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maki and athena can also duck lk funky

Yo, Maki’s runaway is sick. Cheaper than Rolento’s. My friend has started to get decent with this character and now he’s able to take out last least two of my characters before I can even touch him.

I would like to know some general things I can use to fight against her ASAP. If I slowly advance forward, I get tricked by some off the wall move usually. I start blocking up and then I get grabbed by the qcb+P near the wall move. She’s just constantly moving and it’s really hard. Once she does fight me on the ground, I’m losing to her pokes and random qcf+HK, HK move.

I know her jump goes really far, but that’s about it. Right now all I have is when I’m at that exact range, look to anti-air her since she doesn’t have a move like Rolento’s air d+MK which can change the trajectory of her jump. Once I’m inside that jump range, I stop looking for the jump and watch for random overhead or slide attack instead. Man, her runaway is so good at keeping away from me though, and once I do get close, she uses the suicide kick move so smartly, I have no gameplan versus her and am going to get one-manned if have to face anybody that uses her serious.

Some help to break down her game and general strats to use against her would be great. Punishing the suicide spin kick when I block it is the first thing I’m going to practice when I pick up the game again. I’m going to throw hadoukens inside her jump range as well, since her jump goes so high, she can’t hurt me with a random jump anyway. She’ll sail over my head instead.

Ok so i have K-chun, blanka, sagat and i play my friend. He has K-cammy, and i have no idea how to fight this bitch, her fierces take out almost all my shit, and her RH poke is annoying. No one else in my state plays any cammy whatsoever, so i have no idea how to fight her. Any tips?

IMHO Maki has problems chasing people. I think you would notice that when the tables are turned she can’t take it as well as she can dish it out. Jumping straight up a lot is annoying to deal with as Maki.

Repeated wall moves can be countered by predicting it and jumping towards her with a good air2air move.

Learning to punish the spinkicks is probably going to help a lot.

maki has d+mp(air) which changes her trajectory and i think ā€œfallingā€ speed. it beats out a lot of things too.

DANG allen that avatar is sick!

Why cant I combo into supers? I always ending up looking like a fool when I motion for a super off of shorts, forward, etc. Is there a way I can play w/o supers?

can someone answer me? :sad:

  • throw a lot (50% of his game is it.)-- Pick up some footsies.
  • jump a lot (in kinda safe situations) Air throw or wait for him to land and activate.
  • turtle and poke when is losing------ Turtle back and build meter or taunt and talk shit.
  • loves doing red impact–Bait it out
  • doesn’t RC---- his loss, you should learn how to if you dont already.
  • move around all the time—Zone his ass.

Best team for fighting them would be pointless to say cause he doesnt RC. But if you were me I’d use A-Geese Rol and Sak.

my main problem is Vega (Claw). The one i’m fighting do the following:
- throw a lot (50% of his game is it.)

Random pokes to beat out if hes walking up.
Late tech.

- jump a lot (in kinda safe situations)
Punish with normals
RC it if you can RC, if you know hes going to attack. Dont use it all the time, he’ll catch on, air gaurd, punish you.

- turtle and poke when is losing

jab throws.
Jab, walk up, good prioritized move.
walk up safe RCs

- loves doing red impact
Watch out for randomness like:

Deepish c.hk, red impact
Any roll claw move, Red impact.
Plain out random Red Impact, If they’re scrubs they will do this.
**

  • doesn’t RC**
    Thats a plus, Blanka is that much easier. Thats also good that you know he won’t RC.

- move around all the time
Try to punish his stupid mistakes. watch out for empty jump throw.

what team is better for fighting that one? I use these teams:
A- Iori, Blanka, Rolento-2 (also Athena, Nakoruru)
N- Ryu, Athena, Zangief-2
K- Kyo, Rock, Cammy-2
C- Guile, Sagat, Ken-2 (I’m still begining with this one)

A is good: builds meter fast. Punishes jump ins with anti air CCs. Good damage. Roll cancel available.

N- Don’t know much about N, i forgot how to use it.

K - Good, JD. Jd his air attacks, throw. Kyo has good mix up game.

C- Great for defense. Air gaurd, super great lvl 2 cancels. Solid good team. Guile has major potential. Sagat is cheap, and Ken has good lvl 2 cancels, BnBs, RC funky kick is good, and whiff funky kick from far away is good meter builder.

EDIT:

-yes Footsies his ass.
-Not good, dont activate unless you’ve seen him attack already. He can bait out you’re trip gaurd CC if you’re going to wait for him to almost hit the ground. dont activate if hes on the ground, he probably recovered already.
-you can turtle back. Turlte him out, if that’s your style, as is mine, too.
-Yes, bait out.
-Yes his loss, and yes learn it.
-ok good stuff.

Now will someone help me?

How do you RC light kick moves? I tried negative edging but its fucking rediculous because i just get the jab move(not roll cancelled) and i know im doing negative edge RC, its stupid. Someone help, whats the motion? Any tips on how? i can do Light Punch moves by double tapping, is that better than RCing by negative edge?

Double tap :lk: Gl0ry and myself had this same problem with ken for a while, just a quick tap right after the rc.

Index on :lp: and thumb on :lk: just do the move and dont worry about the neg edge as much I wanna say remember you can input the rc slow and it will still work. Hope it kinda helps.

Unfortunatly the best advice you’re gonna get is what I’m about to tell you; the best way is whatever works for you.

Having said that the two most popular ā€˜best ways’ are the ones you know of, via using negative edge or doubletapping. I personally find the double tapping method better for Ken’s RC Funky Kick, yet find normal negative edge better for Rock’s Jab Elbow and Rage Run Dunk :xeye:.

I can also RC Fierce Elbow at 90%+ consistency, yet can only RC Fierce Hadouken at like 10%. Go figure.

I can do B,f Moves 90%, not sure about qcf moves. Sometimes i have bad days and i roll all over the play with qcf moves. its bad

What i tend to do with double tap, is sometimes i get trigger happy and cant control myself and i double tap roll instead of lk itself. Oh well gotta practice.

Mr.SNK - What do you mean you can still input the rc motion slow and it’ll work? You have to cancel the roll in 1-3 frames right? so why slow?

The Guy Above Me(sorry, i can’t check your name, too lazy right now): any tips on qcb moves(RCing wise)? 90% is a lot, i can only get them like. 4-5/10 times. which is shit

What I mean by that is you can do your QCF slow then tap :lk: :lp: then :lk: again till you get the hang of it, then after that start picking up the pace.

Is Buk still chatting in this thread?

Just footsies to beat Vega? What does that mean? 90% of the characters in the game have no way to punish Vega on reaction whenever he whiffs his d.MP. Try to get into a walk back and forth ground game with him, and you’re going to eat random jump-in into throw mixup as well, if you didn’t get hit by a slide already.

Walk forward and block a lot. If Vega gets itchy and jumps, use your invincible anti-air. When you successfully predict he’s going to whiff something big (most notably the slide and the d.HP), use your roll and then combo. If you randomly roll at him, it will discourage him from using d.MP so much as well. When not slowly advancing, his slide is the major move you have to watch out for. You can stay outside of the range of his slide and then hit him if you manage to make him whiff it.

When I can tell he wants to walk forward and poke me, I use my shoto RC Hadouken. Only use RC move as a counter to when Vega wants to do something first is a rule I strictly adhere myself to.

Vega jump straight up, falling HK owns any random RC move you can do anyway, so I barely even bother anymore worrying about RC against him. Even ā€œsafeā€ RC moves like Ken’s RC kick can be whiff punished by Vega’s slide or d.MP.

Stop his low jumps, DP his normal jumps, and random roll through his laggy moves (including d.MP) is better strategy than anything involving random RC in my opinion.

Tiger Uppercut > any random jump in Vega ever does, but yeah, you need to practice a lot to get good.

I can combo Vega when he whiffs his random Red Impact super up close and I have a small character. When I have a big character like Sagat, I just let him do it though as an unpunishable move though.

Vega beats Kyo really bad unless you can get a lucky JD into combo. The second hitting part of the Vega d.MP is totally unpunishable even when JD’d unfortunately. Good luck trying to get a knockdown into mixup (which Vega can escape with that abnormally fast tech roll he has anyway), when Vega is sticking those far d.MP’s in your face. Whiff anything on the ground and Vega will slide you. Jump forward, early air d+HP to stuff Vega’s anti-air doesn’t do a thing either when the other guy uses the Justin anti-air and jumps back fierce against anything. I think it’s a really lame match and I try to avoid matching up Kyo with Vega whenever I care whether I win or lose.

There’s absolutely no reason to RC the Ken kick when you want to build meter from far away. Just do the kick regular instead right?

Guile versus Vega is the reason I quit playing Guile altogether btw… So Hail and Kill, I think that much up is stupidly difficult, especially against scrub Vega even, and I wouldn’t recommend playing it one bit to even myself, nevermind another guy.

Oh, and the last note I keep against Vega is that whenever you do manage to get on top of him (especially with Rolento who can’t anti-air Vega’s jump from the ground), you really NEED to go all out on the offense and guard bar pressure until Vega dies. Vega is one of the strongest characters in the game at midrange and half screen, but once at point blank, he’s a sissy whose clothes’ fall off.


Nobody can answer my questions like some useful stuff I can use to counter Vega going for random RC crystal flash when I’m attacking him?

Keep the Maki help coming too if anybody knows more. I’ll ask friend to pick Maki again next time and try fighting her air-to-air to see how that works for me.

I try to use Maki myself and she can’t be played like Ken, offensive Rolento, Kyo, or Chun-li unfortunately, so I don’t like her and think she’s weak. But yeah… wow, she was so annoying when played runaway style though. To chase or not to chase? Her sweep, s.LP, punch throw, overhead kick, and off the wall moves are all very, very good.

i remember asking buk about fighting against Cammy and he said it was in this thread. i tried the searc option but i couldn’t find it.

Unless I read wrong, Buk said it was like low tiger shots and more low tiger shots and the rest is s.LK. K-Cammy walking forward to JD and mixing up with brazenly walk forward to far fierce you shuts down your Sagat on the ground though. Cammy who wants to play safer will also use random moves like far s.MP, far s.MK and d.MK as pokes against Sagat also. I need like jumping HK and d.HP to counter K-Cammy instead and also all the other random moves besides far s.HK that Cammy will walk up and do.

Using intelligent low tiger strategy like Buk wrote, C-Cammy vs Sagat is free as long as I don’t let her level 3 me though my low tiger and don’t get tricked when she does those corpse hop tactics on me after a knockdown. Against K and P Cammy though, I’m finding I need to put some more variety into my game, and that’s why I posted. Having my low tiger JD’d when it would normally be safe had it hit or been blocked, and then Cammy getting a free counter hit far s.HK on me is stupid. Cammy’s low jump HK when it gets past Sagat without him DPing it is way too good as well. Seems Cammy gets heavy frame advantage and can start her close s.HP cheese. If she gets lucky and goes over a low tiger with her low jump (which I’ve seen and have had happen to me), then no comment. :tdown:

how do i stop feng wei’s ss4? its really annoying because its more than just your average highcrush. everytime i get near a feng wei who is sidestepping i have to watch out for ss4. this character is so bullshit please help me.

also, K-kyo > any vega

Great !
Now whats a good way to finish the custom with granade super ?? I am trying random things in training mode but still having trouble finishing the CC with super(mainly because I dont know what I am doing).Thanks again and anyone else wanna answer the my Q go ahead ! :tup:

vega:
if it’s strong/fierce version ball, why not just roll when he does it?
(for jab version, i think you’d probably have to psychic roll through it to punish, risking getting thrown by vega’s awesome ā€œsit back and see what you do before he does something randomā€ tactic)

Maki:
what groove maki does your friend play?

if you fight maki air to air(depending on what character you use), the best option is probably jump back insert best air nomrla. you can keep her out and/or beat out most of her air to air moves like this, however you just wont’ get in, which means you let maki fly around all day if she chooses to.

here’s a short breakdown of what i think maki is like:
-her s.fwd can be abused in a way like sak’s s.rh(minus the damage and recovery)
-runaway game/air to ground game most closestly resmembles rolento(minus the small jump options)
-ground to air options == rock (plus the best AA,imo, in the game, KKK :tup: )
-combo-ing into super(close) is uh, somewhat like kyosuke(but with easier ways of getting in)
-combo-ing into super(far) is like chunli s.strong xx kicks.(although i dont’ really use chunli so i’m not too sure if there’s any special thing about chunli’s s.strong xx super tactic).

EDIT:
i didn’t read it yet, but i’m sure he knows what he’s talking about.