Ask me something

Hm…interesting.

Hey where is your Ask me a question thread? I liked it and I cant seem to find it.

why not just dp? ken has one. i could see doing reversal rc with characters without reversal.

What if they block the DP? :sad:

Would Honda’s RC 360/handslap beat RC elec or vice versa?

Also, are 720s considered throws or supers only? I know that regular throws can beat RCs but what if there were two Hondas and one of them gets knocked down and the other one dashes and does RC 360 and the other one does wake up 720? Which one would beat each other?

Depends on which ones invincibility last longer.

I remember I did RC run into MK with Maki, and Kyo did wakeup lvl 3 qcf x2 + p. lol, the game froze for a good 10 seconds then finally Maki does the grab and Kyo gets beat.

Ok, first time posting in this thread, so i wouldn’t know if these questions were posted already:

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Jab Mashing

A big handful of people at my arcade love to jab out of my walk ups and such.

IE: With bison, I’d do c.lp, c.lp, walk up, Try to throw. But the throw is not sucessful because they like to jab through that shit

I tried going to training mode and make the dummy jab out of my walks, but nothing really beats their jabs…just good top tier characters in general… c.hp too slow, c.mk sometime’s does not reach and i get stuffed at times. Help.

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What Do i do against roll/dash/walk up activate?

I know i can obviously throw them out of roll. But dash - If i’m thinking they’re going to go for dash activate(I will block), but they dash throw, Free throw for them. I was thinking maybe i should activate when he dashes in, he could bait it out though. I think this may be the better thing to do because usually people will attempt a throw, activate/super, BnB…

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And most importantly:

How do i use my A Groove team more affectively? Currently I’m using from:

A Groove: Bison(2), Blanka/Iori/Sakura/Rolento, in that order.

I don’t think im taking full advantage of their potential and I think i can get a lot better than where i am now… Any good advice on using my team much more affectively?

I Roll Cancel alot, but only when needed, like anti airs, safely and such. I rely on roll/dash activate on most ocassions because I don’t really get a chance to get my BnBs in with bison. I’m currently learning how to link consecutively so i can use them in a match whenever. I’m almost there. Hopefully this question won’t be ignored for the some-what inspecifics?

How do I get in with these charcaters? I need help with that a lot.

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Any tips on RCing short/jab moves?

Too lazy to search forums at this moment, but i tried it a bit last night: double tapping only resorts you to Jab moves, i think. What about short moves? Negative edge is a bitch for me right now… a real bitch.

I did a search - got nothing about this. I searched Roll Cancelling Short.

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Edit: What do i do against P Groovers. A vs P. There’s a great P groover here and he parries everything. no random sciccor kicks. pokes get stuffed with parry -> attack. its just hard.

To-stop-ppl-from-japi-ohh-fuck-tyhis-I-eed-a-ew-key-oard

what happened with your keyboard? Sounds like a problem my friend had once. haha. Keys fell apart?

spilt-water-some-keys-do’t-work
jap,jap,wait,lure-thier-jap-them-do-a-RC-move-this-will-make-them-do-mash-jap-less

That’s only semi-safe with characters with sakura.

Bison - RC psycho crusher is bad. and plus. you’d need to pre charge making it kind of etchy.

Blanka - none of his RC moves would work, RC electricity yes. But i can’t RC off of c.shorts. only c.mk

Rolento - Qcf+P is very punishable and I could be countered with a free super/CC, Knife could work. qcb+lp, overhead could work also i suppose.

Sakura - As mentioned, Qcf+mp would work pretty well, and a plus if they are in the corner. Activate after fireball. Qcb+mk, great in this situation as you can try for another huricane after this to get you back into the BnB game.

But becides RCed moves, anything safer? I tried out bisons C.mk again, it will sometimes stuff jabs clean. but sometimes trade, which im willing to do also. But expand on this more Buk/anyone else.

I have a question, dont know if its been asked before or not.
I want to RC Bisons fierce punch paint, when i do it, he seems to almost always do the teleport. Is RCing the fierce punch paint practical? Or does RCing it regester the jab from the roll with the fierce,hence causing the teleport?

Sup Alex, you must be hitting the roll and the HP at the same time if you keep getting the teleport when you really want RC dp+HP. The LP from the roll counts as a punch input so you must be accidently getting dp+PP. Have you tried hitting f+LP+LK, d, df+HP (hold down the buttons)?

RC dp+HP is stupidly cheap. If Blanka does deep RC electricity on you, in a situation where you would normally lose, you can do CC, RC dp+HP to beat Blanka clean.


To stop people from mashing out of your throw attempts, I don’t like using an RC move. I like to fake my throw attempt with a slight split second wait, and then use a fast hitting normal after instead. Against big characters when I have Bison, d.LP, d.LP, (fake like you’re going to walk up throw, but don’t), slight wait, counter hit d.LP, s.MP xx charge b, f+LK is very powerful.


Against dash throw/dash activate, I don’t let the opponent dash at me in the first place. With Ken, I’ll rapidly tap on my low shorts so when the dashing opponent lands, he lands right onto my low shorts, bounces away, and never gets a chance to make me guess.

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Buk and cheese_master:
RE: Sagat vs Cammy matchup

s.LK to counter Cammy wanting to walk up roundhouse you (although it sometimes trades). d.HP to counter Cammy wanting to walk fierce you. Preemptive low tiger or fake a jab, reaction DP to stop a Cammy drill.

Majority of the match seems to pretty much be a 50/50 poking game between Sagat s.LK and d.HP against Cammy s.HK and s.HP. Sagat s.LK > Cammy s.HK > Sagat d.HP > Cammy s.HP > Sagat s.LK… (repeat)

Does that sound about right for the basic gameplan in this matchup? I want to make 100% sure I’m working with the right tools here since Cammy is always a bitch for me to fight against and never to be underestimated.

Other moves that can be taken into secondly consideration are Sagat’s far j.HK when Cammy is walking forward on you, Cammy’s low jump HK to go over your Sagat low tiger shots, and Sagat punishing whiffed Cammy roundhouse with walk up, far standing fierce xx super.

Once I’m on Cammy, fight like I’m fighting against Vega and never let her breathe for even a single moment of course.

Im not Alex, hes Arcade Kid…but thanks for the info.

Hey Kcxj, thanks for that mashing tip. So bison i’d just mash on c.lp? Sak c.lk, iori c.lk, rolento c.lp

But what if their dash is airborn?

Buktooth/Anyone else - read my orignial post: what about Walk up activate/Roll. I can obvioously throw out of roll i guess. but what if i was too slow to react on roll?

dont mash on c.lk or anything, randomly stick them out,sak=standing jab or mp,Ken= s.lk or jab, bison = c.mk or clp,rolento = s.jab

Against rolls just keep trying to punish with activate into your best CC or best combo, who cares if you get hit 1000 times before you learn, when you do youll thank me later.Otherwise just block ALOT, and tech throw late.

Can someone comment on my team? K Blanka/Geese/Sagat. I’m starting to have doubts with it because I don’t know for sure but I think that the lack of an anti air like dp might hinder it besides Sagat. For example, if I fight Vega or other jumpy chars, it’s harder to punish them.

i use that team, execpt i use geese 1st, and cammy instead of sagat. what groove vega and what exacly is he doing?

you need to use those character’s natural anti-air normals. Blanka has sm.jump/regular.jump fp, cr.fp at the right distances, and to some extend st.rh.

Geese’s cr.hp is one of the best normal anti-airs around (even for some cross ups).

Jump fp for blanka and cr.hp for geese are highly effective anti-airs…you don’t need to have dp’s in order to deal with air-borne opponents.

Oh shoot, my bad. I thought arcadekid had evolved to the next level with his screenname and moved to Toronto for no reason. :rofl:


I’m probably not doing it right, but my Geese d.HP trades or even loses clean at all the most annoying angles. JD, Raging Storm, or RC double reppuken > d.HP against jump-ins from the front. Against random cross-up attempts, then hell yeah Geese d.HP is beastly, otherwise… :tdown:

Also, if anybody cares, I’ve come to the conclusion that good timing skills + low short is superior to any tech throw attempt always.

I still get thrown all day by low jumping Vega and fiercing Cammy, but whatever. It feels too good whenever you beat those throw mashing players with short, short xx super.

Blanka has a good Anti air in jump up fierce or LJ fierce. But Vega is annoying, anticipate and Anti air with that.

If you don’t react to the jump and punish, it doesnt matter if you have a DP or not.

Geese has a great Anti air in c.Fierce like someone else said.

Grounded antiairs are the best since they can’t be airblocked. and who cares if you’re trading when you anti air, that makes the person not want to jump in anymore since they keep trading, therefore not gaining any momentum in breaking your guard of doing empty jump tricks. If they win on trade and you’re low on life, disregard what I said above.

Sagat’s DP is actually kinda weird, the best time to use it is not early but deep and from a crouching position (I think KCXJ said this before)

But grounded antiairs are the way to go, all good characters have good antiairs, Sagat has Tiger Uppercut and s.Fierce for far jumpins. Blanka can jump up fierce and has the upwards ball if you see them start to jump. And Geese has the c.Fierce and s.jab.

How would you rate Rock’s antiair game?

s.RH for almost anything.
c.Fierce for jumps you react late to (I learned this from Omar)
c.Strong as anti crossup

He has the high counter, but thats risky.
He has Raging storm, although not like Geese’s is still pretty good.
::Sidenote:: Raging storm has startup frames after the super flashes (even on level 3) so its not good to use it late.