Abel:
Oki:
- Jumpin grab —> AV COD, AV TT, AV Roll, Block
- OS JTK----------> Back dash, AV Wheel Kick
Footsies:
- Stay out his step kick range
- Overhead
- BK
- TK
Defense:
- Block
- Neutral Jump
Specifics:
After blocking a step kick:
-Block
-Back dash
Adon:
Size: Average
Style: Pressure
Range: Variable
Offensively: I recommend staying further away and pressuring him with Hammer/AA/TK. Once you get the knock down do your thing but remember that he rises faster than the average fighter. If he has no EX, JRH beats out Rising Jaguar. Be careful when using low forward because Jaguar Kick hops over it.
Defensively: Late FTK beats Jaguar kick clean, early StRH beats Juaguar tooth clean if its EX then EX hammer is guaranteed to hit. Block on wakeup. Be careful at close range, blocking till you can punish is your best bet.
Akuma:
Size: Average
Style: Mix up/Zoning
Range: Variable
Boxer:
Size: Average
Style: Pressure
Range: CQC
Defensively: Watch overhead and sweep.
Offensively: Jab TK is pretty much all purpose here. EX Hammer is suicide close range.
Blanka:
Size: Small
Style: Pressure/ Mix up
Range: Variable
Defensively: You need to crouch block. Stay just outside his slide range. Remember that his Electricity leaves him at an advantage on block. Don’t jump away and minimize back dashing. Be very careful of throw setups.
Offensively: All horizontal balls with F Hammer, all vertical balls with EX Hammer, all rainbow balls can be FADC’d and EX version can be stuffed with st.rh or FTK, Electricity with cr.st/Ultra, EX electricity only with cr.fo/Ultra. Keep in mind that these punishes are on block and on wiff for the Electricity. TK mixups is how you open him up and bait out his reversals. BK’s and jumpins are to be used conservatively. If he jumps towards you, all AA’s are good. Finally, blanka is hard to play when he has the life lead, so when you have it stop taking risks.
Cammy:
Size: Average
Style: Pressure
Range: CQC
Defensively: Block/Backdash/FTK. Keep 2 bars two make the FTK safe, my strategy is to FADC her offense so I can build quick ultra and this way she’s prone to attacking me which makes FTK with 2 bars essential.
Offensively: Knock her down, when shes on her feet theres too much that can stuff you. Space yourself properly at max STK/RH AA range.
Chun-Li:
Size:
Style: Pressure/ Zoning
Range: Variable
Claw:
Size:Large
Style: Pressure/ Mixup
Range: Variable
Defensively: If you EVER see him fly past you, block the other way, if he jumps off the wall for his horizontal claw you’re already in position to block and if jumps off the wall to mix you up with claw/grab/empty jump use EX hammer to kill all those options. If he’s poking you crouch block while watching out for his overhead and kara throw.Be wary of his FBA if he’s had time to charge. If he knocks you down blocking is your best option.
Offensively: Your offense is actually very effective agaisnt him, but only once you knock him down. When he’s on his feet be patient and wait for an opening. Hammer feints and BK are your other options to open him up. If you knock him down safe jump and pursue mixup.
Cody:
Size: Large
Style: Pressure
Range: Variable
C.Viper:
Size: Average
Style: Pressure/ Mix up
Range:Variable
Defensively: You can punish whiffed air attacks with trip guard/EX Hammer, If your getting mixed up be ready to FA a crossup BK or block and overhead which will kill his momentum. Though your best defensive option is block.
Offensively: Pressure her and bait out her unsafe reversals. Neutral jump dodges reversal bk and EX hammer and you can punish on the way down this can be caught with HP TK so be careful when she has ultra. If you see a bk FA. Be wary of overhead.
Dan:
Size:
Style: Pressure
Range: CQC
Dee Jay:
Size: Average
Style: Zoning/ Pressure
Range:Variable
Dhalsim:
Size: Average
Style: Zoning
Range: Variable
Defensively: Watch for instant overhead and teleport+fireball mixups.
Offensively: Don’t rush, you can Hammer him after he does yoga fire on reaction or SJ in if your sure he’s gonna do it. Watch teleport, you can hit him out of it or catch him with EX TK if he was moving back.
Dictator:
Footsies:
Range:
-St.Fo
Zoning:
-JTK:
-Seismo
Transition:
-BK
-OS.l.Fo>>STK beats dash,St.Rh
*Wiff punish: *
-St.Fo
-St.Rh:
Defense:
Ground:
-AA(verify):
-Slide:Close–FFF, Mid screen----ST.mp
-PC/EX PC(verify):
-SK/EX SK(verify):
-DR/EX DR(verify):
Wake up:
-Ground:
-Air:
**Offense: **
Ground:
Oki:
-Ground:
-Air:
Dudley:
Size:
Style: Pressure
Range: CQC
E. Honda:
Size: Average
Style: Pressure
Range: CQC
Defensively: Block everything except splash which you FA. Keep EX stocked strictly for EX hammer punish on whiffed attacks.
Offensively: You can’t do much while he has EX except bait it out. If he’s out he becomes very slow and easy to mixup. Your always looking for the knock down so don’t try anything risky. This matchup is probably the most time consuming, be patient and be careful.
El Fuerte:
Size:
Style: Mix up
Range: Variable
Fei-Long:
Size:
Style: Pressure
Range: CQC
Gen:
Size:
Style: Mix up/ Pressure
Range: CQC
Defensively: Watch the air, Jumpins, Wall dives (can crossup and is overhead).
Offensively: Hammers are dangerous if he has ultra, however close range he only has dp which is unsafe if blocked.
Gouken:
Size: Average
Style: Zoning/ Pressure
Range: Variable
Guile:
Size:
Style: Zoning
Range: Variable
Defensively: Block, his whole game revolves around block stun and punish. Watch for overhead.
Offensively: Knock him down. On his feet pepper him with TK’s and Hammers. Air to air will get you killed.
Guy:
Size: Average
Style: Pressure
Range: CQC
Defensively: All you need to do is crouch block. His Bunshin Izuna throw can’t grab you in the crouching position, this will force him to use the elbow instead which you can crouch block, or reverse. Watch for Ultra 2(Grab)
Offensively: Stay grounded for the most part, if he predicts a jump he can punish you big time.
Hakan:
Size: Large
Style: Mixup
Range: CQC
Ibuki:
Footsies:
- Punish kunai throws with Hammer
- Overhead
Defense:
-Block (overhead)
Specifics:
Kunai mixup:
-After being knocked down by neckbreaker, she can only cross you up with her normals if she moves forward and cross you up with her kunai if she jumps early and releases it high.
Juri:
Size:
Style:
Range:
Offensively: Watch out for her counter, ducking moves and EX reversal. EX hammer works great for beating dive kick.
Defensively: Watch for overhead
Ken:
Size: Average
Style: Mix up/ Pressure
Range: Variable
Defensively: Stay out of his step kick range. When he’s at close range you either block or FTK. Reversal BK’s and EX Hammer also useful to beat the step kick.
Offensively: All you need to worry about is his DP and be careful when you poke because his normals are better than yours. Overhead and feints works great to bait out counters.
Makoto:
Size:
Style: Pressure/ Mix up
Range: Variable
Rose:
Size: Average
Style: Pressure/ Zoning
Range: Variable
Defensively: crouch block is your best option. Stay outside her slide range. Block on wakeup. Be careful if she has Ultra 2 out it gives her lots of crossup options.
Offensively: Overhead works well. JTK ducks her jumping forward and regular Soul Spiral. After knock down if you predict a soulspiral you can jump back for a full combo. You can counter her regular projectiles at long range with your Hammer on reaction. Also be mindful when using the BK’s her Soul Throw can easily catch you.
Rufus:
Size: Large
Style: Pressure
Range: CQC
Defensively: You either block or reverse BK. Remember that he has an over head and a low hitting move. Stay within STK range, this way you can punish his wiffed dive kicks or chip/zone him. During dive kick pressure DO NOT OST either BK reversal or EX Hammer feint.
Offensively: Be patient coming in. Air to air is suicide. You usually get in after punishing him. Overhead is excellent in this match because if he counters it you never eat a full combo. When he crouches his hitbox gets ridiculously low so be careful when BKing. After block Messiah You block and wait until you see him go off the ground and punish with EX hammer, if you predict one coming you can jump back RH into full combo. At close range STRH works great to knocking him out of his shit or just hitting him because of his huge hitbox.
Ryu:
Size: Average
Style: Pressure/Zoning
Range: Variable
Defensively: Watch for overhead, don’t tech.
Offensively: EX hammer is your best tool, it catches FB and low forward.
Sagat:
Size: Large
Style: Pressure/ Zoning
Range: Variable
Defensively: Play him within jumpin range this way you can jumpin if you ever predict a TS. You can counter TKnees with EX Hammer/JTK/ultra/low forward. If he doesnt have meter you can back dash if he does block and wait for an opening.
Offensively: Zone him and make him come to you. If he doesnt have meter go all out if he does pepper him with overheads and JTK. Bk works great in this match.
Sakura:
Size: Small
Style: Mix up
Range: Variable
Defensively: Crouch block or reverse. Her tatsu pressure is safe so don’t mash. Her pokes are better than yours so don’t counter poke. Stay out of her low forward range. If your knocked down do not back dash because of OS EX DP. She also has an overhead and be wary of her EX FB frame trap.
Offensively: Play her patiently until you get the knockdown. Low forward and overhead works well. After knockdown safe jump but if she has bar to cancel neutral jump to make her wiff. When pressured she tends to neutral jump to escape, AA if that should happen. Be careful when using BK’s because her EX DP beats it clean.
Seth:
Size:
Style: Zoning/Mix up
Range: Variable
T.Hawk:
Size: Large
Style: Pressure/ Mix up
Range: CQC
Zangief:
Size: Large
Style: Pressure/ Mix up
Range: CQC
Defensively: Back dash or reversal bk.
Offensively: Hammer the shit out of him. Cancel your last hammer into BK so you can get back to your optimal range which is Max STK range.