What are some counters to commonly used “scrub tactics” at the arcade? You guys all know what I’m talking about. I just can’t think of a better description at the moment.
Vega doing wall dives over and over
Sakura: close s.HP comes out in 3 frames, stops cross-ups, and beats every angle of attack Vega comes in at after a wall dive. j.MP is good too. When Vega does a meaty wall dive attack… hmm… I’m not so sure actually…
Blanka: jump up HP comes out in 2 frames (!). jump back HP against everything else. I can do super or b+KKK when Vega does the dive meaty.
Shotos: They all have a good 3 frame d.HP. The trick is to do it LATE if you want to beat Vega clean. I don’t recommend trying to shoryuken Vega as he can control which way he flies around.
Chun-li: Air throw or j.HP x 2.
Sagat: ?? My Sagat’s not very good, but I’m thinking j.HP.
Cammy: ?? far s.HK or s.HP right?
C/A Blanka, RC electricity, (knockdown), dash, dash, RC electricity
All characters: delayed getup if you have it, DP if the electricity was done too early, throw if the electricity was done too late.
P-groove: Parry one hit, DP/super if you have it.
Cammy: level 3 qcf, qcf+K super. Blanka gets messed up.
If you end up blocking the electricity, don’t try to attack him after. Blanka gets like +10 and can counter hit you with d.HK. Parry or JD the d.HK if you can.
Cammy, spiral arrow, cannon spike!, cannon spike!
All characters: practice punishing cannon spike in training mode. For example, Sagat gets free s.HP xx super every time, but you need to practice.
Cammy can actually be at +5 when she distances her spiral arrow perfectly.
Honda spamming on RC headbutts
Bison: CC, sweep, combo.
Blanka: df+HP. You slide right under Honda then get a free throw.
Chun-li super jumping with j.LK like crazy
All characters: Anti-air her with the most painful anti-air you have when she does it from really far away like an idiot.
Shotos: d.HP
Play the range game most importantly. Have a feeling at what range Chun will go for the cross-up j.LK and be ready to anti-air it.
move that gives frame advantage, roll, super (ie. Sagat s.LP, s.LP, roll, super)
Guile, roll, SAMUSAULT!
Guile gets +5 after his d.MP and +6 after his d.MK. The Guile scrub special I always would get caught by is d.MP, roll BEHIND, SAMUSAL!
All characters: You know Guile is going to go behind you. Be ready to block the other way, tech throw if need be. You can (and should) throw too, but you’ll need to practice your timing. Remember Guile has the frame advantage after d.MP or d.MK, so if he rolls after that, he already has a head start on you. If you don’t practice, you’ll WHIFF a grab, scrub Guile will sumusol you, and that sucks.
Rugal abusing air qcf+LP
Chun-li: free d.MP xx super
Sakura: free CC, d.MK or d.MP, ground custom
Sagat: d.HP
Rolling Yamazaki
Yamazaki’s roll is really good. The frame data is actually the same as Balrogs. Only three recovery frames.
All characters: Expect Yamazaki to roll. Make note of the distance where Yamazaki will most likely roll. Don’t get baited into throwing a fireball, then having Yamazaki rolling through you for a free jab, jab, jab, saa!
K-groove JD, mash on throw
Feel free to contribute everybody. I’ll write more when I can think of some more situations, counters, etc…