[quote name='kainzero']going from HD remix back to GGPO is super hard. shoryuken timing is tight again, have to do 360s again... damn. got raped yesterday. i felt like an open book, 'cause i hate when hondas beast on my ken, i feel like crap since that's supposed to be hugely skewed in favor of ken. also i kept getting thrown first. i don't know why. chun is ridiculous like that, and damn her girly hit boxes.
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as for the tick throws with t.hawk that people are talking about, yea it's hard to get out of. after a crouching jab all you can hope for is to do a reversal with some sort of invincibility which i think all characters have (DPs, command throws, jab torpedo, buffalo headbutt, flip kicks, upkicks, blanka ball, devil's reverse, flashkick, thrust kick, flamekicks, teleport).
the mixup happens on when he does the 360. how many crouching jabs, 0, 1, or 2? and that messes up your reversal timing. or if you're like me, you can't do reversals consistently anyway.
it's more of a problem with the 360 characters because they have ridiculous throw range and can do it after a potential 3 jabs. i think honda only gets one jab after his splash or butt slam.
balrog, sim, and ken's are different in that you have to worry about the other options instead of just the throw. balrog has the walk under, combo mixup as well as whiffed kick rush / headbutt. sim, i think, has a headbutt or repeat noogie mixup, and ken has walk unders, crossups, and j.jab xx hurricane mixups.[/quote]
Is it possible to do an SRK motion for each jab?
btw, for charge chars, what do I do if i block the jump in, how do I get out of the ground mixup. The down charge would be lost right? They have the advantage in throwing, right?
Or should I just never let that happen and anti-air before the jump in?