standing FPxx haduken
RC FP,haduken
use clk random so the string combos
if you see them mashing super/dp’s just block or roll = free super sometimes
if they jump out the standing FP will hit them
the mixup will usually eat normals so all you worry about are the supers, thats why you use safer mixups first.
My friend is doing Kyo block string into two hit qcf+LK, LK on me when I have Geese and I’m getting pissed off. I tried to use my hcb+LP counter in between the gaps of the qcf+LK, LK, but my counter totally whiffs.
I don’t know how to break out of this gimmick and I end up being pushed to the corner and locked down in block stun for the entire match. :mad: :mad: :mad: WTF!!! :mad: :mad: :mad:
Is JDing the second hit of the qcf+LK, LK my only way out when I have Geese? I’m having trouble doing it because I think it’s hard.
How come I never see anybody use Sagat d.LK, d.LK, s.HK (one hit) xx qcf+HK as a block string? It’s safe when you do it in the corner just like Sagat meaty d.HP, d.MK xx qcf+HK. Is it because of the gap between d.LK and s.HK?
LA i dunno. TX has shitty pho, or dallas does at least. In the bay area, go to beef noodle #1 for the best pho ever
everybody reacts a little differently to situations, so there is no 100% clear cut solution. that’s why it’s called a mix up. however, it sounds like the players you’re playing against will always mash something though, so i wouldn’t advise going for the throw often. shitty, yes, but you’ll have to do safer stuff until they learn… and some players just never learn
for mix ups to the throw, the most common ones are:
(no meter) counter hit low short, link sweep
(with meter) counter hit low short, low short/low forward super
JD/block
run-shift (to go through certain moves), grab. also valuable on cornered opponents
counter (only if it’ll give you a full meter)
stuff to punish tech rolls is mentioned in the guide. you must’ve missed it
you can punish most characters’ tech rolls by just running up a little and sweeping again. takes practice though. some characters have extra long tech rolls and can basically tech for free unless you blindly super them in anticipation
iori has a ton of ways to get in other than rc rekka, just mix up your offense more. it’s all in the guide (running after fireballs, sweeping whiffs/people walking back, low jump pressure, just running straight in if they’re looking to counter something else, etc). also, since you’re k-groove randomly jumping in and JDing is still good
i cant really say for sure without knowing what the exact pattern your friend is using, but the one that most people use involves the first hit of the upkicks whiffing. there’s room to dp/counter/super there. i can’t really picture what you mean when you say geese’s counter whiffs, when kyo’s upkicks obviously are hitting you
as for the sagat string, just do whatever works for you. the low fierce string is a damaging, safe hit confirm combo (into super) that also happens to do a chunk of guard on block. if i had a cornered opponent and they blocked two low shorts from me, i’d walk up a bit and fish for a counter hit low short instead. playing for guardbreak almost never pays off unless you’re n- or k-groove
I would like to know how different grooves counter each other. I know A counters P and K cuz they can’t AC or counter roll, and also cuz CCs waste rage time. Ok that makes sense.
But I also heard C counters A and K counters C. How’s that? What about N and P then?
More importantly: I’ve never heard of Beef Noodle #1… can I get an address?
i thought about it, but so much stuff happened and it would of been too long (i was in vegas for a full week) that my laziness took precedence over everything else. i was also thinking about just listing random thoughts and observations in bullet form, but yea i’m lazy
i’ve been trying to drop morrigan for a different character for like over 2 years now. i’ve experimented with a ton of characters, but haven’t played any of them enough to be confident with them at tourney level. i was pretty comfortable with chun at one point, but she lost the same two matches i was most concerned with at the time (ricky’s sak/choi’s guile) that morrigan did. i also haven’t played much at all since i moved to dallas a little more than a year ago, so that kinda stopped the search
here’s my short list of candidates for a morrigan replacement:
chun
kyo (i didn’t figure out that i was really comfortable with n-kyo until recently, and rc dp against people who jump straight up and roll cross up after knockdown is dope)
vice (for some reason, some days i couldn’t rc grab to save my life)
maki (didn’t put enough time into her, i mess up 720s a lot)
blanka (i totally suck with charge characters)
sagat (i can’t use him at all against chars that duck his jab)
i’ve never really heard of C countering A, but a few people have told me that they think that K counters C. i’ve also heard of N countering A and K countering N, but i think it’s more a product of certain people feeling uncomfortable in those match ups, or certain people specializing in those match ups. there certainly isn’t enough hard evidence to prove any sort of countering going on
i dunno about the address to beef noodle #1, but it’s on capitol close to where nickel city is (was?). across the street, iirc. there’s also a 101 exit right next to it
Man I have that same exact problem with sagat. Actually I have the problem with chun-li too if they are short and can block my spinning bird kick traps I seem to do much worse.
I say go with either Kyo or Chun. Kyo I think is more solid overall but, I don’t think he’s as good a user as Chun. But hey what do I know I’m just some scrub.
Have you thought about N-cammy? She’s a decent user plus once you activate, people get scared shitless and it’s free throw city.
so has anyone found the secret to make bisons headstomp safe most of the time?
especially against sagat. more than 50% of the time i eat high tiger cannons, tiger uppercuts and close hp after headstomping him. even tho that happens, i still try to headstomp on him, hoping i’ll find the magic landing distance and making him lose his meter.
I need help dealing with Blanka’s j.HK, Bison’s j.LK, and Vega j.HK. I’ve been losing to the same two moves for 4 years already and I’m about to quit. I swear if I try to DP and go under those characters one more time…
I tried switching to Sagat’s jump back HK exclusively as my anti-air, but I always end up getting kicked to the head or an airblock that makes my guard meter start to flash and then I die to a CC.
Having to worry about a slide which I can’t react to at footsies range unless I was already blocking and then deciding whether I have to do normal DP or cross-up DP when a random jump comes at me is too much. It’s infuriating how easy those characters are to use and are also the hardest characters in the game to fight against at the same time. I want to stab somebody every time I get hit by Bison’s randomly doing MK scissors kick from full screen away. :bluu:
Buk:
Can you tell me what you did to make your anti-air game so strong, even against the easy-jump characters?
that shit isnt money at all man lol. wtf,i been playing some cat for a minute now,and i find i AA more of his jumps with STANDING MP compared to crouching HP or standing HP. help out,my bison’s AA game is terrible.
edit: actually i trade 95% of the time if i use crouching HP or standing HP. and most of the time im taking the bad end.
are you sure you’re distancing/timing it right? which character(s)/moves are you trying to AA?
cr.fp IS money vs most jump-ins. for chun i find an early far st.fp is good when they’re not crossing up (usually hits clean). this is also true for vega iirc.
Do you think getting into the habit always comboing a Ken super with crouch short, stand short is worth it?
I’m practicing against Chun doing d.LP, d.LP, whiff s.LP, walk up throw on me and I noticed trying to counter Chun’s throw attempt with two crouch shorts doesn’t always reach. There’s a similar reason you sometimes combo into super with Iori’s far stand short right? Are you always trying to do that or does it come out by accident?
I do d.HK xx fancy kick sometimes when I see that my low short combo attempt is blocked. The +5 d.LK gives me leaves a tighter gap than s.LK when I do my sweep. I’m wondering if switching to s.LK (which only gives +2) is going to make a significant difference in my gameplay or not. Do you know off the top of your head what Choi or Dan like to do?
hey kcxj, you seem to always know shit about frame data and what leaves you open and how many frames it is open. Did you get that Capcom VS SNK 2 japanese book? Did you get them off of sites?
Is that CVS2 Jap. Guide Book still availible i think that animebooks site is sold out and doubt is going to restock. I want one.
I see Buk doing mostly d.LK d.LK s.LK into Iori super. That’s what his Iori guide says to do. I’m assuming if Ken could do that, everyone would do that combo instead.
I think Smoothcat scanned that book a while back. A lot of people have that scan, if not the actual book. I have the scan if you want it (it’s 500mb). Just AIM me or something.