Thanks SnakeAes. I’ll try that all out. Bison is so good =/
Don’t forget the most important part is to keep in mind he might not teleport so be ready to continue a solid blockstring / reset afterwords. I see alot of Japanese chuns going for the delayed throw after the double fierce (blocked) now adays. It seems like a simple thing to get straight but when your learning something new and trying juggle all of these options it make things a little more difficult.
Thanks SnakeAes. I was doing well in the last tournament I went to until I got knocked out by two bison players. Another tourny is comin up so I’ll keep these tricks in mind.
SnakeAes thx for the share though the dictator i met usually run the clock so i don’t find something which can really help me
I want to talk about Overhead.
My weakness is overhead i think. I get hit by them too much. I mean REALLY TOO MUCH.
So i started wondering why.
Keep in mind it’s just idea, that doesn’t means i agree or think all of this. I just try to understand
First idea was :
Lack of reaction. They are too fast for me.
I could accept this answer until i notice that in fact most of the time i saw the overhead and i know it’s an overhead…
But i still stay crouch -__-
OK, they are not so fast, so why i stay crouch ?
2nd Idea :
Perhaps though i know it’s an overhead my brain scare let me stand.
"And if this overhead was a fake/feint/setup to force me to stand ?"
It’s a TRRRAAAPPPP.
3rd Idea :
I love so much my crouch tech throw than i cannot give up it.
Cr tech addict =__=;;
4th Idea
Ex SBK is SO SCARY, SO GODLIKE that i’m forced to keep my down-charge even if there is an earthquake.
Standing will make chunli like a low tier with no tools to scare his opponent. NO*WAY. Chun Li is A+ according to Eventhubs
5th Idea
It’s a shame to let my opponent force me to stand.
I will never surrender !!! I’m Chun Li
6th Idea
Ok ok ok i know it’s an overhead but seriously what is the reward if i block it.
Waste of time if i cannot make a Evo moment #37 like after blocking an overhead…
7th Idea
I swore i stand. WTF ???
Capcom ?? TV Lag ?? Internet Lag ?? Frame data ??
8th Idea
Yes i see it but i already know it’s too late so i don’t even bother try to stand.
Overhead are in fact like super in CVS2, if you don’t make your choice before it came, it’s too late BELIEVE ME.
And you what you think about overhead ? ^^
My feeling is that if i’m eating to many overheads then I’m getting knocked down / reset too much and I’m probably going to lose the round anyways. Aside from Dudley no one has a command normal overhead that has the ability to combo after a hit so I tend to worry more about blocking low to avoid a knockdown or even worse a big combo.
i need help with dhalsim and ken matchups. ken especially, he is annoying as fuck.
In the previous page we talk a little about Dhalsim take a look. I hate this versus xD
Was looking framedata and notice some stuff which can perhaps help a little
It’s about Special move into FADC.
When Ryu do that he is at -1. Most special move at 20 frames of blockstun and the dash of Ryu is 18 frames.
Now because of ryu we have the habit to act always the same way no matter the opponent are.
But Viper has a slower dash forward than Ryu for example
19 frames list means -2 after an FADC
Adon / Viper / Dan / Deejay / Dudley / Honda / Gen / Guile
20 frames list means - 3 after an FADC
Claw / Rufus
21 frames list means - 4 after an FADC
Blanka / Rose
-2 means reversal super from chun li win (normally)
In the case of Adon, Viper it can be useful, no ?
Notice than Dhalsim can be punish on the ground after he land from an air teleport even if he choose to not attack.
In training mode i succeed to ultra dhalsim for example when he land.
Backstep Rolling from Blanka can be blocked LOW (it’s not a mid attack).
I play this game since 2009 and i just learned that =__=
lol xD
Overheads are really only threatening with characters who run off it for mixups i.e. Viper, Ibuki, Vega (Claw), and Dudley. Viper and Ibuki are real ballbreakers, because once they get that hit, the options they run off those are many, and the damage they can dish out are painful. Most Vegas are predictable, because they will do their overheads on wakeup followed by throws which are crouch techable. Same applies with Dudley as his overhead has little range and they rarely go for this in the middle of block strings. The only other times when overheads are threatening are when both players have slivers of life remaining and one is looking for an opening to win the game. In my experience anyway.
Ibuki can combo from an overhead as well. She has good frame advantage on this move (+3 on block and +5 on hit), but it’s slow, and you can reactively hit s.hk to hit her out of it.
Yo guys. Just ran a bunch of matches VS Afro Cole’s Dee Jay. Learned a lot. Sorry if this is common knowledge, I just gotta get this down so I can remember it.
DONT PICK ULTRA II. If you are out of throwing distance and try lk > ex legs > ultra, legs doesnt connect with enough hits to send him high enough for Ultra II to hit. I have yet to get this to work in training mode and regular play (but honestly my Ultra II is way sloppy and slow. It might be possible.) Also, dash Ultra I goes through his ex slashes from ALMOST full screen. You have to be one step in. Dash Ultra also goes through normal slashes at around 3/4 on reaction. Any closer and you tend to eat it on the dash. This also combos out of ex legs in corner, but it doesnt send him up in the air for full damage. Still, considering Ultra II is so situational to land in this match anyways, you might as go with Ultra I for the threat against slashes.
At the right distance and timing, lk hasanshu can punish is cr.mk if you can react and know when hes going to throw it out. Same works with cr.mp and his sobats.
Dee Jay’s autocorrect is gdlk so you dont want to cross up if hes charging down back. I couldnt get forward throw safejumps to work consistently so I need to work on that.
For me, I stay medium range in this match, walk in and out, try to bait some pokes. If the bait works, counter poke or hasanshu. Also, Dee Jays focus attack isnt quick enough to punish chuns pokes consistently. You can bait a bad FA attempt with mp>ex legs cancel though. Walk in out, dont get pressured in the corner, even with life lead. Throw some fireballs to get him in fireball mode and hopeully catch him with hasanshu or dash/walk back Ultra I.
I know you guys are probably wondering why I am taking so much time to write this about Dee Jay who is super low tier. Cole really proved to me the potential that Dee Jay has, and I know we are going to be seeing a lot more of him soon. He can strait lock out a lot of characters and take away all their options consistently, allowing Dee to do whatever he wants. Also, if I am obviously wrong about something let me know. I wont get all defensive about it.
I saw OHT’s video of him playing a Dhalsim. Key thing is to never focus his yoga fire and neutralize it with kikoken. Then when he teleports do a standing roundhouse, if he’s close it’ll get him with the close roundhouse. That really helped my match up.
Since we’re talking about basic DeeJay stuff most people should know.
-
You can safejump his lk upkicks, but his EX upkicks are TU/CS speed, not something I want to risk, they and don’t have the blind spot above his head like they do. I generally don’t bother jumping in.
-
The proper meaty set up seems to just be meaty cr.jab, not meaty cr.forward. Upkicks just don’t work on crouching characters, you don’t need the lowered hitbox of cr.mk, and lk sobat can go over lows if timed properly. So meaty jab all day.
you can air throw deejays regular up kicks I belive
Wow okay I need your guys help
What do I do against Seth?
All he does is spam sonic boom, waits for me
To jump jn and use a shoryuken
Ex sbk is useless
And dash ultra isn’t helping much either
This guy is super hurtling and it’d annoying the he’ll out of
Me
He spams a lot of neutral j.fierce
As he jumps away he uses j.fierce too
I know j.mk is supposed to get himbut it’s not always efficient
All he’s doing is running away like a pussy
Fuck I don’t know there must be a way to beat him
- Get life lead.
- Turtle.
What Ark Impulse said. Remember your air grab, that really hurts him.
What Ark Impulse said. Remember your air grab, that really hurts him.
when you’re stuck in the corner against seth, there’s not much you can do =(. i guess when he’s doing sonic booms (while you’re in the corner), jump left then on reaction, when you see him wall jump, you wall jump too to meet him air to air…
I had written a pretty extensive post here on matchup details for DeeJay and Seth.
Then I accidentally clicked the back button on my mouse. Clicking forward didn’t restore the post.
So, FML.
Cliffnotes:
-
Don’t jump forward over DeeJay’s fireballs. His slide can catch you from deceiving distances.
-
Reversal Ultra 1 DeeJay’s Rolling Sobat if it’s the non-LK version (the LK version only hits once, all the others hit twice. LK version can still be punished with Super)
-
Forward throw, dash forward crossup j.LK safejump works.
-
Seth’s far HP leaves him open for days. Ultra 1 on block or even on hit if you’re close enough.
-
If he walljumps in, jump back double fierce or jump back airthrow.
-
j.HP HCB+Taunt option select to punish teleporting.
And, FML. I’m sick and at work, and all I want to do is crawl back into bed.
anyone have any good video links for the Chun vs M.Bison match up??
ive been reading previous posts but
im still having a hard time with his scissor kick pressure…
any other tips against a rush down bison??