Counter-Characters

Eagle vs. Guile. First off I definetly think C Guile wins this match(you have to RC all your mid range sonic booms and all your flashkicks).

About jumping straight up:

From inside half screen Guile throws a sonic boom and starts to walk forward…there’s pretty much nothing Eagle can do safely, except maybe jump back(to space yourself, which doesn’t help much) or maybe catch Guile off guard with jump back->jump Forward + foward kick or something sneaky like that…
jumping straight up will get you killed because Guile can just stop, then backfist you out of the air on reaction to your jump(at worst Guile will trade with Eagle’s jump up forward if he’s positioned properly) or just stop charge and throw another rc sonic boom from closer range. Also if Guile mixes up his sonic boom speeds you could end up getting hit by one on the way up, and then get knocked down… and then lose half your guard meter.

from half screen or farther, Eagle is obviously more safe from a walking forward Guile. The problem is from this range Guile can safely sonic boom ->roll. And of course roll allows Guile to keep charge…which pretty much destroys jumping straight up Eagle. C Eagle has it better because he can airblock sonic booms and flashkicks, any other Eagle(besides maybe P Eagle) pretty much gets killed imo

IMO Shotos actually do decently vs Guile. They have RC and regular hurricane kicks to go over telegraphed sonic booms. Their crossup range is also where Guile usually tries to keep his opponents. They basically both like to fight at this range. And it pretty much is left to the mind game. The only major drawback is, Guile has to charge to do massive damage in openings… Shotos just need to land a random cr LK, LP. I’m not saying Shotos beat him (because Shotos beat like nobody), they just give him a good fight… compared to most other characters.

Once a good while ago, Ryu was considered a counter character for Chun Li. Again this was stated back when N groove Chun Li was much more popular than C. I’m just curious how this matchup goes now. I personally think it is in Chun’s favor… since all she does is walk back and forth and hit st Strong to a whiff and Ryu is dead. Also when Chun has any meter, Ryu’s push away fireball strings don’t work, hell most FBs will get supered through… so what the hell is the reason Ryu was ever any good vs Chun.

Shotos vs Blanka… someone wanna give me some pointers on this matchup, outside of hope to land a DP, a roll, a crossup, or a knockdown? And pray he doesn’t RC ball all day?

Yeah I see that trend also. I don’t like to lose more than I really have to so I refrain from using wall grab at all unless I somehow land a really close c.mk.

All shotos can retaliate a blocked Blanka Ball in C-Groove.

erm how?

Airblock. Just block the Blanka ball at the last second with up/back

Zangief VS .Blanka
I usually all ways win that match up with grief?

I know about airblocking the ball and doing a normal. But I will be first to say it is so not easy. Even Honda… People claim RC honda dies to C groove airblock… I don’t believe so seeing how Mago placed highly with him. All Honda has to do is think a slight bit harder… which isn’t much to begin with. I don’t see why he is not listed as a top tier. He is pretty fucking annoying as a R1… since he does alot of damage… and can really waste a shitload of time when he has the lead.

Also… any other pointers in Blanka vs Shotos. As well as Blanka vs Sagat. I find Blanka vs Sagat a pretty hard match for Sagat… if I win its cuz I land random cr FWD.

Also anyone have the frame data on Blanka Electricity…

what is the Startup? (Basically can I throw RC electricity attempt without getting hit (I assume about 2 frames for the RC part, but how many more frames before it actually hits… and since punch throws are 3 frames startup)

Also what is the recovery for a whiff? So once Blanka’s electric ball part disappears… how long is he recovering for? Point of this is to see if it possible to punish whiffed RC electricity.

Also someone address Shotos vs Chun please.

This is a good question, as Blanka’s RC electricity alone is a source of a huge chunk of the mis-informed myths surrounding CvS2.

9 frames startup, 8 frames hitting (a little more complicated than that, just take my word for it), 13 frames recovery.

The frame data is most easily comparable to Sagat’s beloved low fierce; if you can punish that, you can punish this. The general advice I give to everybody is to hit the button way earlier than you think you have to. Try to hit him right when you see the ‘spark’, as opposed to waiting for the whiff, THEN hitting the button. Takes a bit of getting used to, but pretty easy with practice. This is why you see Japanese players doing it all the way across the screen as opposed to right in each others’ faces.

Thanks, that was very helpful. Well, there’s the answer to breaking RC Blanka’s wall start if anybody else is interested. The only thing I’m wondering now is how many people in this forum are going to actually put this info to practical use. You know instead of the usual, lose to RC Blanka “OMG, cheese!! blah… blah… blah… CvS2 sucks!!!” more pointless mouth flapping. :lol:

bump because I like this thread

Lets settle one thing once and for all, does Eagle counter Blanka.

lol, you already know my answer:D

-yes because eagle has an answer for everything blanka can do. eagle’s crouching mk is equal to blanka’s crouching mk in terms of frames (except eagle’s crouching mk has +6 frame advantage if hit/blocked, and blanka’s has +3), but i still think eagle’s barely gets the edge because he can do something more useful with a counter hit (link a standing fierce) than blanka.

-blanka can’t really jump in because of eagle’s crouching fierce or RC lariat.

-eagle can outpoke blanka’s crouching fierce with his standing fierce.

-mp counter eats RC electricity.