Oh alright thanks. On another note…who’re Chun’s worst matchups? I’m starting to learn C Chun myself and would like to know. I also played this guy Nibor(i think?) and his Chun is good. gay OCV with Chun lol.
His Chun is his best character. lol. He makes RC legs look very very easy.
Shotos beat Chun, they can cross her up all day. Risk/Reward is more in the shotos favor. Especialy Ken. You risk getting hit with one knockdown compared to you landing a lvl 2 super cancel. So much in the shotos favor.
Vega has a solid ground game that just basically outranges Chun and kind of forces her to roll or jump.
why do ilke the chun vs. bison match up? st.fp owns chuns non-cross up jumpins, and he’s always one rc crusher away from any pressure that chun puts on (you can punish with cr.rh at best…) add to that cross up jp.rh gives chun problems (well, cross up gives chun problems in general imo).
chun isnt considered fat but you can surely hit her with crossup rh and put the hurt on chun. proof? evo 2k3 Bas vs. John choi.
chun is a pain in the ass to use and i got tired of using her because of her link and her whiff punishing is very difficult and inconsistent (at least for me). But as for bad matchups, cammy’s c.mk beats every normal chun has (except for f+rh) and cammy can just kick her with s.rh if chun messes up…
if youre asking for anything that can be used the same way as a low jump strong, then no. if you’re asking for sloppy ways to get in without low jump, then jumping on top of their heads with roundhouse is still really good. just know when your opponent is looking for it and then do something else instead
hibikis bad matches are vega, cammy and sakura mostly. any match that makes hibiki heavily reliant on rc slashes
generally, if you’re not within range to hit the first rekka (like you rc rekka and hit an extended limb), then your second rekka won’t combo. if the 2nd rekka hits, the 3rd one will hit no matter what
kyo rc qcf+kk’s are too slow to use as anti air. both iori/kyo/sagat and kyo/iori/sagat are good orders. this lets you switch up your order to counter character fools. all rekkas with iori have the same frame data, and theyre all basically safe
it really depends on the difficulty/safety/reward of the RCed move. reversal rc funky kick is tough, so i wouldnt try that. reversal hcb or mash RCs are a lot easier though. waking up with normal throws is a good tactic if you’re really confident your opponent is expecting a wakeup dp/super and is trying to bait it. the risk/reward may seem pretty bad, but sometimes a momentum switch in your favor can be a huge reward. waking up and grabbing fools with iori is one of the most gratifying things ever. EVERYBODY knows you straight up punked the dude when that happens
leave a small gap in your pokes to give them enough time to stick a move out, then counter hit them by sticking out your move first while you still have frame advantage. using your example above, do two low jabs, slight pause, counter hit low jab stand short xx scissors
you kind of get it. more emphasis on intelligent low tigers though since that totally shuts down cammys ground game and makes her take risks to get around them. also, standing forward is a really good tool. keep cammy out and counter her attempts to get in on you. if you fall behind and cammy starts turtling up and playing the whiff punish game, work on baiting a roundhouse and rolling/jumping it
imo, geese should always be moving forward, and your opponent shouldnt be far enough away to get those max range jump ins on you. in the event that it does happen though, look for the jump and react to it with low jump strong or roundhouse
if maki is doing wall jump shenanigans on you, then you can usually watch for her to grab the wall and then react by jumping up or forward. this loses to wall jump + short kick, but no american makis do that anyway. there is no obvious counter to maki wall stuff once she starts doing wall jump short kick; you just have to anticipate and guess a response.
if shes doing tigerknee wall jumps, then then stuff like sagat standing fierce will hit her. also, counter blocked kkk’s with a jump in combo
there’s lots of anti-cammy discussion all over the forums, so search around a bit. generally, the idea is to keep her out/make her rely on risky stuff (jumping, drills, roundhouses), then countering those
to perform a RC attack (except mashing types like elec and kicks) is it necessary to have time to roll? I mean, if I want to do a RC Hadouken, I have time to also roll through?
My friend is saying that RC is useless because it’s only for defence and if you can RC a move, means you can roll through it and punish better. All he thinks is “roll and throw”, “air block, land and throw”
about rolentos arsenal vs guile: slide, knives, c. fierce, j.mp and tripwire against anticipated sbs
re rolento vs vega:
jumping lp against his hp/j.hk. keep running from him and react to what he does. eventually, you’ll get in. and from there do walking lps and try to score a knockdown
re ken vs cammy: some people are just good at reactionary dps and psychic dps. if you arent one of them people, pick another character
Yo Jay, no disrespect intended and I know your post wasn’t directed at me, but that’s the exact reason why you’ll never be a good player in anything. It’s also the same reason I can’t stand talking to you about anything CvS2 related. You keep calling other people scrubs and dumbasses and complaining about how you have no competition because you’re already better than everybody. I guess a lot of it just has to do with you still being a young kid compared to the majority of CvS2 players, but yo, cut it out. I’m finding it annoying as hell that you’re taking it into the Buk thread now. I don’t want to hear anything in reply like, “but it’s true!” either. Let people do what they want and handle your own business is all I ever have to say to you again.
no, i just interpret it as “blah blah blah ken vs cammy, blah blah, cannon drill, blah blah dp”
too general. play more and ask less questions. you’ll get learn faster than just being spoon feed. of course you can always go back to a-scrub…
you can always rc scouter jump jab on reaction. roll back covers the screen quick and its very hard for vega to stop on reaction. vega has nothing to stop you from jumping to the wall from half screen. claw thrust is too slow and his jump kicks and punches whiff. from there look for a way to get on top of him since his anti airs are sorta spotty, and once you can get on top of him, stay on him since he hates fighting in close quarters. use your dash to cover your distance because its quick and deceptive and dont be afraid to take risks because risk reward ratio is in your favor. lastly, throw vega if he gets sloppy with his jumping hks.
slide doesnt go under the sonic boom but it does go under his standing hk and it stuffs non rced sonic booms. think blanka and vega. if your knives gets rolled thru and punished, you are being wayy too predictable since guiles roll is so damn long. sharpen your knife throwing skills, it can cover any angle.
i’m gonna simplify it and sum it up like vega vs guile in ST since this is similar:
-qcb+k and shallow pogo dive to make guile whiff on his anti airs and avoid some sonic booms.
-qcb+k and crossup mk/non cross up mk/j.mp to get it on him when hes throwing sonic booms.
-qcb+k and j.hp to beat him air to air from a distance.
-qcb+k and land on the other side for spacing, making him lose charge, etc
-slide for pressure
-c.hp, standing mk for foot wars
i have some guile experience, not too much but anyways, you are also trying to make him lose his charge so he cant sonic boom you all day, other than that, be more careful when throwing knives if guile has a full bar, and roll your way in against anticipated/sloppy sonic booms since rolentos roll is pretty good.
why ill never be a good player? what does me calling an idiot, an idiot have to do with what i can do, and who i am as a player. and im doing something about my lack of comp instead of sitting around asking questions that could be answered through a few minutes of training mode. in all honesty, what kind of reply did that guy expect? why ask a question like that in the buk thread? when some idiot posts some obvious ass question, you better fucking believe im gonna check him on it. if that bothers you that much, dont read my posts. and honestly who are you to tell me how good i can be? all you do is sit at home an analyze cvs2 to death and ask buk questions that you could answer yourself within 10 minutes of training mode.
d.mp beats the drill clean all the time, without much timing involved, and safe if someone tries to bait you to do dp+lp, plus it gives you quite abit of time to react to it. Unless the drill is telegraphed or you guess right everytime with dp+lp, d.mp is a much safer option for punishing drills.
i honest never use d.mk with ken, since you can’t really combo off it at full range. and at that range, you might as well punish with st.rh or f.rh(abet the st.rh is much slower).
rc fb is ok, but i won’t spam it like i would sak’s rc fb, since ken does have quite the recovery on that. at that poking range, why rc fb when you can rc funky kick? with rc fb, you still need to watch out for drills going under, then punishing you either when the rc falls off, or she recovers before you do.
this is from the small expericence i’ve seen with the ken vs cammy matchup…so if you find it useless, just ignore it
but i dont’ hear much about RC drill for cammy. i know it’s still DP-able if you do rc drill at safe distance. but do people still use Rc drill for situations where your normals might get beat out by something?
it’s not safe of course, but sometimes cvs2 is a bit random, and people playing it by text-book wouldn’t expect it.
You only have a one frame gap to escape from Sakura close s.HP xx f+MK overhead in CC mode. The block stun from the close s.HP makes it impossible to escape the overhead even with a two-frame d.LP.
If you guys don’t believe me, the go test it yourself in training mode. Turn counter hit on, now do CC, close s.HP, f+MK with Sakura and look at the two hit combo.
If you pull the Shoryuken Dan and mash on roll through the overhead, not only is it hard since you only have a one frame window, but Sakura will also recover in time from her whiffed f+MK to hit you from the back out of your roll. CHEESE! :bgrin:
Oh yeah, if Koreans, Jay, or any of you Cali guys knew this secret already too, I don’t care and don’t reply to me. The info is new to me that’s all I know.
The KOK secret:
Mash on roll and then mash on CC to counter Blanka wanting to chip you with mash RC elec as you get up.