Ask me something

pends on when the jab was pressed. a meaty jab will always beat a throw, but if you try to stop someones tick throw for instance with jab, and you react a little slow, you will get thrown because they guy threw you before you jabbed.

i dont’ have xbox, sorry.

I think also your characters hittable box (or whatever it really is). Like how Chun Li’s s.strong doesn’t seem to have a hittable box on her arm (making it nearly impossible to beat at the right range), which is why its so good for counterhit -> super. Situation seems similar for Cammy s.RH, but I’m not sure.

Buk or Art:

Is it possible for Yamazaki to fight against Cammy at all? I thought that I could use my s.MK to beat Cammy’s drill but the best I can get is a trade that’s not in my favor. I guess the only thing I can do is jump around with j.MK?


Keith, Leezy, or Buk:

The Vega pattern is walk up s.LK three times, then a low jump attack, repeat. What do you guys do to handle this pressure when you’re on the receiving end? JD doesn’t count because I’m not always using K-groove. The tip Buk gave me to jump straight up to preemptively avoid, punish, and discourage low jumps has been working really great for me. Against Vega he can stop me from jumping any time he wants after he tags me with a s.LK though.

Do you just block the shorts and wait for the throw attempt to combo him? If I let him get the low jump in he gets to start all over on me though and that really sucks.


Knock me down, walk back out of range to give me a frame, I block for a second and then instinctively hit my low jab, Vega or Cammy walk forward and throw me when my jab completely whiffs. I’ve been getting caught by this recently and I don’t like it. How do you guys deal with the opponent doing this to you? I’d imagine against Ricky it must be more annoying than anything because he’ll use a counter hit d.MK instead or even worse, slide on reaction when you whiff anything stronger than a jab.

I think I might be able to bait my opponent into going for the walk up throw by purposely whiffing my jab but then comboing him with a another jab right after that when he thinks it’s safe to walk up throw. I don’t think he’s doing this, but if he’s throwing me during my jab recovery, I might be in trouble though.


Buk:

The other guy wants to throw you as you get up. You want to counter him with your hit confirm combo. Are you taking the complete guess and starting your combo as soon as you get up? Or are you blocking low for a frame or two as you get up and then starting the combo on reaction?

I’ve had success waking up with Iori’s low short combo against fast walk character’s throws as I get up, but I was taking a complete guess on the low shorts. If it were Ken or Kyo doing that to me, I would of totally been messed up by counter hit low shorts into death.

What’s your general strategy to waking up after a knockdown? Doing reversal DP’s or supers is obviously a guess/assumption, but I’d like to know how to play when I want the more conservative approach. Again, block low as I get up, tech attempt a split second later is like 2002 old and I really want to get out of that habit.

edit: Also hit confirm Rolento counter hit s.LP, d.MK into either Patriot Circles or qcb+LP. Worth practicing at all? Do you ever see Kim or either of the two Japanese do this?

:encore:

holla atcha boy

what groove yama are you using?
i always have trouble playing against C-yama when i use K-cammy. maybe the matchup is reversed? :confused:

against drill:
-RC dust kick
-JD/parry(obvious choice for those grooves)
-dash back, bait the drill, s.rh its recovery

that’s how i always eat shit when i’m trying to drill.

Buk:

I apologize for the large volume of questions recently, but since Evo is so close, I’ve been playing and practicing nearly every day now. Advice from you and other people who I know are at your level is always appreciated.


I think I found my magic Ken button to use against Sagat. d.MK goes under Sagat’s far s.HP and is safe against random rolls. Kind of like how Mai can use s.HP to counter Sagat and Morrigan can use s.HK. I’m not totally sure though so I want to ask if you agree. Is d.MK good to use against Sagat on the ground? Is getting in a ground poking fight even good strategy against Sagat? I watch Choi play and he seems to just use Hadoukens and RC kicks instead. A lot of sweeps too and I’d also like some tips to start incorporating that move into my game (other than just doing d.LK, d.HK as a counter hit guess).


Kyo’s df+HK is driving me crazy. The first hit has to be blocked low and the second hit is guaranteed whenever the first hits. Is there any way to counter this move other than to take a total guess and roll preemptively? Standing out of range and punishing the whiff is getting me nowhere since Kyo won’t do it to me when he’s out of range and the second hit of the kick has very, very long range already.

I need a Ryu low strong or something so I can counter this move like low strong counters a Blanka slide.


K-Geese is such a monster. The guy just doesn’t want to die whenever I fight against him. Disregarding damage and stamina, can you break down what exactly makes him a top tier character though? I have to fight against a lot of j.MK’s and far s.HK’s when I face him. Other than that, I’m honestly not too sure what I’m losing to though.


Is Todo’s wake-up RC grab and Sakura’s wake-up RC qcb+MK grabbable at all? I know you use the command grab perfectly to grab wake-up RC’s when you have Iori, but how rewarding would you say going for a normal grab on a waking opponent is? It’s not as damaging as Ken or Kyo, but Sakura can totally wake up with low shorts and hit me with a combo whenever I think she’s going to wake up with an RC, I want to counter with a guess throw, but I guess wrong and she low shorts as gets up instead.

Do you have any other common but reliable counters to wake-up RC you can recommend? I jump straight up and come down with an attack when I think Chun is going to wake up with RC legs. Against Blanka, I know people that stand out of range and wait for the RC elec to whiff so they can dp him with Sagat. I don’t know if this is good strategy or not though since you’re not blocking low as Blanka gets up.

Todo and Sakura’s wakeup RC’s then. How do you deal with them? Normal throwing them out of it as they get up worth it at all?


I can’t stand running Sagat. K-Sagat’s running fierce is beating me up in Sagat/Sagat mirror match. My friend says I need a better eye, but it seems that every time I want to stuff a run with my C-Sagat’s s.LK, the K, S, or N-Sagat just blatantly counter hits my face with that dumb fierce of his.

I end up being left vulnerable to things like run close, d.HP or a jump in after that and it’s frustrating.


Sagat vs. Hibiki

I’ve been using a total of three moves. s.LK, d.HP, and vertical j.HK. If I get lucky, I get to use my d.MK to hit Hibiki when she whiffs her d.HP. Is there anything else I can do in Sagat’s favor though? I know against you or OTK, I’m just going to get taken out of the air by walk up Hibiki d.HP when I do use a vertical j.HK but I feel safe doing it against the Hibiki’s who don’t punish my vertical jumps.

I practice dping the Hibiki low jump MP a lot. I also randomly roll through to show that I’m not afraid to punish the s.MK’s and the random slashes. But yeah, Hibiki just hitting MP’s is a bitch though. I can’t fight against that. I also need an anti-air against Hibiki’s j.HK. Thanks.

About the yama vs cammy topic:

when i’m cammy, the yama player usually waits a bit to see what i’m doing first, and he zones with s.rh well(with a mix of other minor stuff too of course). when i’m K-cammy i have a difficult time against s.rh with my s.rh and s.fierces. i only used drills(RCed) when i used c-cammy, then i encountered that interesting tactic with the counter(see the other).

so for me, i hate playing cammy vs yama. and since kcxj hates playing yama vs cammy. i’m interested on how this matchup actually is.

There is no one at his level.

Simply Vietnamazing…

you know, you COULD just play chun like rolento and only commit to the strong xx super when you get a counter hit low jab or when you get a chance to land jab fierce. a lot of really successful chuns play like that.

aside from chun, sagat is really good, maki, hibiki, rock, all shotos… i dunno it should be pretty self explanatory at this point

not usually, but for random discoveries that aren’t really useful to me, i jot them down in a little .txt file and add to it whenever i feel like messing around in training mode

safe fall when:

a) your opponent can’t punish you for doing so, or
b) your opponent CAN punish you for doing so, but isn’t expecting you to do it and is setting something else up instead.

for example, ken hits you with a dp. if you tech roll, he can f+roundhouse you on reaction for free. knowing this, and knowing you’re not likely to tech roll, he goes for his super ambiguous cross up. you catch him by surprise by tech rolling, and you get to anti air him

i dunno, i have a lot of alternate characters and teams. n-vice kyo chun is a dope team, k-kyo rock geese is really fun too, and a-maki blanka hibiki is a strong candidate also

good question, dunno the answer

i dunno anything about yama, but according to japan when we asked about 2 years ago, the reason nobody uses yama is because he dies to cammy for free

that would be the safest thing to do. also, if he’s falling into a 3 lk’s then low jump pattern, why don’t you just anticipate the low jump and anti-air it?

that would be your solution right there. the only way it is even remotely possible for your opponent to punish a whiffed jab with a walk up throw is if your jabs dont chain into themselves. mash faster

youre taking a guess either way. if you mash right away you’ll likely counter people trying to counter option select tech throw. you lose to meaty moves however. if you wait a couple frames before mashing, you’ll likely counter people trying to option select throw, but lose to people trying to counter option select tech throw. yea my wording sucks, but it’s really pretty simple when you think about it

i dont really have a blanket general strategy that i go for when i’m getting mixed up. my default decision is to just block, and then i’ll change that up if i suspect my opponent is trying to do something about me blocking

i think you have the wrong mentality going into a lot of this. there are hardly any situations in this game to which there is a 100% risk-free solution. every strategy and tactic has a counter in some form or another

i dont see much of a point to trying to buffer a rollback on reaction to a blocked d.mk. if anything the only thing it’s gonna do is distract you from landing as many d.mk combos as you could be doing

i wouldn’t recommend trying to go toe to toe against sagat with that move. shoto low forwards also get eaten up by low fierces. stick with roundhouses and rcs

jump straight up and come down with a combo, rc something

s.rh into jd, one of the only characters who can base his strategy around guard crushing and make it work, really good counter hit/throw game, REALLY good post rh-throw mix ups, very solid ground game, guaranteed dizzy combos, very good at keeping the stun gauge from resetting

normal throwing them works. it’s worth it unless you’re fighting against full meter todo, in which case he’s likely to activate into grab. against todo i would try to dash over his grab attempts, which is a pretty low risk maneuver anyway. in a non-dash groove i would do a late low jump into combo

against sakura work the counter hit/throw mix up, but more counter hits than throws since sakura players are all mashy. late rcs work good too

look for the run and standing fierce it. k-sagat cant jd while running, and he doesnt have roll. if you cant react fast enough then you’re just gonna have to preemptively stick out long range moves in anticipation. you run the risk of whiffing the move, but that’s the mix up

intelligent low tigers and standing forwards

damn, if you guys could see deleted posts like i can you would see some wild shit goin on. anyway…

nahmeanuheard :annoy:

sorry to be whiney, but did you see my questions about chicken guarding, and about the Bison head stomp?

lol, like my K-geese question that i solved with 2 minutes of experimentation in training mode? or random shit talk that people back out of and delete (i’m probably even guilty, i forget, lol)?

thanks for the response though. AND PLEEEEEEEEEEEEASE POST YOUR UPDATED N-IORI FAQ!!!111ONE111!

NEW QUESTION- i swear this’ll be it for awhile. i remember you saying that RC’ing sakura’s jab DP is really easy…any tips? can’t do it at all.

PEACE

Hey Buk: How does JD work? Like after JDing, what properties do you have, frame advantages, w/e. I’m able to jd a lockdown attempt by sakura, but i have no idea what to do after that, except throw if i successfully jd all sakura’s hurricane kicks.

Ok how exactly rolento CC works ?? I am doing down+MK+HP HP+kick slide+stand HK then spring with 2 kicks and always messing it up.What am I doing wrong here ?? I know I know…my cvs2 knowledge is limited.Thanks in advance ! :tup:

yeah buk i havent had too many questions…but heres one.

my counter hit c.short setups with sagat lose to people who mash 2 frame jabs when i try to walk up c.short them again. it seems like the best thing i can get without doing some sort of meaty is c.short trade. i still win, but id like to know a reliable way to counter this.

just double tap roll and do the motion at the same time… For some odd reason I can almost always get this to come out even though I can’t rc for beans

Geese would be a real pimp if he could SvC it up and super cancel his far RH.

Rolento’s dash, grab is really good and I had already promised myself I was going to use it more, but I forgot. If Todo activates and go low forward on me instead of grabbing right away, I bounce away in safely anyway. Thank you.


Buk explained how JDs worked already. The info wasn’t in the book either so you know he did a lot of work and deserves much credit. The ā€œsystems guideā€ on gamefaqs of all places… :tdown: has the results and information you want.

Block stun gets shortened to a set amount than what it would normally be if you just blocked regular. A move that normally locks you down for 24 frames might only lock you down for 19 frames after a JD. Doing math on the fly has no place in a fighting game though, so I like to just memorize character specifics. Sakura can’t be hit after JDing her qcb+HK. Sagat can’t be hit after JDing his d.HP. Sagat can be hit if you JD his far s.HP. JDing Sagat d.MK will also give you a free Rock sweep.

Do I still have frame advantage when somebody JD’s my Ken meaty s.LK? I know when done properly, my meaty close s.HK is completely safe (and even still sets up a counter hit) when JD’d. Also safe is my low short. I’m not sure about the other two meaty attacks I like though. Ken s.LK and close s.MK.

I had the same problem as you for the longest time. Sagat d.LK doesn’t give you enough frame advantage to walk forward before hitting d.LK against and expect to stuff a masher. Hit your low short sooner. Don’t even walk forward. Just d.LK (blocked), wait split second, d.LK, d.MK xx super. I record the training dummy to mash on two frame attacks and then practice running my setups on them. The reason you see walk forward, low short so much is because the players are smart enough to not mash right away, but want to avoid throws as well. I never try walk forward, low short against a person who I know is spazzing on the buttons whenever he’s in block stun. Always leave just enough of a gap to counter hit instead.

Chun-li is really strong with her two frame jab though. Have you tried using the two frame jab characters yourself yet? Chun meaty d.MK, counter hit d.LP, far s.MP xx super.

buck,im haveing a really hard time beating A/C Vega with C-Ken, the only thing i know how to do, is wait for him to jump… teach me… =]