^cosign on the blanka matchup…
This thread is genius. My question is this: I’ve seen multiple japanese bisons do multiple inputs for ppp teleport during opponents block strings. I have seen this done vs rogs and sonetimes vs ryu. Why is this used and also what is the input used? Is it like cvs2 ptf or something?
Are they just mashing teleport PPP in the string?
They can avoid the tick throw that way and just teleport once the string stops.
Not sure why people have trouble with the Blanka matchup? Crouching short rapes Blanka. You can probably PP his rainbow ball escape from the corner (unconfirmed) or if not, you can easily stuff it leaving Blanka with no way to get out of the corner or escape pressure (in the corner, ex upball on hit is punishable I believe). Hops gets stuffed by crouch tech. Blanka can’t get close without running into a crouching short. Bison footsies do really well against Blanka. You can focus a lot of Blanka’s stuff because he won’t throw out random balls that can be blocked since they’re all punishable.
So if you’re bison and have Akuma in the 1p corner, do the forward scissor kick then immediately headstomp , you’re still able to charge regularly to tag his teleport?
Have you tested out using both kick and punch versions of the teleport to escape? Also while testing this setup out did you test it using quick getup and delayed quick get up?
I don’t remember but if you do the combo mentioned above then do a headstomp and NOT have Akuma quick get up after getting hit, do you land in front of Akuma or in the corner?
Kuma is gonna hunt for BP with no doubt. People are still doing shit in vanilla right now, Hella purpose
TUC is taking a break I think, his area has no playaz anymore.
I haven’t played vanilla Aka gone to the arcade at all lately. We need that AE pronto
I pick ultra 2 vs all the new characters and ultra 1 vs the old vanilla cast except for ken
I use it to stop people from jumping after blocking my initial low short. Usually roundhouse is the move to use for this but sometimes it doesn’t have enough horizontal range when a character is ducking. So I use stand strong or stand forward to make them stay grounded if they decide to stay grounded or if they choose to jump. Covers most of the bases
when you do double j.mp (hell attack) is it on reaction? or is it psychic?
Reaction. He saves his psychic powers for palm readings on the weekends.
I know the Guile match is terrible, but what do you think is the best way to approach the match Kim1234?
Why do people always ask this? It’s reaction. Someone else already asked this in the Q&A thread I believe.
Yes, people react THAT FAST when they’re ready for it. I played a Master/GrandMaster in Japan where I would literally not jump into about 60 seconds into the match and as soon as I jumped (like as soon as my feet left the ground), he met me in the air with Rufus j. HK. This happened two times in one match and those were the only times he jumped the entire match.
I do jump strong on reaction, but there are times where I guess. Usually I have some sort of buffer, like a dash or something. I use something to see if they jump then I go for the air to air.
that or
fake level 3 focus, dash , jump strong x 2 …
I know im in enemy territory but I need some help. Your bisons Sissor Kick pressure is so hard to escape. Sissor Kick followed by like a standing mk or standing hk stuffs my pokes, I feel trapped and can never seem to get out. If I just sit and block I just get chipped away. I can block jump in cross ups and throw techs easy but it I just can’t seem to move. Please help, im playing Chun Li and need some assistance.
I think ultimately beating guile requires atleast one round being won by timeout.
Guile still can’t make comebacks, even though his defense is really good, that will always be his weakness and you gotta keep in mind that.
In the beginning I imagine I’m basically losing by 30%, that 30% represents how much life you will probably lose due to chip damage alone. That being said, you must wait and feel for the right moment to jump. You wait to land a jumpin and guile will be in trouble. You rush in doing stupid desperate focus dash forwards ? You’ll lose. You can do those when you’re actually in a desperate situation.
I think ultra 1 is better in this case, ultra 2 is not realistic enough to land. Guile has to give it to you in order for you to land it. But vs average guiles U2 is better.
The more time you spend on the ground, the more you’ll understand how to pressure guile. Walk up block, walk up attack, move in and out if his roundhouse or backfist, etc. Once you get a hunch that “oh this is a good time to jump”, do it.
One jump forward every 35 seconds, try that out. (you can still jump straight up or back from far away though)
If the bison ever doesa two hit or three hit normal attack into scissor kick(low jab , low short xx scissor kick), you can walk back and avoid bisons follow up low short I think
If you block one low short cancelled into scissor kicks, you can’t jump out of the follow up low short.
Chun li’s backdash is too good, when in trouble you should mash on backdash. Bison has to take a much bigger risk stopping your backdash. Once you see that the bison is doing something else other then low short after scissor kicks, then you can start mashing on low jab or stand jab after the blocked scissors
Make the bison player eat a wake up ex spinning bird kick, it will bother the shit out of him. I guarantee it
Do you sometimes use delayed quick get up? If so, in what situations / for what purpose? How do other players use this against you, I think I remember you saying that Mago was really good with the delayed quick get up.
What are the best counters against Claw’s walldive? I’ve tried different attacks while jumping away, but nothing seemed to be really reliable for me.
I have lots of trouble against Fei Log, how do you approach this matchup? Right now I think it’s best not do a lot of stuff, just stay out of his range and try to react to whatever he does because otherwise Dictator just eats CHs all day. Unfortunately that’s pretty hard to do and if the Fei player is smart and not baited easily he is often able to walk me into the corner. Do you think that’s the right approach or is it better to be more agressive?
Ah fuck, my bad Kim, this doesn’t work the way I thought it did. I initially ran the test mid-screen and then, without re-recording, I walked Akuma to the corner to try it. It worked, but I think it’s because training mode corrects inputs or whatever. If i record it straight up in the corner, Bison’s headstomp puts him in the corner and he loses charge.
Actually, on testing this more thoroughly, I can’t seem to get it to work the way you described (no reversal out). After fwd scissors -> immediate headstomp, I can still get Akuma to trade jab/strong DP -> dash in -> juggle DP/EX tatsu. Is my timing off or something?
Regardless, this setup seems strong because it really limits Akuma’s options, especially mid-screen. Akuma can’t dash out of the headstomp, he has to block or take a risk. He can go for the teleport, but mid-screen you can do the auto-correct EX PC biz. And he can go for the trade uppercut, but Bison’s headstomp could always turn out to be a last-second DR. It seems like it’s in Akuma’s best interest to just sit and block (given that he’s a low health character), and I like that.
NDR how did you go about setting up the Abel trick? Tried it in training and I couldnt get it
Do you also pick U1 against Ryu? If so, why?
Specific Question:
How do you handle Viper wakeup ex seismo? (Or viper’s wakeup game in general)
General question:
Any specific or general tips you can provide for fighting against Seth. Seth is rarely talked about on these forums because high level seth is rare, but I have several in my area. Example: What to do vs Seth on his wake up, and what to do against a cornered seth, would be a good place to start. (Seth can get out or the corner easier than other characters, and I find that when he does, he immediately resets the match to his favor either through spacing or starting his cross up mixups)
Awesome thread by the way.