This can be my problem at times too, especially if i give up a round I feel i should of won. I would also like to hear this answered
I’m going to sweep in and give my 2 cents.
This happens against any good zoner.
You’ll notice that in a much larger scale when facing guile, because even if you guess right on the Sonic Boom, he’ll have recovered by the time you’re landing on him (and cr.fierce your psycho balls).
Just remember these simple rules, since they apply to zoning characters with decent anti-airs VERY well:
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[]Stop jumping forward. Don’t bait srks. Don’t bait anything. Just stop, and block his hadoukens.
[]Walk forward. Dic is tied for the fastest walking speed in the game. Getting pushed back by hadoukens doesn’t do shit.
[]When you get at sweep distance, you only have to worry about one thing: s.hk vs s.mk. S.hk beats their jumping startup (so does s.mk, but s.hk is more forgiving on your reflexes), and s.mk beats their ground pokes.
[]Do not attempt to focus dash hadoukens unless you’re just outside of c.mk range. Don’t do it further than that, and not any close.
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[]Further: He’ll have recovered from his hadouken, and can punish your dash in.
[]Closer: He’ll c.mk the focus if you mistime it, and you’ll eat an hadouken/super. If your timing is on point, you can focus dash in, and throw him, or start a combo with c.lk.
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I prefer not to, because really good ryus will throw a hadouken and fadc it when they’re upclose, raping any attempt at focus dashing.
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[*]ST style. EX Headstomp from fullscreen. You have to use your psycho powers to use this exactly when the hadouken comes out. Otherwise, you’ll get srk’d into ultra.
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Dic is about pressure. Walk forward > block. Learn to do this consistently.
The best way to practise is to do some matchs without using any specials. Just normals. Helps a ton.
Kim, do you perceive any differences between Vanilla and Super Bison, especially with regards to his normals? Some people feel there might have been hitbox changes, so I was wondering what your opinion was.
Yes also interested in your opinion on this.
Hi Kim1234,
I have a question in regards to the match up vs Balrog. Personally I find this match really boring, and a hard turtle fest, but I feel that Balrog is able to approach much easier than Bison is with the help of TAP.
I was wondering what do you do to deal with TAP? I know that random st.Mks can stop it but other than that I find it’s a free way for Balrog to put pressure on from 3/4 or mid screen.
You can react to TAP with s.RH, you just have to watch Rog’s model for the turn.
Abel can only get in in several ways
- dash into forward+forward kick OR jump OR dash OR roll
- random roll towards you
- jump in from far away
Since as you know already, one hit from Abel pretty much means you are done for the round. You gonna need to poke and drag out the match and frustrate him
Use stand forward to shut down any random dashing(big reward I know but there is no shame in sitting at the other side of the screen mashing stand forward).
To a safer extent, if you are hesitant they might jump at a random moment but don’t want to give up ground space, use low strong to keep him back
These pokes stop random dashes and random rolls if your able to space things properly while being aware of what to counter
When he jumps, you can simply anti air him with stand rh
Most abels know this so they try to get in randomly on the ground . You don’t want to be in his step kick range
Being aware that your best bet to win is understanding this basic concept and to maintain this distance is vital in getting a lead in the beginning
From the beginning of the match you want to be Far away but not near the corner . Jiggling and pressing these attacks but maintaining a charge if you think you have enough time to do so
Of course be wary of random ex punches. For shits and giggles, you can always cancel your low strong into backwards teleport to avoid this
Boxers have an advantage from the beginning of the match because they can mix up the ranges of their rushes punches and get some chip to put them in the lead
From shortest to longest
- kick rush
- straight rush
- down rush
- gut punch
- TAP
(I think)
From absolute max distance, Down rush and gut punch can’t be countered
TAP can only be countered be pressing something before the TAP reaches you
It’s all up to you to figure out what your opponent is thinking
Only other way for boxer to get in is by jumping
Keep that in mind
Make sure you can andle his riddum
Haha we talkin’ bout DeeJay now?
Gsp?
Kim are you in contact with any of the Japanese Bison players? What are they up to? I see a few Kuma vids on YT hope they don’t jump ship when AE comes out.
I havent had much contact with the community Lately
I dont think anyone plans to, but noirose is skilled enough to play any character
GSP nigga
Kim can you give a rundown of how you play the Guy matchup?
I don’t really get to play many Guy players but when I do I find myself struggling to deal with his pressure. Any advice on this MU would be cool.
Keep him away, get meter While somehow avoiding running slide, time out that shit
And guy can do reversal hurricane kick to get out of low short after a blocked scissors
Don’t get too caught up in countering, stick to your gameplan
He can’t andle your riddum
From my experience I find that Ultra 1 is much better against Guy than Ultra 2.
You won’t die to any meaty run’s if you have Ultra 1 and you can on reaction hit any of Guy’s Elbow drops.
You can also punish whiffed Ex Tatsu’s with it.
Ultra 2 serves no purpose other than a wake up trap and jump MP.
Don’t EX psycho crusher too much, Guy can punish on block with ex Shoulder.
I find that the more I move around on the ground the better I fair against Guy players, I think mainly because their jump is hard to use and properly angling it takes some thought.
Don’t Jump much, if at all, Guy can air throw you fairly easily.
Guy has a counter for everything, however all of those moves can be countered with Bison’s if you choose to wait them out.
Mess him up when he doesn’t have meter, stay out of the corner and you should be ok.
The real answer is a lot more complicated then you think*
In most cases, I give no one the benefit of being a big name. Everyone is a scrub until they prove otherwise
So from that way of thinking , I base matches off characters not players
There is some slight categorization going on though*
- scrub
- random desperate player who’s skilled
- player who will never win unless you give him a mistake AKA he can’t start any of his offense on his own*
- players who play too safe
- players who are almost good but make terrible decisions at the end*
- elite players
#3 is the most common player IMO. They cause a lot of upsets and are usually so incredibly robotic. They are so into whatever their gimmicks or whatever their gameplan is , that logic won’t ever enter their MIND SPECTRUM
#6 however is a special case, that will take years of exp to understand*
You’re suppose to play the match up correctly and stick to your plan. But there will be several players who you’ll have to cater to and play differently against. Most likely do to a special thing they can do that others can’t .*
#3 is those mother fuckers that get lucky in ranked games, but if you play them again you slap the shit ouuta them
Kim how do you approach the honda match up. This match up to me is more difficult than a sim or gat match up. Honda just deals so much damage and tests how patient you are. Thank you in advace.
Thanks for the help on the frame trap guys. Yea. I tested it with my friend who was mashing grab, so obviously it didn’t work. That was stupid.
But Kim, how do you approach the chun li matchup? Her zoning because of the such little recovery on kikoken combined with outpoking me on the ground and stuffing scissors with st. mp. Do you have any specific tips for this match? What ultra do you use and why?
Vs Honda and Chun:
Stand forward and time out. Blocking a fireball or headbutt is ok. Look at #3 on my player types post
That’s all Honda and chun players
Who says you have to be on the offensive and go after them
Time the fuck out, I don’t know how much more emphasis I can put on it
How do you tell the difference at the end of a game between #5 and #6 at the end of your first game?