AE Matchup Discussion: Evil Ryu, Fei Long, Gen, Gouken, Guile

I want a FT10 like Nishikin vs Mago, just to realize how much this match up sucks.

Fei player in need of Blanka practice, If anyone wants to play

360 GT: Higg1n5
PS3: Higg1n5_

What do people usually go for on Gouken post KD. I like the unblockable vs him but I dislike getting blown up by counter.

I have a friend that ex flips out of a lot of stuff, while I can go in expecting it and deal with it, I wonder if there’s any decent OS to deal with this.

I feel like it’s sort of in my favour, and usually win the match up but I feel like I’m not using my best options.

I mix my empty jump-ins against him with empty jump into throw. But doesn’t EX Tatsu completely beat the unblockable? I don’t remember. I just know that Gouken players avoid my Blanka like the plague though lol. It really is a bad matchup for him.

vs gouken

b.throw chart

late j.mk loses to: ex tatsu, ex counter, hp counter, mp counter
causes late j.mk to whiff: backdash, ex demon flip(do not os, punish on reaction), super, u1
late j.mk beats: f.block, b.block, f.dash, focus dash forwards, focus dash backwards(they both auto correct back into blanka)

early jump mk loses to: ex tatsu, ex counter, hp counter
causes early j.mk to whiff: backdash, ex demon flip, super, u1
early j.mk beats: mp counter, f.block, b.block, f.dash, focus dash forwards

focus dash backwards is now a reliable way out but mk counter is lost

obvious the issues here are counter and ex tatsu. Ex tatsu can be beaten by going for a fake unblockable with b.throw dash, walk a tiny bit/focus dash/hop. This will cause the ex tatsu to whiff, allowing you whatever punish you want. You can combine this with an empty jump to make both ex tatsu and counters whiff, though you become vulnerable to other things like wakeup hitting buttons.

On sweep knockdowns Gouken can’t backdash out of electricity(outside of focus dashing and praying) and it crouches tatsu, this leaves him with counter that loses to cl.mk(which he also can’t backdash out of without getting tagged). He’s in a 50/50 every time you knock him down. Counter only does 150 damage, which is as much as most reversals, so why are you scared of it when it’s super risky for him?

I have an idea that there is a throw tech+cl.mk+evade tatsu option select, but it seems to be hard as I’m trying it in training mode.

Thanks for the info!

I’m not super scared of it I just find it difficult to read. Having the counter and ex tatsu both in the mix is kinda weird to get my head around.

When you say elec crouches tatsu, is this a specific set up for elec vs his wakeup or just dashing in and doing it.

normal meaty elec setups. sweep, dash dash lp/mp elec, etc.

And that goes under tatsu? That’s crazy. :o

Awesome.

I’m so terrible at training mode. I wish I didn’t always have to be told this stuff <_>

the reason you don’t want to dash dash hp elec is that it isn’t actually a meaty. It doesn’t make contact till frame 52, and sweep only knocks down 48 frames, loses to wakeup throw. Mp elec also isn’t technically a meaty, but it beats wakeup throw.

Played two different Guiles yesterday… talked to one of the Guile player he found it a surprise that I actually think this matchup is a bit towards Blanka’s advantage… then i found out the reason is because on Guile’s page they think it’s 6/4 Guile favor… however i feel like the points they were addressing is like any other character forum… it’s more of a guide to…“How to beat a scrub Blanka that only knows how to do ball, have 0 footsie game and can’t adapt”

anyways for this reason i feel like I wanna share what i learn yesterday especially since i remember awhile back i hate fighting this matchup…

the strategy i’ve been using is kinda similar to how i play against Ryu…
so basically your main objective is to be extremely patient and corner him… you do NOT need horizontal ball AT ALL… you might throw out ex horizontal ball once or twice in a match (not round) to remind him you have that tool but chances are you’ll do much better if you try not to use it at all so you don’t have to think of charging… …
So walk forward block… or slide under if i can react fast enough… but blocking is still priority because it takes off bare minimum damage… and stay within slide range so they won’t go nuts with sonic booming you and they aren’t gonna think of going on offense much… keep in mind you got plenty of options against fireball (cc, neutral jump, FA, block, slide, ex ball)

eventually you should put him in the corner or knock him down… that’s when you stay even closer like c.HP range or closer… and play some footsie with walking forward/back then db to block, tiny steps… and watch what he’s doing… c.HK at around c.HP range is ok because if he tries to attack you your c.HK will hit him… and it’s not that easy for him to hit your whiff c.HK unless you’re spamming this strategy…
Basically in the corner…It’ll be tough for guile because whatever he does… there’s a risk to it…

if he’s just waiting up too much you can walk/hop/ s.LP xx hop in for mixup
if he’s trying to counter poke/footsie… well there’s not much to guess if he’s in the corner it’s your advantage
if he sonic booms you… that’s a good option for him but he’s risking of knockdown or get hit back harder, it’s not something he can rely on… if he’s spamming it… he’s gonna get hit much harder
he needs to be psychic or extremely lucky to flash kick you
focus for him is a bad idea because you can hop in then throw.

c.MP seems to knock out all if not most of guile’s jump ins… not too sure about his j.LK but if you corner guile it shouldn’t be hard to AA

-LAU

Yeah if you look around srk the blanka matchup summary is just like this

here is how you punish balls
here is how you punish reversal electricity
here is how you punish rainbow roll
here is how you punish random u1
here is how you punish random slide

and thats the entire “guide” on beating blanka

Just keep in mind that with 3 bars in AE that counter fadc ex tatsu is 350 damage, evens out the risk. With two bars you can usually fadc into st.hk for 260. You can also super cancel counter, not sure if full super will land in this situation but in 2012 it most likely will since super is changing to 3 frame start up. That’s 500 damage.

Veserius you may wan to test this just to figure out risk/reward n these particular situations. If not, I’ll test it this weekend.

lol… so true…

honestly i don’t even know why there are so many threads mentioning ‘reversal electricity’ it pretty much is never part of my strategy… but they mention it soooooo much it nearly makes me feel like there’s some secret to reversal electricity that i don’t know about lol

-LAU

It beats some specific setups. A few akuma vortex options, some setups that make ex upball whiff, etc. But unless you know you are beating a specific setup you should never ever do it.

Maybe, I haven’t done the math, but I know gouken is screwed

thanks for the tip… i’ll pay attention to that… didn’t really think there was actually some real solid strategy behind it…

-LAU

5 frame moves with low profile hurtboxes always have some utility on wakeup

Did it for Blanka, everything above connects except for full super. Will only get 410 total damage if you cancel into super.

Yeah I’m not surprised. Thats why you mixup.

Unless fei has meter to reversal super or ultra, if you meaty slide after an air reset or any knockdown is there anything he can do to punish?

From what I can tell a true last frame meaty he can dp, but if you do it earlier he can’t, but that opens you up to potential cr.jab punish if you were in range.

I’m sure there is a setup that leaves you far enough to dodge flamekicks and not get tagged by normals.

Lemme mess with it a bit.