I believe it’s dependent on where she hits you. The lower down on your body, the more frame advantage she has. EX is always plus frames (varying) regardless of where she hits you, I believe.
I will try and dig out an old reply in this thread when I get home. I remember someone here who mains cammy posting about it.
Yes I was talking about TKCS the instant dive kick. Aka she has to be on top of you anyways.
My set of games tonight makes me yearn for a better AA normal. sigh
Is PP on cross up tatsu (Ryu) guaranteed?
Someone tried to cross tatsu me on wake up, PP beat him both times.
I also, evaded Dudley’s U2 in the corner with BACKWARDS teleport. lol I don’t even remember exactly what happened. I think I get reset in the air. I was trying to mash out U1 but got backwards TP instead.
If you react to air tatsu with U2 you can usually catch them when they’re landing.
It’s very timing specific but, it’s not that hard.
Hey guys, just wanted to get your thoughts on a few specific characters and which ultra you select and why when facing them. These are guys that when I face them I’m not quite sure which ultra to use because I feel like if played properly I’ll never really have a chance to ultra them anyway.
Dudley
I feel like I can’t punish anything this guy does except terribly judged rush punches. Again, I don’t want to make an ultra selection that assumes that my opponent is bad.
Guile
Ultra 2 seems obvious, but at the same time unless you can predict the ex boom it’s not gonna do you much good. I sometimes choose ultra 1 to punish any baited flash kicks, but I’m just not sure if my decision is sound.
Honda
I feel like there is no way you can ultra this character unless the player does something stupid. Again, I’m not interested in assuming my opponent will do something stupid, I’m looking for practical ultra punishes.
Balrog
I find myself choosing ultra 1 against him just to punish stupid full screen EX rush punches. Again, this selection uses the assumption my opponent sucks. Is ultra 2 better for this match? I don’t know.
That’s about all I can think of now.
errmmmm…
PURPLE POWER FOREVER! …or some such nonsense.
Hey guys, thought I’d ask here instead of making a thread.
My main is Fei Long. Earlier today I was facing a Bison who, when got a knockdown, would use Ultra 2 as I woke up. It connected each and every time he went for this. I managed to EX Chicken Wing out of it only once out of my countless attempts, but I’m not sure if maybe his timing was just off, or there is an exceptionally small window. Blocking either seemed to do squat. Is this some sort of trap, or do I just need to get better at wake up inputs and/or blocking this thing?
And just about the match up in general, what are your guys’ take on the Bison x Fei Long match up? From my experience so far, it certainly feels like one more in Bison’s favor. cr.short stuffs Rekkas startups, st.Strong or Roundhouse seems to beat out Chicken Wing, and Headstomp tends to beat, or at the very least, trade with Fei’s Flame Kicks. Any of you able (or willing) to give me a few pointers?
Thanks in advance.
I go with Ultra 1 for chip and jump punish/anti air punish.
I’m actually kind of torn between both Ultra selections for this. Because you may not even get a chance to use Ultra 2, it’s a huge guess. I may just stick with Ultra 1 for the chip damage to end rounds or just a surprise anti air. EX-Flash Kick beats the 50/50 wake up setup I believe.
Ultra 1. But I think if you are super sharp and reactive, you might be able to punish an EX-Buttsplash with Ultra 2.
Ultra 1. Hard to land Ultra 2 on Balrog.
The biggest mistake with any of these matchups is expecting to be able to use either ultra much if at all against anyone competent due to not being able to combo into it on the ground, they simply don’t have too much you can ultra punish on reaction. All of it is predicting they are going to do something and pray your right if you decide to ultra and you know you will eat something nasty if your wrong. All in all my advice pick whichever ultra you want just don’t expect to use them. Use your other tools.
Well-timed oki ultra is a 50/50 ambiguous cross up setup. You have to guess from which side you’ll have to block. Also, remember that U2 has to be blocked high.
I don’t think Psycho punishment has many active frames so any move with invicibility and reversal timing should work if you don’t want to guess. Just compare your move’s invicibility and PP’s active frames on frame data (I’m personnally too lazy right now^^)
Oh, just bad guesses on block direction. Didn’t realize the player is able to alter Ultra 2’s trajectory so much, I don’t have much experience against Bison / Ultra 2 yet. Thanks a lot for the response.
Fei has really good pokes. Use more crouching strong and crouching fierce. Both stuff naked scissors on startup.
Bison is vulnerable to cross ups, especially ambiguous ones because his hitbox is rather large. Jab or short pressure is free on Bison’s wakeup, since he can’t punish you for trying it. Also, I believe Fei’s easy bnb (c.lk, s.lp, c.lp xx rekka) doesn’t whiff on Bison when he crouches, so that should make things easy to hitconfirm.
Having Ultra 1 is a good backup tool a lot of times Ultra 2 cannot deliver because it’s slower startup. So it’s all good really. I think Kim plays with Ultra 1 almost exclusively on XBL because he has to do vanilla tournaments as well.
yea ultra 1 is actually really good against characters that would normally give u trouble when it comes to anti-airing
like Dudley, guy, vega, balrog,lolbison mirror, blanka
i would say honda too but ultra 2 is really good at just hittin hondas that headbutt for no reason
Plus the startup on ultra 1 is more useful against players that take alot of risk
i think my new favorite ultra 1 setup is knockin blanka down in the corner
and U1 ex rainbow balls :woot:
i use Ultra 1 SOMETIMES when I fight a select few characters (mainly certain Gief and Rog players, as well as the occasional Abel). Other than that, there is like NO point in ignoring the awesome power of psycho abortion.
Also, I would like to state that if you PC into the corner, and hit your opponent, and they attempt to quickstand, if you jump over them you will land with a great ambiguous throw/ultra/cLK setup. PC corner cancel has saved my ass SO many times (especially when the opponent doesn’t realize that your PC will corner cancel!!!)
I’m getting beat out by bad/mediocre kens, I generally punish dokens with stomp like 9/10. Against ryu I use DR to bait dp but kens like cammys seems to catch it every time because of their DP arc. I’m so tired of them being able to jump in on me for free. I’m using RH but it can be so awkward, if they’re close it’s been very unreliable. Don’t want to risk getting DP out of any strings, auto correct dp kills me when I get them in the corner so I’m just at a loss here. (Same thing with dudley too honestly). Advice?
Lame them out.
Always have space between you and them. Don’t try to get in their face and mix them up, it’s literally random if they will SRK or throw. You can’t predict them.
Stay in s.hk range and just hammer it out, you’ll get like 4 in a row before they jump away from you(and throw a fireball) and stop trying to jump at you.
When they jump towards you if you neutral jump they will usually eat a nj.hk(on your way down), c.mp xx hp PC unless they srk when they land in which case you can start empty neutral jumping then blocking the srk and punishing them.
Ok, i’ll try to implement that it all sounds like good strategy.
Bison is my new main for sure now.
I was using Blanka as main, then Honda, then Ken, but I feel good with Bison because I always run into a lot of turtles, so he’s great at controlling ground and air space, so I can rush down or run away. I have difficulty maintaining constant rushdown with the others.
My weakest match is vs Ryu, whether they run away or rush me down, I find it difficult.
When they run away all day, I get in with Scissors, but I’m too concerned to attempt a crossover because I’ll get Shoryu xx Ultra.
If they rush me down, I have difficulty anti-airing at a wierd angle where stand HK doesn’t hit, and Dwn HP comes out too slow.
So a few questions:
-What is Dictator’s best vertical jump air-to-air attack to stop jumpins?
-Which of Dictator’s EX and regular moves come out in the least frames to run away from wakeup mixup games. I usually use EX Psycho Crusher. Teleport sometimes doesn’t come out as quick as I want
-Against characters that jump in with an attack (I block) then vertical jump attack again, what is the best anti-air? Stand HK sometimes get stuffed or comes out too slow.
Any help is appreciated, thanks.
Alrite quick question. How do you stop cammy’s quick cannon spike with m. bison. my friend plays cammy and when he starts to use cannon spike pressure I cant get out, any advice on how to get out of it.
I find teleport is a great way out when someone is committed to a meaty especially specials. Great against fuerte’s tostada press pressure and other shenanigans. I never do it against Ryu though, too likely to eat a doken/throw. Ex PC or block are you best options in my opinion. And yeah jump in are tough, RH is his best anti air in my experience but can be really awkward. If it’s a naked close jump in I’ve started trying to dash backwards for better spacing. If in a corner IDK having lots of trouble with that myself.