouching LP/LK (once or twice) > then walk in and throw. If she pokes twice and I tech on the first hit, I eat a crouching LP with an option select ready. I usually get thrown or counter poked if I try to stick out a crouching LP or LK. 3. Crouching LP/LK > walk in, shimmy then Crush Counter combo when I thought I was teching and instead whiff a throw. 4. Same as step 2 but after the shimmy, walk in and throw for real, or repeat step 2. 5. V-Skill (Spin Knuckle)l cross-up, then MP after, or move in and throw. 6. Cross-up jumping HK > throw, or poke first, then throw. Even if I manage to do break the throw attempt with say, Alex, there's nothing to stop Cammy from simply throwing another poke, then walking in again with another throw attempt. And she can just keep alternating between pokes and throw attempts until she succeeds. I typically eat 4-5 throws per round when people realize that's my weakness. Aside from Cammy, the other character that really gives me nightmares when it comes to tick throwing is Akuma. Is there anything I can realistically do about such mix-ups instead of just hoping I get lucky with my blocking and throw breaks? Delayed wakeup means nothing if my opponent is just going to repeatedly tick throw until he succeeds.
I'm going to do an updated tutorial on how to use late crouch tech effectively against tick throws. The idea is to use multiple late crouch tech attempts in succession if (and ONLY if) the opponent is in range for a throw. If you successfully tech a throw then you're back in the neutral, you're obviously at a disadvantage if you're in the corner but it's not a hopeless spot, patience is key. If you're opponent tries to hit buttons to open you up and you block them (because you're using late croch tech) then eventually he'll be too far away to get a throw and you'll get an opportunity to hit a button your own because he has to walk in to apply pressure. Understanding your situation and your opponents habits is really important here. On top of that I do wanna mention that using late crouch tech on high level is considered a big risk, so top players have started to not tech at all simply because you can't afford to get hit but you can afford to take a throw. I highly recommend to properly learn how to use late crouch tech, especially if you're below diamond league. There's probably not a single player on high level that doesn't know how use late crouch tech effectively.
Thanks for replying, appreciate it, You're not the first person to tell me it's better to take a throw than to be goaded into whiffing a tech, and I do keep this in mind. It's just that as you said, dealing with corner pressure on top of worrying about tick throws, and that's something I realize even pros have a hard time dealing with when I watch their replays. As a rookie, it's even harder. On one hand, I am glad to be exposed to high level play despite my obvious lack of skill, but it sure is overwhelming to figure out what are the concrete steps I can take to improve my game.
As I said I'll make a new tutorial about this soon. Using late crouch tech correctly against beginners pretty much makes you invincible btw, if I play against a beginner he has no chance to deal any damage against me in a knockdown situation, even in the corner.
Yo, I'm a Sakura main, glad to know it isn't just me out here. Had the game a week or so, and I'm super bronze. Any tips? Keep in mind I played a lot of II turbo, Alpha, and mostly IV as a Ken/Cammy main
on high level it's a good idea not to panic against command grabs, so this is relevant even against them. if your opponent command grabs you every single time on wakeup then it'll be easy to counter it. the main reason mediocre players lose to grapplers is because they keep jumping on wakeup. besides that, every tech has it's ups and downs and you're surely right to notice that this is certainly a weaker strategy to use against grapplers.
2:05 'I don't actually know what the training dummy is gonna go for after the knockdown situation.' Hi Jimmy! If I may ask, how can you randomize the 2 recordings if you don't know what the dummy would go for?
What is the late jab tech thing I was taught once .I forgot it but you like press jab and then roll your fingers to press light kick. It's like a rolling motion. Where you end up pressing jab and tech.
there's no technique that beats everything, shimmy is the main counter to this and I will do a tutorial in the future talking a bit more in depth about defense and offense. I can't make that video until I have enough tutorials about basic approaches on offense and defense though.
is this applicable on keyboard users? when i tried to do this what i can see on my input is just downback then after that throw lol unlike yours that it says downbackthrow
sounds like you're keyboard doesn't have anti-ghosting. without it you can't press many buttons at the same time which is crucial for fighting games. please try to confirm this and get a new keyboard with anti-ghosting.
this has always worked and I don't think there's anything capcom can do about it. it's considered one of the essential defensive techniques and there are risks using this, so make sure to keep that in mind for high level play.
Is there any way to set your character not to quick ride when you're recording the dummy? I'm trying to record what you have shown here, but my character quick rises immediately after Cammy's sweep as opposed to delayed wake up like you're showing
just set the dummy not to quickrise in the dummy options. when you make a recording with the dummy then your character will use the dummy settings so change them as you need them!
do you mean waking up with CC as akuma? or do you mean defending against akumas CC on wakeup? I'm assuming you mean the latter. if the CC hits as a meaty attack you will block it with the late crouch tech. akuma has to purposely delay the attack which will CC you if you use late crouch tech, but it also makes his offense vulnerable. late crouch tech isn't a perfect defensive answer to everything, such a thing does not exist in a good fighting game. it covers the most obvious offensive options and forces your opponent to go for unsafe offensive in order to beat late crouch tech.
I mean defending against akuma cc, I also try to parry the attack but it does not work sometimes just tired of akuma players doing the same moves. Thank you for the videos they help me beats alot of players, I am trying to master the parry with ryu, you got any input. I have watch all of your parry videos they help out a lot jimmy
you cannot safely do parry on wakeup (or any other move) because it has 3 frames of startup. take a look at my frame data video to get an understanding of why you're at a disadvantage on wakeup.
Jimmy is this technique still working? I'm having troubles finding a common timing for both scenarios (throw/jab). If I train on one them singularly I can figure out the timing, but as soon as I try to defend against both of them (like you showed in the video) it seems they are on two different timings, like against the 3F jab I have to tech way earlier or I get counter hit. Maybe I recorded the dummy in a wrong way? I swear it does what yours does tho :( . Do you have any visual or any kind of tip to figure out the timings of when to tech? Thanks a lot.
hey man, so yes this technique still works and it will probably always work. this tech covers meaty attacks & throw at the same time. so if you didn't record the training dummy to properly do a meaty attack then it won't work. so first make sure that the recording you use for both the jab & throw are both meaty! you can test this by trying to wake up with a 3F frame move and see if you can interrupt the training dummy on both approaches. if you are able to interrupt the training dummy when waking up then you have to redo the recording because you didn't time the attack/throw properly. next you wanna do what I already said in the video: you need to get a feeling for how long to delay the throw for it to still cover both options. after a while you'll get the timing down, so you gotta do it until you consistently beat both attacks and throw approaches of the training dummy. definitely make sure to have 2 identical recordings with only differing attack options and to turn off the option to see which recording is playing. it's very important that you can't tell which attack option is coming otherwise practising this is useless.
If this tech is true, then how come pro players still got hit by throwloops (when they were still in the game)? Shouldn't they have been able to try this tech every time? Or were they simply too afraid of delayed buttons?
pro players utilize this technique, every pro player knows how to use this properly but there are counter measures against it that lead into big damage and this is why on high level players will rarely use this to counter throw attempts as they don't do a lot of damage and put you back to a neutral position. I will do a video on offense really soon that explains all of this in detail.
@@bradfoster5839 I usually hold down back right before I get up, but I don't really get the question. It doesn't really matter when you start blocking as long as you're blocking on the first frame after getting up. In regards to difference in knockdowns: there are knockdowns that can't be quickrised against (usually after a cruch counter sweep) but other than that most knockdowns are similar.
@@mdz_jimmy alright thanks for the fast reply, I've come from fighterz where theres 2 types of knockdowns soft (can change how you wake up) and hard knockdowns(only after a level 3, cant change how you wake up). And was asking if its similar in street fighter or if not how knockdowns work.
This is the fundamuntal key of SF5.
I've struggled so hard perfecting defense on this game for a long time and I've always wondered why my online opponents were so perfect in defense then this is the answer. Thank you so much man. This is the perfect tool to raise up our mind game.
You're almost invincible with this. Until you meet actually good players.
To be fair, using this only works at desperate times in a match lol
Yeah delay meaties of course. But this shit has layers
It all makes sense! I have used this technique often, but I did not know it was a term that was being used! Thanks, jimmY!
Now that I’m subscribed, I’m getting all your old tech videos in my feed that can enhance my gameplay. Wish I knew about this before
Thanks Jimmy, I play pretty casually, so I play maybe 3 hours a week , sometimes more. I'll try this.
Brah, this joint is a life saver I labbed it for a min and got it down pat. Drop some more videos scrubs need tech too lol
I am glad I watched this tutorial. I have been struggling with pressure after knockdown. I have been mashing buttons and it doesn't help I find I ham, taking a lot of damage from this due to being on the receiving end of combos and losing to throws.
you have no idea how much I needed this vid
thank you
Wow. Never knew! Been stuck in silver forever and hit gold in one session off this tutorial. Thanks 🍻
Glad to help! :)
Thanks Jimmy! You're the best!
thanks man for the vid and i wish if u keep posting staff like this here to help the new players who want to get good but dont know where to look for knowledge
I'm gold and didn't know about this lol
Same here. Lol
me 3
Same here. I only found out because my brother suddenly became impossible to throw
Thank goodness i knew something was off in street fighter 5 with the get up thanks you so much
Jimmy I am an akuma player and learned a lot tech from you. Thank you very much. I am trying to be a gold player. What I dont like during the matches with Ryu is his combos are not complicated and requires less effort and creates more damage. Just to let you know I dont feel balanced :) Have a great day and keep up the good work man! Greetings from Turkey.
Thanks Jimmy. I was wondering why I kept getting thrown.
Jimmy my man as always thank you! 👊🏾
thanks bro!
Thanks, bro. With how normal throws work in this game, I was wondering if my only options were to guess throw, or throw out an ex move or something. This will definitely help me out a lot.
don’t randomly throw ex on wakeup ever unless it’s invincible and your opponents defense is sucky but even tho still not worth it honestly..it is a bad habit to fo more seasoned players in bronze or silver block or use throw tech then punish you for throwing out an ex move by blocking or whatever else could cause a whiff and then you get punished and plus its wasted meter id tell u to v shift if u can’t block or throw tech on wakeup just rise and right before they hit v shift and get a chance to get things back going your way… I’m just a gold scrub Oro Main so i could be totally dumb but just trying to help cheers bro and GL in your matches 👍
you have to guess and react as a more simple answer to tour question brother as is the game to take the throw or not to take it that is the question and the community is divided
Just realised this is why you see pro's sometimes attempt a wakeup throw, only to be shimmied and hit. All about the mind games.
Ikea glass on the background!
Damn I never knew about this....gonna practice right away, THANKS.
Thank you very much.
You are welcome! :)
Been using delay tech sometimes (been told not to as well) for over a year on the game.
Block low, look for overheads or throw. Command throws/CA throws- I need to jump though.
Don't get the moving back & forth though, since it seems like just low block. Thanks for the vid.
Very good technic 🙏🏻 will Test it Right away
Hey man, new player here who's been watching your tutorials to get better. I used to play SF as a kid (very very young) and wanted to get into it now. The game is pretty hard to learn from a casual perspective so I appreciate these vids as really help set up fundamentals. Quick question tho, can you use this tech in combination with the quick rise wake up option? keep up the good work :D
you're welcome! you can use this tech whenever you're opponent is close to. it's not even limited to the wakeup situation and of course you can use it when quick rising. Part 2 of this tutorial shows advanced usage of this tech to avoid multiple incoming attacks: ua-cam.com/video/-8nPJvup9Iw/v-deo.html&lc=UgzvCt5hc4tYzdafpO54AaABAg
ThankYou Jimmy.
I will train This
ThankYou
Thanks Jim!
Look whos back o/
I’d like you to tell us exactly why a thing works. It looks like if they throw sooner than you think, youlll get chucked
Thanks for the video. I'm actually suffering badly to throws and I really don't know how to deal with them. On paper, I get what this tutorial does, and I can break throws with an acceptable margin of success in practice.
But in real life, it's just impossible. For example, I face a Cammy user who'd just thrown me into a corner. If my opponent expects I'll jump, he'll do an anti-air instead..So I stay grounded and block low first. From here, my opponent has a number of options:
1. Throw immediately on wakeup. I have a small chance of breaking the throw, which then results in the following scenarios.
2. Crouching LP/LK (once or twice) > then walk in and throw. If she pokes twice and I tech on the first hit, I eat a crouching LP with an option select ready. I usually get thrown or counter poked if I try to stick out a crouching LP or LK.
3. Crouching LP/LK > walk in, shimmy then Crush Counter combo when I thought I was teching and instead whiff a throw.
4. Same as step 2 but after the shimmy, walk in and throw for real, or repeat step 2.
5. V-Skill (Spin Knuckle)l cross-up, then MP after, or move in and throw.
6. Cross-up jumping HK > throw, or poke first, then throw.
Even if I manage to do break the throw attempt with say, Alex, there's nothing to stop Cammy from simply throwing another poke, then walking in again with another throw attempt. And she can just keep alternating between pokes and throw attempts until she succeeds. I typically eat 4-5 throws per round when people realize that's my weakness. Aside from Cammy, the other character that really gives me nightmares when it comes to tick throwing is Akuma.
Is there anything I can realistically do about such mix-ups instead of just hoping I get lucky with my blocking and throw breaks? Delayed wakeup means nothing if my opponent is just going to repeatedly tick throw until he succeeds.
I'm going to do an updated tutorial on how to use late crouch tech effectively against tick throws. The idea is to use multiple late crouch tech attempts in succession if (and ONLY if) the opponent is in range for a throw. If you successfully tech a throw then you're back in the neutral, you're obviously at a disadvantage if you're in the corner but it's not a hopeless spot, patience is key. If you're opponent tries to hit buttons to open you up and you block them (because you're using late croch tech) then eventually he'll be too far away to get a throw and you'll get an opportunity to hit a button your own because he has to walk in to apply pressure.
Understanding your situation and your opponents habits is really important here. On top of that I do wanna mention that using late crouch tech on high level is considered a big risk, so top players have started to not tech at all simply because you can't afford to get hit but you can afford to take a throw. I highly recommend to properly learn how to use late crouch tech, especially if you're below diamond league. There's probably not a single player on high level that doesn't know how use late crouch tech effectively.
Thanks for replying, appreciate it, You're not the first person to tell me it's better to take a throw than to be goaded into whiffing a tech, and I do keep this in mind. It's just that as you said, dealing with corner pressure on top of worrying about tick throws, and that's something I realize even pros have a hard time dealing with when I watch their replays. As a rookie, it's even harder. On one hand, I am glad to be exposed to high level play despite my obvious lack of skill, but it sure is overwhelming to figure out what are the concrete steps I can take to improve my game.
As I said I'll make a new tutorial about this soon. Using late crouch tech correctly against beginners pretty much makes you invincible btw, if I play against a beginner he has no chance to deal any damage against me in a knockdown situation, even in the corner.
Looking forward to it!
welcome back Jimmy!
I played Sakura, and I didn't know this technique until reaching Super Platinum
Yo, I'm a Sakura main, glad to know it isn't just me out here. Had the game a week or so, and I'm super bronze. Any tips? Keep in mind I played a lot of II turbo, Alpha, and mostly IV as a Ken/Cammy main
Hold up a minute, this tech move defends against throws and hits on wake? That's cheap but guess I'm gonna start now too
It’s not cheap at all. If you abuse it you’ll get shimmied. It’s a good option if you don’t really know what your opponent will do on wake up.
Great info mate, thanks!
This tech against Laura, Mika, Gief, Alex, Birdie and Abigail you are dead...
on high level it's a good idea not to panic against command grabs, so this is relevant even against them. if your opponent command grabs you every single time on wakeup then it'll be easy to counter it. the main reason mediocre players lose to grapplers is because they keep jumping on wakeup.
besides that, every tech has it's ups and downs and you're surely right to notice that this is certainly a weaker strategy to use against grapplers.
Thank you
Thx jimmy
2:05 'I don't actually know what the training dummy is gonna go for after the knockdown situation.' Hi Jimmy! If I may ask, how can you randomize the 2 recordings if you don't know what the dummy would go for?
What is the late jab tech thing I was taught once .I forgot it but you like press jab and then roll your fingers to press light kick. It's like a rolling motion. Where you end up pressing jab and tech.
Did you ever figure it out?
Thanks man
I’m gold and didn’t know this lmao
Fuzzzzzzy
I definitely cant get any worse, that's for sure. Lol
@Jimmy is that effective on crash counters?
Or is punishable from them? 🤔
So the only weakness to this is basically shimmys?
And delayed normals, some pros wait a bit after their oponent wakes up to beat this.
IT DOES NOT PROTECT YOU AGAINST SHIMMY. IF YOU DO THIS, SHIMMY WILL WORK ON YOU.
there's no technique that beats everything, shimmy is the main counter to this and I will do a tutorial in the future talking a bit more in depth about defense and offense. I can't make that video until I have enough tutorials about basic approaches on offense and defense though.
Do the Hyakki tech
Option select?
What if they do a meaty throw?
there's a 7 frame tech window on throws in SFV, so even a meaty throw can be teched with this technique.
is this applicable on keyboard users? when i tried to do this what i can see on my input is just downback then after that throw lol unlike yours that it says downbackthrow
sounds like you're keyboard doesn't have anti-ghosting. without it you can't press many buttons at the same time which is crucial for fighting games. please try to confirm this and get a new keyboard with anti-ghosting.
trying to understand, this technique lets me get up and block and tech a throw at the same time?
yes that's what it does. this is probably the best defensive technique you can use until you reach gold-platinum league.
Does this still work in season 3?
this has always worked and I don't think there's anything capcom can do about it. it's considered one of the essential defensive techniques and there are risks using this, so make sure to keep that in mind for high level play.
Is there any way to set your character not to quick ride when you're recording the dummy? I'm trying to record what you have shown here, but my character quick rises immediately after Cammy's sweep as opposed to delayed wake up like you're showing
just set the dummy not to quickrise in the dummy options. when you make a recording with the dummy then your character will use the dummy settings so change them as you need them!
Jimmy what about akuma crush counter on wake up
do you mean waking up with CC as akuma? or do you mean defending against akumas CC on wakeup? I'm assuming you mean the latter. if the CC hits as a meaty attack you will block it with the late crouch tech. akuma has to purposely delay the attack which will CC you if you use late crouch tech, but it also makes his offense vulnerable.
late crouch tech isn't a perfect defensive answer to everything, such a thing does not exist in a good fighting game. it covers the most obvious offensive options and forces your opponent to go for unsafe offensive in order to beat late crouch tech.
I mean defending against akuma cc, I also try to parry the attack but it does not work sometimes just tired of akuma players doing the same moves. Thank you for the videos they help me beats alot of players, I am trying to master the parry with ryu, you got any input. I have watch all of your parry videos they help out a lot jimmy
you cannot safely do parry on wakeup (or any other move) because it has 3 frames of startup. take a look at my frame data video to get an understanding of why you're at a disadvantage on wakeup.
Ok jimmy I will go watch it right now
Keidrick Harrell Pls, all Ryu players do is spam his target combo, dash throw, and run away hado all day.
Jimmy is this technique still working? I'm having troubles finding a common timing for both scenarios (throw/jab). If I train on one them singularly I can figure out the timing, but as soon as I try to defend against both of them (like you showed in the video) it seems they are on two different timings, like against the 3F jab I have to tech way earlier or I get counter hit. Maybe I recorded the dummy in a wrong way? I swear it does what yours does tho :( . Do you have any visual or any kind of tip to figure out the timings of when to tech? Thanks a lot.
hey man, so yes this technique still works and it will probably always work. this tech covers meaty attacks & throw at the same time. so if you didn't record the training dummy to properly do a meaty attack then it won't work. so first make sure that the recording you use for both the jab & throw are both meaty! you can test this by trying to wake up with a 3F frame move and see if you can interrupt the training dummy on both approaches. if you are able to interrupt the training dummy when waking up then you have to redo the recording because you didn't time the attack/throw properly.
next you wanna do what I already said in the video: you need to get a feeling for how long to delay the throw for it to still cover both options. after a while you'll get the timing down, so you gotta do it until you consistently beat both attacks and throw approaches of the training dummy.
definitely make sure to have 2 identical recordings with only differing attack options and to turn off the option to see which recording is playing. it's very important that you can't tell which attack option is coming otherwise practising this is useless.
MDZ jimmY I see! I didn’t think they had to be meaty attacks, thx again keep up the great work ;)
Does this work against overhead attacks?
no because you're holding down-back for this. overhead attacks can be blocked on reaction if you're expecting them.
Hi Jimmy,
Bronze player here. Is it possible to your your hands? because when you say delay i'm not sure on how time are you talking about.
Nvm, i just heard the buttons when you pressed the throw. thanks! :)
Will you do mvci tutorial?
depends on how much I'm gonna play the game I guess
does this still work
Yes
If this tech is true, then how come pro players still got hit by throwloops (when they were still in the game)? Shouldn't they have been able to try this tech every time? Or were they simply too afraid of delayed buttons?
pro players utilize this technique, every pro player knows how to use this properly but there are counter measures against it that lead into big damage and this is why on high level players will rarely use this to counter throw attempts as they don't do a lot of damage and put you back to a neutral position. I will do a video on offense really soon that explains all of this in detail.
Nain venado >:v
My friend use this and I shimmy him into death
shimmy is the best counter to late crouch tech, so now your friend needs to adapt ;)
ISDD dislikes this
Does this still work? And how do you test it
yes this still works. set up the dummy the same way I did in the video to practice it.
@@mdz_jimmy do you hold down+back as soon as you been knocked down?
Also are all knockdowns the same ?
@@bradfoster5839 I usually hold down back right before I get up, but I don't really get the question. It doesn't really matter when you start blocking as long as you're blocking on the first frame after getting up. In regards to difference in knockdowns: there are knockdowns that can't be quickrised against (usually after a cruch counter sweep) but other than that most knockdowns are similar.
@@mdz_jimmy alright thanks for the fast reply, I've come from fighterz where theres 2 types of knockdowns soft (can change how you wake up) and hard knockdowns(only after a level 3, cant change how you wake up). And was asking if its similar in street fighter or if not how knockdowns work.
For the life of me i cant understand what the fuck is goin gon...i should just stop playing fighting games,and accept im a FUCKING SCRUB