Counter The RC

kcxj said it, we should make one

There are loads of ways to stop it, but noone knows how to…

Share your strategies ppl? Let them learn a bit for evo2k4! =)

With my Sagat I just keep my range like I should, dashing back isnt a crime, not even with him :wink:

Vega(claw): I play alot like Ricky Ortiz: You know what he’s gonna do, but wtf you gonna do about it? Not that I’m good or shit, just that I keep them where I want. :slight_smile: When I see a Blanka do (RC) hop I just jump straight up *small jump if I’m in P-groove) and just roundhouse them, or KKK to move backwards, then c.roundhouse, roll, they get up: c.lk xx rollthingies moves :P, great if its blocked, great if it hits :).

Todo: I usually RC grab through it, im such a scurb, I dont play him anymore though because I dont want to rely on RC…

Sakura: RC something yourself, or walk back, roundhouse :slight_smile:

Those were just coming from my head, theres alot of great stuff to figure out, tell your ways how you cope with it :slight_smile:

BTW: blanka RC elec vs p-groove = parry xx dp/super… too easy

edit: I had a question, about my Chun-li countering RC elec… can she c.roundhouse it? and can she s.mp xx super? because her whole arm is invincible isnt it?

counter what rc? rc’s have to be countered different ways

vs rc elec on wake up: command grab or regular grab

vs rc elec after you’ve been knocked down: command grab, super (if it was done early), or jd/parry if you can.

any strats vs rc scouter jump? i hate that garbage. great to get in or get away. annoys the shit out of me.

First, a few thoughts I’ve had these past years.

Nothing counters RCs Directly, because RC is not a ‘move’. You can only counter the move that is RCed, and that depends on what the move is.

What is more appropriate is if we ask, what choices do we have left, if any, to stop the opponent from doing an RCed move halfway through one.

Escaping isn’t a counter, so I won’t mention it here.
(eg :‘Jump to escape RC Bear Grab’)

Having a Different strategy in playing isn’t really a counter either, because when it comes to the exact moment, we are talking about how we should counter that specific move that is being done at the specific time.
(eg : Playing more defensively isn’t a counter, because sooner or later, the other player might get into your face and do an RCed move, that’s the moment we are talking about.)

Parrying is a legitimate ‘counter’, but it applies to all moves, not just RC moves. So although it’s a counter, it is limited because it was always part of the gameplan to Parry -> Counter.

Almost same goes for JD. however it is even more limited due to the presence of some blockstun. It’s still part of the gameplan. But, it’s not a counter, it’s a defense. The counter that comes later will apply for as if the move wasn’t RCed.

Ok, so, now, how do we stop the enemy’s RCed move halfway?

How do we stop any invincible move halfway? Or prevent it from hitting us at least?

  1. Level 3 Through it.
  2. RC back.
  3. Throw them.
  4. Do a particular move that is a direct ‘counter’ to the other move (perhaps this is what the thread is about?)

The thing is, there is no move that can handle an RCed move, that cannot handle the UnRCed counterpart of that move. So what we are looking for perhaps, are moves that can stop RC’s even in it’s invincibility, halfway?

Geese, Rock, yama, Eagle and Todo etc have counter moves taht can be used to ‘react’ to an RCed move. but, it applies to all moves too.

Don’t get me wrong, I’m trying to make it clearer for everyone, my message is :

There is no ‘Counter’ to RC, except through strategy.

So I believe this thread would be an extensive one, with information on what you can do, to make RCing not a viable option for an opponent, most of the time. We may however have to change the term ‘Countering RCs’ because it may confuse some people who think that it is a Direct counter to it. Better to have them prepare for Evo2K4 knowing in their minds, that it is a ‘Strategy’ rather than a ‘Counter’. This way, psychologically, it wouldn’t make RC seem like it’s a menace we should be wary of (And thinking this way puts people into ‘fear mode’), instead, have them feel like it’s just another move I have to plan accordingly to, not react to.

How does one get around Iori RC rekka?

No, I dont mean one move to counter them all (haha -_-) but I mean common RCs that you will probably come across when playing alot of players, Like RC rekka as JasonC asks, stuff like that =)

Some common RCs:
RC elec (blanka)
RC hurricane (sakura)
RC fireball (sakura
RC rekka (Iori)
RC rollthingies (?) (Vega(claw))
RC Scouter Jump (when in corner, for example, so you cant hit them) (Rolento)
RC Legs (Chun-li)
RC Headbutt (Honda)
RC Funky kick (Ken)
RC Spiral Arrow (cammy)
RC Sonic Boom (Guile)

Well um, not a complete list, but stuff like that, im not asking like how do I parry them or shit -_-; , but more like: Is it better to jump towards when a sonic boom has been thrown out? What do I need to do to hit Ken while he’s spamming random Funky kicks, stuff like that. Do I have to jump straight up? Roll through? etc.

=) I hope everyone understands this, I suck at explaining stuff

as i wait for the answer to my question, i’ll try to answer some of yours

rc elec, you can dp or grab on wake up depending if blanka did it early or late.

rc sak hurricane kick, u can roll through and punish from behind
rc sak fireball, same deal or jump over
generally when u fight rc sak, don’t expect to outpoke her. bait the rc and punish.

the thing with iori is, i don’t know to punish the first rekka after being blocked.

what i use against rc blanka balls is kinda move back a bit throw a fierce fireball then do a low dragon punch after :slight_smile:
but make sure to rc the fireball just in case

He’s at -5, so forget trying to punish him with anything slower than a 4 frame c.mk. He can be reversal lv3ed by fast supers. You can jump straight up or roll past him though.

hmm, ok, well i won’t always have a level 3. jumping straight up is kinda risky isn’t it? iori might have time to recover and anti-air me. if i roll through, i’ll dodge, but i probably won’t be able to punish, right?

So…which characters have a 4 frame c.mk? bison?

chun-li has a 2 frame d.lp which can be linked into c.mp xx super… i suggest u find a jab or short which can link into something, because a 4 frame c.mk would mean you need to have a PERFECT reversal, meaning you do c.mk in the first frame where you can do something again… that isnt possible…

Yeah it is. You can double-tap or just have good timing. My linking timing happens to be good enough to where I can get many 1 frame links without even double tapping. Your best bet would be to use Bison or Blanka (or someone else with a great straight up jump hk) and kick him in the face when he tries rekkaing you.

eh i dunno if i like that jump straight up business. Once iori has meter and I anticpate wrong, he can cc sweep me. and if i get scared once he has meter, he’ll spam those rekkas. so i ask again, which characters have a 4-frame (or less) c.mk?

this info is good to know also if you are the iori player, so you can watch for the counter.

Sagat, Cammy, Jake

Bison, Rock. Against Bison it’s hella risky though for Iori, to throw rekkas that is.(then again, so is like anything with Iori vs Bison).

Are you guys actually testing this Iori stuff out? Or are you all just making up shit?

The best way to counter Rc’s is to RC.
RC’s are really easy to see and anticipate.
It’s pretty much the same as punishing wiffed attacks…even easier, most times.

ah crap i hope not. i should just stop coming to this gen strat board altogether.

on topic…to fight against rc gief, stay out of range of rbg and punish as it ends, don’t ever jump at him, don’t ever get caught in the corner, basically runaway and chip/punish

To counter RCs, you generally have to make it whiff in some fashion. 90% of the RCs in the game can be countered heavily by either jumping (straight up or forward depending on the move, sometimes even jumping back works) or rolling.

In order:
RC Elec: walk back to make it whiff, punish. Throw it. Very few characters can counter it by jumping straight up, but there’s a lot of character-specific counters.
RC Sak hurricane (roundhouse): if you’re out of range of the second hit, just anti-air it. If you’re within range and can crouch it, dp after blocking the first hit. Otherwise, jump back and combo or roll through and combo.
RC Sak hurricane (forward): walk back and punish, or jump straight up or roll.
RC Sak fireball: roll, jump, some characters can just walk back and punish after it whiffs.
Iori Rekka: roll, jump, walk back and punish, some can block and punish.
Vega rolling claw: difficult to counter. Jumping up or back works sometimes, but the timing is rough. If you’re cornered rolling through and punishing is easy, but if you’re midscreen it’s pretty hard without a really fast super. Best thing to do is usually just alpha counter immediately and get on Vega.
RC Rolento jump: wait for him to come down, uppercut. If he scouter jumps out of the corner, there isn’t a whole lot you can do about it if you don’t have an airthrow. Most Rolento’s won’t do that anyway since that means they’ll have to let go of crouch block.
RC Chun legs: jump straight up, walk back and make it whiff
RC Honda headbutt: jump back, RC something since Honda will bounce off of you instead of going through you, many groove-specific counters.
Ken funky kick: walk back and make it whiff, punish
**Cammy drill:**this move isn’t even abusable. At the range where the invincibility is a factor, you can just block it and punish it easily. If she’s at the safe range, you can just low strong it or whatever since her invincibility ran out. Barring that, just jump straight up or walk forward and block.
Guile sonic boom: ehh. Anticipate and roll or jump, or do anti-projectile moves.

THANK YOU. This has been one of the most useful threads I’ve seen on here in a while. Would somebody mind getting it stickied?