Well rather than keeping pressure until they reversal you to get a feel is a good tactic to get a feel for their defense for sure, but there are other good ways to go about it… for instance on knockdown you can time your light attacks and meduim attacks so they look punishable, but when they try to reversal you you get to block then punish. Another good thing I like alot is using solid block strings(like cr.lp cr.lp cr.lk lk scissors,cr.lp st.lp cr.lk lk scissors , cr.lp st.lp st.lp cr.lk lk scissors, cr.lp st.lp cr.lp cr.lk lk scissors) combos like that, so they can’t reversal you unless you want them too(stopping for a sec to bait a reversal then punish). Also j.mk doesn’t have enough blockstun to be a blocksting after a jumpin so be wery of reversals after a blocked crossup. Or use it as bait and punish as hard as possible.
In what situation were you guys able to use s.fierce to beat rush punch? Like, would you predict rush punch and throw it outside of Rog’s sweep range? Or would you react with it? Or…? I’m interested!
Honda is honestly the only real bad match up for me. Chun isn’t that hard when you learn the match up, honda is a different story.
Any new findings with the new cast?
Juri, Hakan, Deejay, Guy, T.Hawk, Adon, Cody, Ibuki, Dudley and Makoto?
Seems like you guys are eating up every bit of detail there is on these pages.
I have ran nothing but Hakan and Cody on pad on PS3 since my stick isn’t dual modded yet. All the Bisons I fought stuck to me like glue and would not let me oil my dick one bit. Good job… lol.
Since I play both Hawk and Bison, I can say that there’s really not much to add to what little is already described there. It’s very much a stand back and play it safe match. I try to not even really fuck with any moderately advanced combos (granted my execution sucks) to not give him the chance of mashing out a typhoon after a mistimed link. Mostly just staying at range and nursing Bison’s pokes. As mentioned, his dive is super unsafe, as is a blocked or whiffed DP, so definitely need to capitalize on any opportunities there since Hawk has so much life. In the case of a knockdown, T hawk doesn’t really have many answers for a Teleport or EX PC to escape. He can try to bait a back teleport with an attempted crossover, and hit a dive while you’re stuck in recovery. I’ve done that to both Bisons and Akumas while playing as Hawk, but it’s only reliable if the player is teleport happy, since otherwise Hawk will be at a distance and have to start all over.
One thing to watch for is Hawk’s Condor Spire. It’s not as big of a tool against non fireball characters, but you still need to be wary of when Hawk shorts a Spire to close space since the recovery is fast. I’d say overall if Hawk is trying to spire his way inside just respond by teleporting back. A jump will be stuffed by DP, backdash by standing HK, and standing still obviously = typhoon.
can’t they reversal after the 2nd crouch lp in the first block string? Speaking of which, is j. fp cr. mk x scissors reversable? It seems like I have to pause a little between the j. fp and cr. mk for the scissors to charge. It still combos, but I think they can reverse it.
I don’t know if anyone has a good ibuki in their area but I have a pretty damn good one in mine. I played about 40 matches with him the other night I honestly believe that this match-up is to ibuki what guile is to us. She has absolutely no answ
er to meaty CR.lk and that leads to wake-up whiff mixups…rush that ninja down and she will die
Yes they can reversal through the c.lp, c.lk. Just replace c.lp with close s.lp and it’s good.
If it combos, they can’t reversal it, by definition. Unless you mean on block?
yea, i meant on block.
I cannot do ultra 2 for the love of my life. I am currently doing the down, then right-down wards motion then i pull the stick up, i still get F**#*@ teleport. I would do the regular motion but it takes too long to punish fire ballers. Please help.
down down then right down wards?
if youre pre-buffering then spam down to downforward then do up-forward + three kicks when you see the fireball startup. works very well for me. i kind of hug the gate too. set ryu to fireball (not over and over but just have him walk back then randomly do a fireball and continue walking back). just sit full screen away and mash on that down to downforward. it’s a good way to practice, continue doing it till you get it down. it’s not even a motion really, i’ve found it to be almost a braindead way of buffering it. i think it should help. then practice on the other side of the screen. do it as a warmup for like 5 minutes before you play on top of practicing your combos and short short short xx scissors link. i almost always warm up with the three short combo before a match, it’ll definitely get you ready to go. if you’re doing it off of a focus crumple or a guaranteed punish then just do double quarter circle forward, nice and easy so you don’t mess up the input.
Just practice. Shoto Balls are very easy to punish on reaction using the full motion of qcfx2 for me and I’m rather slow doing it while I’m on the P1 side. Chun balls and Sonic Booms are quite hard, I’ve punished them before but only from around midscreen.
For the characters with super fast fireball recovery, you pretty much to already have the motion buffered before they start the animation. The only way I can catch a Guile with it is if the motion is already in and I just have to hit 3K as soon as I see Guile’s arms move. Alot of Guile’s think they’re safe from PP so they like to get overconfident with the SB spam. But if you’re even a little slow on it, expect to have him Air Throw you as you come in.
I tried it. I got teleport 2 out of 3 times. This is just sad, it’s such a simple motion yet i cannot pull it off in the times where i need it. I think i’ll go back to humping the floor with bison, hell, a smart player wouldn’t throw a fire ball if bison has ultra 2 anyways.
seriously, it’s just two fireball motions, then KKK. Ignore the fast ways of using it, and just stick to doing it normally. I have yet to have a single problem with it.
Fine… (lol’d at the pic)
Seriously through, when i am buffering the motion, do i have to do it fast? or can i take my time… dumb question i know.
Speaking of which, has anyone discovered a new use for ex pc always going through projectiles? I can’t seem to hit anyone once i do ex pc after they throw the projectile, so you have to actually predict when they throw it, and do it right before they throw the projectile.
I’ve broken through regular fireballs, ex fireballs, I haven’t tried Akuma’s three hit fireball though. It’s nice to have, but if I can predict a fireball, I’d PP them.
hp and ex red fireball, last hit of the fireball will hit u
mp red fireball and ex hadoken u will go through but not touch akuma
lp red fireball and any non ex hadoken u go through and hit akuma
Pretty much, just think off it this way, you have 2 hits you can absorb with ex pc, those hits are shared meaning if you absorb 2 you won’t hit the opponent even if you go right through them. If you absorb one hit aka normal hadoken you can still tag them if they don’t or can’t block for 1 hit.