…huh?
The fierce DP does so much damage if it hits twice I always try to go for it.
Low fierce is nice against hurricane kicks and early crossups.
I always thought low strong was the easiest hurricane counter, I’ll try fierce though!
Try it against shotos jumping in or ANYONE jumping in with a late attack. That little twirl hawk does like must make him like invincible or something or the hitbox on his foot must be ginormous cause it works AWESOME. Ive hit it so many times accidentally and it always stuffs. its awesome.
Really? I’ll try that next time I hop online. I normally just try and DP jump-ins, or go for throw.
I got hit out of my low fierce by a hurricane kick. =(
What’s a good strategy against Honda? I can’t beat decent Hondas for the life of me, and it’s getting really annoying. I can jab his headbutts and super headbutt, but that’s pretty much all I can do, since for whatever reason, his Ochio seems to always connect before my Hammer.
I use low strong when they are off to the side and low fierce if they are passing directly over my head. Although against Ryu I stick to low strong because trading is more costly.
Go into training mode and try close stand rh, it does have nice hitbox. It’s also pretty fast, if someone whiffs a jab dragon in front of you it has a good mix of damage and speed.
Again Honda, I’ve been playing a lot of Honda matches recently. Here is my strategy:
Sit there and low jab.
At some point they will do one of a few things:
1: headbutt or hands, jab will beat both of these.
2. Walk forward to try to do the long range tripping rh. (Towards + rh?) In this case I usually jump in.
3. They jump, I try to DP.
It’s hard to get throws on Honda, I find the best way is after a jumping jab from far away. Sometimes I can get a crossup splash, stand forward, 360 (attacks can land or be blocked) but crossing up Honda is really difficult.
I suggest you go into training mode and practice against Honda, he’s more difficult to throw than other characters because attacks push you farther out. Tick patterns that work on other characters don’t work on him. You have to learn the precise patterns that leave you out of range for his throw but in range for yours.
Getting 360s on him is a huge pain in the ass.
No doubt a deep DP is definitely you’re best anti air option. However, close st.rh and close st.mp are like amazing panic buttons for anti air. its really weird.
against a good honda
spam cr.jab till he loses his charge and starts walking forward to st.rh you, then hawk dive for chip damage. jump back and repeat.
marg beat me to it
Yeah that works well vs Honda and Blanka.
Cant let this topic fall of the front page
fun fact - you can 360 anything but a perfectly spaced low rush punch / high rush punch from rog as you’re waking up. its AWESOME. you know those overly aggressive rogs that LOVE to do meaty low rushes or high rushes or any kick rush? yeah, wake up 360 kills those and makes people furious.
sure some people already knew that and that smart rogs will just be safe jumping on you on your wake up (IF they even wanna get close) but average rogs / people who dont know how to fight hawk will be trying that shit all day.
also st.strong > rog
seriously
Yeah I love 360ing meaty rushes lol.
What I just realized today and I dont know if it applies in ST (im assuming it does but ive NEVER noticed it before) is that jump jab whiffs against crouching bison. Regardless whether he hits forward or not. always always always always use jump down strong (that elbow normal, its fucking sick, stays out forever, just is lacking the insane hit box that jab has) and then go into a tick string. Someone probably posted this before but I just realized it tonight playing against jiggly’s bison (hah the one time he played hawk, i picked honda :[ i figured he was picking rog or dic again i felt bad, i didnt even have to think against him, and his hawk is really really buff).
raging - is your friends list full on XBL? i keep forgetting to add you (mainly cause i forget the #'s at the end of ur GT) but next time im on (later tonight or tomorrow afternoon after 2 ET) ill add you for sure
God knows how many times I have been drilled by a combo/throw because I hit jab against Cammy or Dic and they crouched
Nah it aint, I wont be on my xbox til my TE arrives. Im on psn currently :(. Pad is too horrid on xbox, I have a shitty Hori on ps3.
Soon as I saw that Honda I was Like “Mother…”.
But yeah, I’m surprised my Bison gave your Hawk that much trouble.
Crouching blanka misses also iirc. I know if Blanka mashes electricity after a hk throw and you do the follow up j.lp, you land in electricity lol.
I know someone mentioned Claw in here earlier, but a good way to deal with crouching Claws is to Hawk Dive them if you know they don’t use Flip Kicks. If they try abusing Wall Dives, a jumping jab will snuff it, no matter what they try and to.
My favorite trick against Claws is to knock them down, walk near them and jump straight up. Almost every time, they whiff a Flip Kick, and I get to RH grab–> Hammer.
Run away/turtle bison sucks for me. Dont really know what to do against him. 50/50 bisons are easy, offensive bisons are REALLY easy but a bison who does nothing but jump mp if you jump, and psycho crushers / devils reverse / stomp / keepaway is really tough. mp beats everything in the air (im pretty sure) and pyscho crushers can be used to get out of trouble. devils reverse is hard to DP (because of the randomness of the move) and stomp trades in his favor
edit: turtle claw sucks. really gotta use your normals. low forward, st.forward [underrated normal right there], st.rh and cr.strong are pretty essential. st.strong not so much cause vega really only pokes when hes crouching. psychic dp’s are your friend. look for patterns (something even great vegas do ie. blocked ball then cr lp or mp or jump short, cr.forward, cr.strong cr.strong, catch onto these and dp in between them) and when you knock vega down, cross him up. member a smart vega wont even bother trying to kick flip reverse but rather KKK Flip or PPP flip which is much easier. vegas wall dive game is nullified by jump back jab or jump straight up / back fierce. the off the wall move with punch is trouble because a. its lightning fast, b. safe against hawk, c. jump back jab doesnt beat it. if a vega sees you cleanly beating them when they try for a dive(kick one), they will switch it up and consistently use the P one until you’re afraid of that and then they switch to the K one. luckily, you can react really REALLY late to the kick one and still win. just block the P one, dont even bother trying to psychic dp it, its not really worth it.
you ** need ** patience against turtle vegas.
Yeah I have some trouble against them too.
c.fp vs bisons follow up of headstomp, this works vs vega wall dives also. Truthfully I dont have problems vs Bison really, just vega. Crouching bastard. I cant figure what to do, c.mp is just to good in that match. If I walk up to 360, c.mp. I try to poke, c.mp. I try to do anything air related, flipkicks x2. What a bitch.
Lol. While watching it, I was rooting for you Gridman to shut him up. Dam, no 360. Imagine if the guile player was better :(. Dam hard matchup that only gets harder in SFHD remix