Ask me something

you really need to learn how to rc scouter jump consistently. that move gets rolento out of the corner almost for free.

why are you rcing your jump backwards? you are trying to get out of the corner, not stay there. rc scouter jump forward and hitting lp should solve most of your problem. it works like a ghetto dp.

if they are expecting that and trying to retaliate when you land, don’t hit the lp and you should still have trip guard.

i dont really like rc scouter jump fierce too much. shit comes out slow and puts you in a bad spot (right next to the opponent) rc scouter jab comes out wayy faster (3 frames), puts you in a good spot (quarter screen away) does decent damage (600 points) and it counter hits majority of the time.

other than that, try to jab your way out. maybe get some counterhits in the process.

and, keep distancing yourself from cammy.

stay out of the range of her standing hk. toss some knives to keep her from getting in. lk and mk angle ones if they start walking underneath your hk angle ones.

why do you talk about this like it’s a secret and not tell anyone? if you’re talking about whiff s.fierce (in the event that blanka back-hops), kara cancel into fwd hurricane, then continuing ground cc from there, the fierce can be blocked and alpha countered in the event that blanka does not back-hop, leading to another guessing game sakura needs to win in order to land ground cc.

do all versions of raiden’s 720 super grab have the same range? is it good to use lvl 1 grab supers?

Here’s a thought… because I use A-Blanka, and half the world uses A-Sak? :rolleyes:

Which is why I said it is good to know your opponent’s patterns, and *specifically * said “If they do any kind of hit first, block and AC it.”

Nick T. said that “this matchup seems totally against Blanka in every way” because “all Sakura has to do is jab you once, hit or block, and Blanka is chipped for half life.”

I’m saying that it is not completely free because Blanka has options to make it a guessing game for Sak.

Lvl3 Grab Super has a range of a tad less than half screen.
lvl 1 has to be reletively close
I dunno about lvl 2

yo buk, any japanese players coming to evo this year?

and whatever happened to that P groove player Makoto? He still plays or not?

I think “being secretive” is his gimmick, at least on SRK. It might be because he sometimes loses to “random” players like me - this gimmick works because he’s so mysterious, you don’t know his skill level.

Ricky counters A-Blanka’s back hop by kara’ing s.fierce straight into shoshosho. This is what I recall from the EVO2k4 disc…if I’m wrong, someone flame me plz.

What’s the deal with Yun in this game? Ok he’s no 3S Yun. Ok he has below average vitality. That’s about all I’ll give you though. I really don’t see why he isn’t used more.

I think he’s best in A or C, and not really too bad in any other grooves either. The fact that he can land his dive kick super off any ‘s.mk’, or ‘dp+p, s.mk’ allows him to use his meter often. RC dp+p used as a ‘roll’ of sorts to get in isn’t abusable, but it’s definatly an easy way to land meter. His dive kick is still useful. I think he’s best as a battery though, your first slot ‘mixup’ character.

And there’s that Sai-Rec 100% combo in C :rolleyes:.

Only person I’ve ever seen play Yun seriously is Edma, and that was pre-RC (basically). I would’ve thought RC’s made him stronger. RC dp+p, RC qcf+p, RC Command Grab, RC qcb+p. He should be one of the best mixup chars in the game, he appears to have all the tools. I’d love to know why he isn’t used more.

Ranevski: I would guess it’s because he does no real damage. He’s totally dependent on getting someone stunned…he’s a momentum char like Iori but way less rewarding.

1 quick standing fierce xx sho sho sho. you’ll get a whiffed standing fierce if blanka hops back but one hit of the first DP will hit then you link into the 2nd. guaranteed. also you can do activate superjump fwd RH,RH,mk, land, ground custom if you know hes gonna hop back. gotta be quick though but it does work since sakura’s RH digs so deep. you gotta use it at the peak of the SJ. this is from pointblank range of course. and of course i’m making this all up. or am i? GO TO TRAINING MODE

I dunno if I am good or not… and I will say Cammy gives my Rolento trouble too, but I’m not certain on whether Cammy is doing: cl FP, walk far FP XX cannon drill or cl FP, walk far FP, cannon drill.

If it is a cancel… you should be able to poke her with cr MK right away unless she DPs. But frankly only a dumbass would DP mindlessly after that if you have full meter. Cuz if you block… she dies. So throw out cr MK XX knife or roll back… you push yourself back out. Of course she can DP you for this, but thats basically the price you pay for letting her get near you. Also… in the event she does the st FP too close and cancels into cannon drill, you might be able to punish her with your cr MK.

Now if she is doing, the non-canceled version, you should have a bit of time, to walk up, and block the cannon drill from a range it is unsafe and get a free cr MK combo (remember rolento’s cr MK is long as fuck). If she does short jump LK early, again, I’d go for the throw here because unless she supers or DPs, its pretty free. Both of those options are big risks for her. If she does an deep short jump LK, you should be able to poke her out of that.

The other solution to short jump is roll back… and then punish her in her 8 frame low jump recovery or continue running away. Whatever floats your boat.

The thing about this matchup is… roll back tends to give Cammy problems because it keeps you out her ideal range. But if you use it too much, you are fucked because you are cornered. People say RC scouter jump blah blah blah… but it is a good option… but against a good Cammy player, you aren’t going to RC scouter jump out of the corner without taking a risk… cuz you have to let go of d/b thereby leaving yourself vulnerable to low attacks. Thats my take.

it works, you just need to time it right

basically, you could do stand strong, but instead why not do another jab low short or walk in jab again. If they block the stand strong you’ve kinda reset your option tree and you’re pushed out again.

make it your objective to never let sakura get anywhere near you. if you stay awake, good usage of backhops, rc ball and low fierce/roundhouse will make it really hard for sakura to get close enough to land that cc on you

basically, you can rc ball most of sakura’s main ways of getting in on reaction (random rc hurricanes, dive kicks, rc fireballs). unless you make a mistake and slip up somewhere, your opponent will be forced to corner you to land that cc. a smart sakura will go about this by walking up to you and either blocking or hitting roundhouse

good use of low fierce and roundhouse counters both of those options. however, that opens you back up for random rc moves and dive kicks

lastly, backhop safely gets you out of almost everything sakura can do to you at midrange. however, overuse of it will get you cornered quickly, and you’re pretty much certain to eat a cc there.

the match is very winnable, you just have to really know how the match works

my tourney records against mr.choi and ricky are pretty much ass, but all 3 of us are really rusty right now for various reasons, so maybe i can outslop em :tup:

other than them i’m pretty confident against most anybody. well, bas seems to have my number too…

and you can only JD/parry one frame earlier than blocking when you are in the recovery of a move, not during hit/block stun

haha, what gave you this idea. that would make this the most broken fighter ever

it’s pretty risky (if they don’t activate), but against sakura it’s a good risk. keep in mind that it’s still possible for the agroove player to see that you’ve done a rdp+k after they activate and counter it with something, but very few people do it

first off, if you have the meter and are cornered, just AC your way out. instant control.

barring that, it becomes a guessing game for the most part. there is no safe option that counters everything cammy could possibly do (and if there were, this would be a pretty bad game), so you’re going to have to read your opponent a bit. first off, know what’s possible and what isn’t:

if cammy makes you block a far fierce, she does not have enough frame advantage to walk up to you and fierce again. you can just hit her out of it (counter hit low jab low forward possibly?). to counter you hitting her pre-emptively out of her walk up attempts, she has to just hit roundhouse without walking forward much. if you don’t press anything and she hits roundhouse, then she pushes herself out and you have breathing room again. you can kinda sorta make your move based off of reactions, but you can easily get faked out if the cammy player is smart

if your opponent is using frame advantage to start a low jump/regular jump/drill mix up, here’s some things you can do:

-jab roll back should go under both her regular and low jumps
-jump straight up should counter both her low jump and her drill
-an anticipated roll should counter all three of those options

just remember, the cammy player is taking risks by attacking you. you just have to read your opponent right to capitalize on them and regain control

lastly, if you’re rolento without meter, you should make it your objective to stay out of the corner and get some meter before fighting. rolento shouldn’t have too many problems staying out of the corner against cammy in the first place

the easiest way is to just space yourself far enough so that your low fierce will work. barring that, low jump fierces are good (low jump fierce is really important in this fight in general), and rc running slashes are really good if you have the reaction time. you should hit blanka while he’s on the ground and get the followup slash/super

higher levels have higher range. level 1 is roughly the same range as gief’s jab spd (far), level 3 is the longest grab in the game (really far)

and yes, level 1 grabs are really good

a lot of japanese players want to come, but summer airline tix from japan are crazy expensive (up to like $1500 sometimes) so i don’t think anybody’s set in stone yet. bas, tokido, daigo and nuki are almost for sure though

makoto moved to okinawa from tokyo, which is basically the equivalent of moving from socal or nyc to like… utah or something. dunno if he still plays or not

he’s really good, just nobody wants to put the time into him. his main problems are lack of damage without momentum and spotty anti-air

hi I was wondering if you could tell me why kyosuke is now considered above king and if you knew any useful frame data for him or terry, I remember hearing that d. mk was really bad (kyosuke’s).

also what is kyosuke’s best groove in your opinion? and what is the best way to use cross cutters? if you have some time to awnser

Vega’s low jump is such a cheesy move. It’s so easy for the guy on offense to use it and stupidly hard for the other guy to defend against it. I put so much time into training mode practicing DPing it, but I still get totally caught off guard in real matches. Like I’ll be sitting there and not even realize that I’ve been hit by Vega’s low jump fierce until like five seconds later.

What would Ino do? I’m assuming he would Tiger Uppercut the hell out of that Vega spam but I’m going to post here just to be sure.

Is it worth trying to counter Vega whenever he goes for a low jump? Is this even considered an opening at high level play? The only thing I can do reaction guaranteed is to block. I don’t like doing that however as it leaves me open to being tricked by something scrubby like random empty low jump, go low into super. If it’s off a guaranteed setup like a knockdown, or the low jumping opponent has trained me into blocking for fear of counter hits, that one thing. But random empty low jump just because they feel like it? No.

What’s your opinion Buk? Vega low jump. DP them or not?

I think Blanka and Vega (maybe Mai and Rock too, but not so much as the two aforementioned) are the only two characters in the game that can get away with the easy random low jump strategies like this.

(Countering a low jump with a CC is just as easy as doing a low jump yourself but I’m not using A-groove so that option is N/A in my case. I’m going ask right now that please nobody reply and give me that response.)

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How do I fight against Rugal with Ken?

His Reppukens just around half screen own me up for free. I can’t run my normal footsies game against him because the range of my RC kick, s.LK, and d.MK don’t even compare to his Reppuken. If I get close enough so I can use those moves, the long range of his d.HP pushes me right back out again. I can’t seem to throw Hadoukens on him at all because his low arching jump lets him counter me on reaction with those jumping coffin kicks into death.

If I roll against a Reppuken, I eat wall grab xx death. If I jump in against a Reppuken, Rugal recovers in time to RC grab me right out of the air or early dp+LK even.

Help. I don’t know what I’m doing wrong and I’m getting frustrated. Rugal is annoying as heck to fight against when the person using him doesn’t spam the air dive move or try to randomly RC grab all over the place. I’m getting owned up by zoning and I’m afraid to even attack. What’s my gameplan if I can’t poke someone at all? Random jumps are no good obviously, and even trying to roll against a Reppuken is getting me killed. Rugal isn’t dashing at me, rolling, or anything. It feels like I’m getting zero openings to even touch him at all.

The fight against Mai is actually kind of similar too. If you have a good gameplan against her, I’d also like to hear it if you have the time to post. She throws fans, jumps your Hadouken, and RC burns or far s.HP when you get close. Still, the fan has nowhere near the short recovery time that Rugal’s Reppuken does though… dumb SNK characters…

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Campbell, thank you very much for the versus Cammy advice btw. I know where the gap in her offense is now since you told me about far s.HP. The stay out of the corner when I don’t have meter is very helpful advice as well. I’m going to incorporate these tips into my game ASAP.

If you know it’s coming just roll through if your character has a decent roll, or jump straight up and kick him in his stupid head. Theres nothing wrong with blocking either, it’s really not that tricky and the low jump into low short is pretty easy to block, just don’t fall asleep while you play and you should be fine.

hey Buk how do I use K Sagat effectively? I’m kind of having problems against K CBS, mostly Cammy and Blanka. How do I fight against run s.fierce, run s.fierce, s.RH? And for Blanka, I know that Sagat should have an edge against K-Blanka since Blanka doesn’t have any RC moves in K. Are there any moves I should abuse or any tactic I should use? Thanks in advance for (hopefully) answering my scrubby questions.

JD and DP if they keep rushing you blindly…spam standing short…so gay. I hate Sagat.

<====mid tier convert, sagat is for sissies (like me).

Hiya campbell, if this question will take too big of a response… DO IT ANYWAY!! :encore:
Would you say C-rugal is worth the effort of learning? Can he hang with the top tiers at higher levels? Whats his general strategy? If you could do a quick writeup on c-rugal thatd be awesome. Ive never seen any very good info on him, so its hard to pick up his ins and outs from just watching Yuu play.