Im not sure if they altered the netcode… but online is so smooth that i actually might take it serious, i just came out of 10+ online games where it actually FELT like ggpo (did i say it right?) and offline, there was no lag, whats so ever
Someone sticky this thread soon, this is good stuff. I’ve been hoping for a thread like this to discuss some of the new matchups form the game, as well as old matchups in respect to the changes by the buffs and nerfs of the original cast. Now if you could update the Ibuki matchup…
Things are shaping up really nicely here. Good job tony.
Working on that Ibuki intel.
any good juri advice? I’ve seen some pretty good juri’s. I can see her going 5-5 with Bison
Well so far its pretty much be patient and stick to the ground. Also be wary of letting her land an ex dive kick when she has U2 up, she can land it off it. Dive kick, all versions, are pretty badly unsafe on block. Ex pinwheel also owns crossup attempts from what I have seen, however if you can bait it you can punish it with U2.
The main thing about abel is he has to guess if you are outside one and half character distance away.All abels have to mask this.On safejump j.hp you can option select slide he has a tendency to ex roll or st.mk/st.hk for backdash. If you cross up teleport his roll he can not ultra won’t reach.st.mp is also really good against roll so is grab.Sometimes st.hk will whiff so depending on how good your timing is you might what to change what normal to use.
Wake up is a guessing game you can dr resets but he can snuff you out if he anticipates it. You can ex pc but if he baits then any jumpback normal will put him in range to ultra. So don’t spam any one wakeup move.Safest bet is blocking.He can try to play footsies with st.lk,st.mp but unless he is way better than you with footsies it should not be a problem.
On the rufus match U1 will only work if they leave a gap in the follow up or use the overhead followup.
In the balrog match up most good rogs are only going to throw dash punch where you can’t react to it.So throwing against this type of rog player is a no no in that situation. EX is a free throw and U2 I have used it to punish overhead.Also don’t press buttons rog has very good counter hit on foostie with st.jab ,st.rh. cross up j.hk st.jab st.farjab st.lk sk has worked for knockdowns on cross up.And headstomp follow up is a guessing game the match with Hugo101 vs Pr rog is an excellent example of this.
Just of the top of my head I will lokk into my notes for more. Also vids of the proper way to play matchups or prople playing the match up properly would be an awesome tool.
Having a tough time with some Dudley’s might just be that the matchup is still pretty new, Im not sure the properties on all his machine gun punches but Im experiencing them recovering fast enough to block out a
lk scissor kick.
Any tips?
Ive only played 2 matches against T hawk but from my experience, you can just roundhouse him out of his dives (no trade).
Most of his moves can only be punished by shorts/jabs.
yeah, i’d like to see some quality Dudley help, seeing as he seems to be one of my more challenging matchups (wtf is with me and boxers???)
I play this match keeping Dudley out and using only completely safe moves (No slide, Headstomps, etc) as they can make you eat cr. jab to st. hk eventually into ultra.
Dudley’s pokes really aren’t near as good as Bison’s so st. mk is your friend. If you block any machinegun blow besides LP you have a free Cr. lk xx mk sk punish. Meaty pressure works very well against Dudley as any good one won’t waste EX on just the uppercut which is highly unsafe. Basically if you apply extreme pressure to Dudley while keeping his at bay you will take the match. Bison also wins air-to-air with his Jumping Hard Punch, and reaction AA J. mp works as well. Be wary of the Option selects Dudley is capable of, I know none of them probably use them right now but eventually Dudleys will start option selecting J. Hk with Machine Gun Blow as a meaty, so teleporting won’t be that viable on wakeup. If Dudley manages to get in, remember to backdash his F. Mk pressures, they are very deadly in the right hands. I have a friend who is maining Dudley who is a highly competitive player and I’m winning 9-1 atm using just these basic strategies. His number one detriment at the moment is his inability to get in and apply pressure.
The only PP guaranteed is if you jump over MGB which rarely ever happens…
I try to keep Dudley out as best as I can. I turtle this match up personally. Got cornered by Humbag on day 1 pre-release and it was one of the most eye opening and frustrating match up I had experienced lol. I basically got mixed up to hell by Dudley overhead low short into target combos and jet uppers. I couldn’t get out until I had meter.
I stick out c.MP and c.MK to stop Machine Gun Blows and Ducking start ups if he’s near, otherwise unless he’s close he’s not gonna do short swing blows either. I’m not good with hit confirming but if you can just cancel c.MK/c.MP into scissors or psycho to get out of the corner and knock him down. Unless he’s in close jump in range, just swat/trade s.HK with him. He has a little more HP but it’s not unfavorable at all for Bison, it’ll limit his jump ins.
Dudley’s that move forward are the scary ones and you just have to arm yourself with keeping him out and preparing meter to escape if he catches and pushes you in the corner. Just remember like three quarters of his special moves all end up sending you flying to the edge of the screen and it won’t take long for Dudley to catch up right behind.
Turtle, heavy zoning, and c.mp/s.mk has made my experience with Dudely free. TBH I zone him like gief from vanilla lol.
been playing a hell of a lot of Cody lately, so here’s some things to avoid:
his b+mp uppercut is a great AA. Haven’t tested it fully, but it’s been reported it can Beware of Zonk Knuckle (it can go through anything if timed right, and combo’s into U1).
also, he can slide (c+mk) under HS and DR
What’s the verdict so far on Bison vs. Adon? I’m going into the lab right now to do a little homework for myself, but I’m not really sure how to approach the strategy for this matchup so far.
I played against Adon a bit last night trying to experimentally bullshit my way out of pressure with c. jab/c. short but that didn’t really get me anything except a face full of Rising Jaguar. (That sounds…dirty. I may want to retract that statement.) Aside from bullshit not being an answer to his pressure and the standard safety rules against Rising Jaguar FADC, I don’t know how to stop that motherfucker from running wherever he pleases with Jaguar Tooth fakeouts.
I picked Ultra 2 against him, and that seems at least early on like it’s a mistake; I’m gonna go in and test for myself but I don’t trust Ultra 2 to catch him out of Jaguar Tooth early or late (off the wall or post-wall, LK or HK) without him either landing short or flying past me. Ultra 1 might actually be better for stopping Jaguar Tooth bullshit; on paper at least, it seems like a good idea to just try and react to HK Jaguar Tooth, pop Ultra and let him fly right into your not-so-loving Knee Press embrace. Scissor me timbers!
EDIT: Homework so far:
vs. HK Jaguar Tooth:
-
c. HP, s. HP and s. HK can win cleanly, but takes some serious timing and more balls than I’ve got. Trading is the most likely outcome with both moves, but the trade seems fairly even. Something to keep in mind, I guess, if you absolutely need to finish it out.
-
Jab spam doesn’t seem to work. I don’t have a turbo controller handy but it seems to trade about 50/50, and given the timing and damage involved that’s obviously not worth it. Hitbox on that kick is too good for that bullshit.
-
Headstomp or EX Headstomp will win cleanly if you execute the move before Adon reaches the wall. Otherwise he’ll fly right under it. Seems too inconsistent to be worth trying except against scrub Adons so far.
-
EX Psycho seems like the best bet (wins cleanly, little timing involved), but I guess I didn’t use it last night because I was afraid of wasting a stock to chuck myself into an LK Tooth fakeout for punishment. I think I’ll set that up next.
vs. LK Jaguar Tooth:
- HK Knee Press looks to be a clean reactive punish. EX reaches too, but you only get 1 hit out of it where HK gets both. Very clean and easy timing, just wait until after he leaves the wall.
Just got done playing my friend Dave Cardell’s Chun for a bit. This match is a bit better, Psycho Punisher can punish s.RH, c.RH and c.MP on whiff. Maybe more.
Punishing her fireball is not so easy. It seems whenever I would go for a fireball punish from full screen with PP he had time to focus cancel and backdash to saftey.
Also if you knock chun down and she has no meter feel free to Crossup Psycho pressure. She can backdash but if you do the crossup correctly she will go far away letting you get by unpunished. When she has stocks keep in mind she can EX Bird you.
This also may seem a bit risky but I was anticipating a lot of poke patterns in general today landing PP quite a bit. For instance, a lot of chuns like to follow their ball and throw out c.RH so I started PPing them for it lol. I’ve been doing this, sparingly, against a lot of people lately. It’s a risky option, but an option none the less.
I have not been able to fight against many Adon’s, but he has some decent pokes and he moves fast as well. Not sure if his Jaguar Tooth is safe against Bison. I’ve always been hit by Rising Jaguar afterwards by noobie Adon’s so it’s probably like -1f, -2f or -3f on block. I would probably block those and see what he does next. If he mashes out a Rising Jaguar, pretty much just punish him hard with cs.HP xx HP PC.
Oh just for the hell of it, I tried to Psycho Punisher Chun Uc2, lol. Got caught and lost hehehe.
Yeah, I wasn’t really thinking too hard against this guy’s Adon, I was mostly just trying to learn how the little bastard moves and seeing if I had any immediate and super-cheesy ways to stop his shit.
Jaguar Tooth is definitely something like -2 on block, it’s punishable by SPDs at least but it’s airtight against Bison. Mashing low short during blockstun just got a blocked Rising Jaguar, but that’s easy enough to punish/defend against if he FADCs.
I just got fed so many tick-throws because the guy tends to do his ticks with the fastest possible timing, so it throws off my tech timing (and my bad reflexes) and I ate a million throws. Hence I gave up (it was casuals, after all) and went on a button-mashing adventure to see what I could stuff. (which wasn’t much)
He will be maddening at first simply because he can run around so much to offset how dick his links are (+ the general pressure utility of DP FADC), but I don’t think he’ll be too bad once the real scientists (not me) get out of the lab on this matchup.
EDIT: dp + PPP teleport (teleport behind them) actually seems like it might have some utility for reacting to Jaguar Tooth runaway. Bison teleporting behind them means he dodges all versions of Jaguar Tooth, and since Adon is fully committed to the whiffed attack no matter what, if you react to an LK Jaguar Tooth you recover from the teleport with plenty of time to c. jab/ c. short them into whatever. Low reward but pretty much zero risk (a very rare phenomenon for teleport) as long as you do the teleport before he leaves the wall. Not a huge thing, obviously, but something to consider if somebody’s getting too cheeky with Jaguar Tooth runaway.
Cleaning up the first posts with a little more format. I’ll try to include some tl;dr’s and small suggestions against different ultra selections based on the opponent. Let me know what you guys think. Post more findings here.