Common Scrub Tactics

Very nice thread…

How can i fight off Roll special?

how about hurricane kick spam with Akuma, Ryu and/or Ken. Any and all tactics for any char or groove would be good other then dp or rc options.

thx

fast and meaty low attacks (ie. c.MP) will catch them landing from a hurricane, here’s a list:

shotos/guile/kyo/sagat/cammy/maki/nakororu/iori/yun/benimaru/mai - c.MP
bison/eagle/blanka/todo/vega/guile/yamazaki/zangief/geese/kim/rock - c.MK
shotos/guile/sagat/athena/hibiki/chun-li/sakura/terry - c.HP
vega/rolento/joe/zangief - c.HK
kyo - df+HK

I dunno if it’s been said already, but recently jump away Vega is something that I’ve been seeing = S… They just jump back into the corner with P groove and there’s nothing much you can do about it = P

Uh, walk up as they jump and deep uppercut or your best anti-air as they come down? Trip 'em if they try to parry.

Ryu or Sagat’s super projectile is my favorite counter. Either that or just wait it out since jumping back whiffing air attacks not only builds meter very SLOWLY, but the opponent is no longer an active threat as well.

Only scrubs jump back and whiff high priority attacks repeatedly anyway. Wait for them to jump AT you (since you know they are… scrubs don’t know how to walk) then anti-air.

If your character has a good air-to-air, try that. Sak j.MP, Blanka j.HP, or Bison j.MP for example. Another Vega’s j.HP is good too. With Cammy, since she has such a fast walk, do walk forward, dp+HK. Other characters can make Vega land on a projectile. Long range ground-to-air normals are good too. Guile can f+HP. Hibiki has d.HP. Believe me, the Vega player is hurting himself a lot more than he’s hurting you whenever he jumps back into the corner all day intentionally. Take your positional advantage then beat him up.

Bison or Yama are the only two characters who can fight good out of the corner I think.

I think Hibiki can about as well out of the corner as she can anywhere else, or maybe to be specific A-Hibiki since she’s all I really know.

I do have a question about scrub tactics though. This is really only vs Kim and Iori, but I’d like some info on their rolls? I can’t count HOW many times Kim has rolled at me, I say to myself “Oh youre going to eat this here combo” and I get up-kicked in the face. Then I try to play it safe and just do throw, nope still eatin them feet. Iori is not so bad, maybe his is a bit longer? Can anyone supply frame data (Kim and Iori roll in particular), and maybe accompanying things that might be guranteed (Besides blocking plz I’m not dumb, Kim will then resort to roll-throw)? My typical reaction to a roll with say, Hibiki is to go for low shorts, but I realize that’s risky as they may whiff and result and me getting hit.
I mean I don’t usually end up losing these fights because of this reason, I’ll just wait it out and block one for big + damage plus momentum, but I’m curious as to whether or not anyone has a better solution?

yea those two rolls are like the fastest in the game where iori rolls fastest and its hard to punish them :frowning: everytime i try to throw iori out i just get techthrowed =/

Skisonic, roll frame data, dash frame data, and lots of other miscellaneous frame data can be found in Buktooth88’s excellent systems FAQ. Can be found quite easily, there’s a copy of it on GameFAQs.

Format for the roll chart is as follows:

(1) (2) [(3)/(4)U/(5)R]

(1) is the name of the character.
(2) is the horizontal length of the character’s roll in pixels.
(3) is the number of fully invincible frames in the roll. Remember that rolls
are vulnerable to throws at any time.
(4) the “U” stands for “upper-body invincibility”. Upper-body invincibility is
exactly what it sounds like: your character is only invincible from the
waist up. Not all characters have a portion of their rolls which have only
upper-body invincibility; if there is no number preceded by a “U” then the
character’s roll goes directly from (3) to (5).
(5) the “R” stands for “recovery time”. The recovery time is the number of
frames at the end of a roll that are fully vulnerable.

Iori 132 [27/2R]
Kim 98 [27/2R]

As you can see, their rolls take about half a second to finish, and there’s only two frames at the end to hit them. Mashing crouching shorts is therefore probably NOT a good idea. They only stick out for 4 frames, so if you mash, there’s a good chance that you’ll miss hitting them in their recovery. This pretty much goes for any kind of jabbing people outta rolls. Throwing against Iori is semi-decent, since his roll travels so far forward, but against Kim, it’s not a good option, since his roll is so short, odds are you have to walk forward to throw him,
which means if you weren’t prepared for it, odds are you walk forward and attempt the throw too late, which means he’s got a chance to bust you with a super or something.

Solution? Stick out something meaty, and that has some reach. For example, Geese could stick out cr. MK if they’re rolling within reach, sticks out for 7 frames, comes out in 4, decently easy to react with. If they’re a little further away, try using st. HP. Sticks out for 6, but comes out in 8, so it’s a fair bit slower. Need to react a lot faster to get the HP out in time. Keep in mind that upon recovering from a roll, characters can’t duck a lot out of stuff. So find something that’s meaty, decently fast, and has enough reach. Other thing is to press your button early, as pressing it late leads to getting supered, uppercutted, etc. Press early, and the meatiness of your move should take care of the rest.

Only other thing I can think of is be smart about punishing rolls. If the roll’s unexpected and you feel you may be reacting late, I usually personally don’t try. This usually occurs when I whiff something and they rolled, and the timing to punish the roll is all screwed up. I usually just err on the side of caution instead, usually this only happens if the roll ends far, and I don’t think I can get my slow far roll punisher out. In this case, I usually just start walking back or something to reset the match. They didn’t really gain anything out of the roll, so I’m satisfied.

You can’t cancel a normal into super or special whenever the hit is meaty, so forget preemptive d.MK’s I say. Use some footsies skills, learn the range of Iori and Kim’s roll, and then short, short xx super or d.MK xx super them on reaction. They’re giving you an opening any time they roll when you’re prepared for it. Just because the opening/vulnerability might only be for 2 frames long, it’s an opening nevertheless and there’s nothing Iori or Kim can do to cancel that.

I’ve never seen anybody use sucessful meaty attacks against rolls in all the matches I’ve played or watched anyway.* But since you suck, Ski, maybe you can put the theory fighter to good use. :rofl:

*I saw it ONCE when Daigo did Sagat meaty d.HP against the French guy’s roll. But Jean-Luc was an idiot for doing the random roll at that time anyway.

I don’t think he means hit them with a meaty, so much as something that would hit meaty, and do it as early as possible. Essesentially just something that sticks out for a long time and comes out fast enough so that the person rolling will come out of the roll onto the hitting frames, and something that sticks out long enough so that the opponent will actually land on it while its hitting and not afterwards. This isn’t uncommon, punishing a roll on reaction with c.MKxxSuper, c.HPxxSuper(not meaty though). I don’t like doing it all the time though, some characters don’t have a move I’m comfortable with sticking out that will hit fast enough. Hibiki comes to mind, I use c.HP in this situation sometimes, but I generally I stay away from it.
Anyway I’m aware of zoning to bait a roll and punish, but people are random anyway. The odds of them rolling through my whiffs are high, so they get used to taking the risk, when generally those are bad times to be rolling. Its like they make the bad decision that happened to be correct in that situation but would be generally wrong so most players wouldn’t do that.
Anyway I think I’ll just block.