Alright so I played against this tournament skilled Yang player the other day. He was amazing, and I was hella high off of some crazy weed.
What I noticed, was how amazing those god damn dive kicks are. It is like a Rufus but way worse.
What I noticed about these dive kicks… I cannot anti air or really counter it. I tried c.MK, st.fierce, and a few more but they don’t work.
I want to ask you guys, for anti air options against Yang/Yun’s dive kick, is it effective to use c.MP, st.mk ? I totally forgot to use these two.
Anyways, it was my first Yang matchup experience, just my odds are that I was facing a very strong tournament player. He isn’t that good, I just need to learn the matchup. You guys got any input on this?
I feel for you… I’ve been posting a lot about their bullshit divekicks in some other threads here.
Neither of those work. If it’s a really goofy angle or range (i.e. a range that they usually won’t divekick from) you can anti-air with st. mk, st. mp, df LK etc., but from the range and height they will actually divekick you from there is essentially no way to anti-air on reaction. You basically have to try to win the fight by keeping them out of a range where they could divekick you at all. You also have to pretty much avoid doing anything that would allow them a free chance to divekick (like doing a neutral empty jump too close to them, because they can use the time you’re in the air to just walk a bit closer and make you block a divekick as you land.)
I don’t know how you’re supposed to win this matchup, based on MY knowledge of this matchup, I feel like Chun vs. Yun at least (not enough experience with Yang, divekicks are the same though) is something like 4-6 or leaning toward even more in Yun’s favor. My opponents that use Yun are really good, and I feel like I have figured out a lot about this matchup, but the fact that their divekicks essentially dictate everything about the matchup puts it solidly out of Chun’s favor. They can divekick with impunity, you can barely if at all punish them for doing it. The best you can do is throw out pokes in anticipation and hope that it stuffs them. You can pray for a knockdown or a blocked reversal attempt, because once you actually knock them down their wakeup options are relatively weak and their HP is shitty.
The only thing you can do on reaction is if the divekick is high enough, you can EX SBK on reaction.
You keep him out by staying about mid-screen to 3/4 screen distance. If he dive kicks, st.HP or st.MP hits him out of the air (occasionally trades, but I think it’s worth it), st.HK keeps him on the ground.
It kinda plays out like how the guys at the video thread mentioned it. First to get backed into a corner dies. Dash I failed dash U1 more than once.
Going to take that and stomp kick training more seriously. Not going to bother with target combo-> EX Legs/EX Bird anymore, Super (and to a lesser extent EX Kikoken) is going to be important. So might as well go with the next best thing. That and make my pokes and focus attempts tighter and smarter.
You don’t have to stop using target combo, just focus on mixing it up more often.
Use one j. hp followed my either st. cl rh or jump back rh (this works as a great overhead attack against opponents who love crouching blocking)
Also try to minimize Guile’s degree of space. As long as he can control 3/4s of the screen, you’ll undoubtedly have some struggle working your way in. Don’t force it if the Guile player is extremely solid with his AA normals and air grab. If you anticipate booms, you counter with cr. strong… But it HAS to be done during Guile’s initial startup.
Also don’t be afraid to control space with st. rh, this will help prevent them from liberally walking up and getting their poke game off. Hasanshu often is a 50/50 guess because most of the time you’re executing this on reaction, not anticipation.
I meant no target combo to EX-using move, and more of target combo to stomp. It’s because EX kiko has saved me a lot of times.
Wondering if reversal super (something that I haven’t had the chance to use against Guile) would be a game changer.
I’ve tried my own air throw when during the times when the both of us jump, but it looks like he wins most of the time. And yeah, looks like well placed s. mp, s. mk, or s. hk does keep him at bay. How viable is df+hk against good ones? I was thinking it’s rather risky. But there were a few times that I tagged him post knockdown because he guess flashkicked or AA’d late or the wrong way. It’s definitely not something to use if it will put you in the corner or close to it though.
Negs: I don’t rely on DF+HK against good Guile players. If they’ve got a good eye, they can easily back dash out of range and punish on landing, so you’re right – it’s quite risky.
You’re better off going for safe jumps and mixing up your pokes than to rely on that move, perhaps Skatan/Radiant/Meeks or one of the other exceptional Chun players may offer a different opinion.
Btw, what situation would you use Super against? I think that I misunderstood the scenario you were describing.
Ohhh, yeah Super can definitely punish Sonic Booms. The jab version however, is the hardest to punish, since it’s got the best recovery.
Personally I don’t go out of my way to burn meter during these situations. I tend to reserve meter now for combos during openings or opportunities where I can safely punish.
There aren’t too many of Guile’s normals that can be “easily” punished, which I am sure you’ve probably discovered from reading frame data. Most intermediate players don’t abuse cr. rh (which is the easiest to punish of course), but moves like St. FP is +1 on block. I don’t think anyone will just randomly throw out a crouching FP unless they were extremely confident that it wouldn’t get punished.
we really need to get that gen page up to date like i ran up on this gen player and almost lost i was doing stuff i never seen and i didnt know his ultra was an overhead what kind of sh** is that lol
I was playing against a Balrog in AE the other day and a couple of things to note…
His EX Heabutt beat me out of Cr. MK. I don’t know if I just mistimed it because he only used it once.
Even worse, he put me in 3 TAP mixups and I used Cr. MK OS Tech as usual because it gets me out of everything he can do in Vanilla/Super. He used EX Dash Straight and EX Dash Upper and both absorbed Cr. MK and then hit Chun.
Balrog may have gotten some subtle buffs. If there are any other Chun’s out there who abuse Cr. MK in the matchup, beware.
Oh, that’s really weird. Not meaty at all. I blocked TAP, so he was somewhere around -2 when I used it. I probably did it a little later than the first possible frame.
My timing may need work against Balrog… I haven’t been messing up vs Viper, though, so I thought I was alright.