uhmm…so is the front page gunna ever be updated with compiled list of info? I mean diggin thru the thread is kinda fun and all, but…
Nope! Most of the original posters don’t seem to hang around any more. If you have any questions just ask
Use the search function.
Huh. j.HK is a neat crossup on a standing Rufus. Not all that hard to space of a back-throw, either.
You sure it crosses up and doesn’t just land behind him?
Who knows. That’s probably the case.
Not really worth doing it now with super coming out in a little more than a month, but when it does come out we should make a “correct” matchup/Strategies Thread with a compilation of character specific combos/shenanigans/etc on the front page of the post that makes them easier to find(Translation: I’m far too lazy to use the search function). I know there’s tons of information in the 22 pages of this thread, but for what we know some of it might not be applicable in Super. I’d be willing to keep the thread updated as long as you guys help supply information.
Sounds good. Should probably compile a list of information to go into the new threads.
I need help against Bison at the moment.
Any one care to give a run down?
Knee pressure works well but be wary of Psycho Crusher, cross-ups are good too and Air Knee will allow you to hop over his AA normal (s.HK?). Try to pin him in the corner, don’t cross-up when in the corner as that gets him out for free (teleport).
Anything in particular that you have trouble with?
One trick I use often is when I’ve knocked a Dictator down in the corner and he has Ultra meter I jump in to bait a wakeup Ultra and do a lk.Danku in the air to sail over it then run like hell to catch up with him and punish.
It’s really hard to catch up and punish Bison’s Ultra, triple dash to Ultra does the trick though :tup:
Yes it does if I don’t have Ultra built up I can occasionally get c.hp x hk.danku but usually just go for the Danku. The amount of damage from the punish is less important than getting him to “escape” the corner, waste an Ultra, take damage, and end up right back in the (opposite) corner. Demoralizing as hell, I’m sure.
Usually LK Scissors and his ground game usually wins over me.
If he’s spamming LK Scissors just Kouryuken through it, otherwise there’s not much you can do besides block or back dash, think back dash will avoid any follow up besides another Scissors or Psycho Crusher.
His s.MK and s.HK are annoying Beat out pretty much everything we can do, probably trade with a Gadouken from half way across the screen too but a well placed EX Dankuu will get you in, maybe some Dan Knee or “Instant Air” Knee (UF F DF D DB B+LK) might give you enough lift to hop over his pokes and smack him squarely on the face, careful with using it since it is an Air Knee you’ll be free for punishment if you misjudge the spacing on it.
Never had trouble with her before, but do any of you have general tips vs Vipers? Met ones that SJC alot with QCB+K and HK jump ins, lost to a bunch of those Vipers recently… also is her jump HK like Sagat’s jump MP elbow where it has alot of active frames and you gotta AA Koryuken earlier then expected?
SJ not SJC in those instances Best thing you can do is catch them with a Kouryuken, otherwise you’re guessing as to whether they’ll hit you in front or behind. At the very least Kouryuken would trade with that jumping attack, if you want to make sure it won’t trade use EX.
AA Thunder Knuckle seems to beat Knee Be careful of those ground punches, you can vertical jump to avoid them (outside of AA Thunder Knuckle range) and use nj.MK and nj.HP to hit her out of the air if she tries jumping at you.
Focus catches Flame Kicks nicely but losses horribly to Thunder Knuckle so generally only use it if you anticipate a flame kick.
That’s all I know really :x
Yeah I only know about focusing her mix-ups lol, such as wake up burning kicks. Before I got momentum easily and pressure/mix-up, of course back then I HK knee and air knee ALOT so maybe that’s whats missing… Thanks again.
Oh snap, found another use for the foward throw (other than the double dash throw/bait DP trick and pushing into corner), you can setup safe jumps from it quite easily. You’re just in range for j.HK > c.HK without needing to move (shudder yeah I know, c.MK xx EX Dankuu works sometimes) and if blocked I believe the c.HK is safe (tested against EX Dankuu). Obviously doesn’t work against Ryu/Ken/Akuma but does against Dan and Sagat so anyone with a 4+ frame DP would work with.
I’ll be putting it in my new video, yes I’m that bored I’m making another despite saying I won’t until Super
Edit: I was just testing j.LK cross-up in the corner, and it’s impossible to not block it :looney: I tried blocking normally and forwards and it worked both times…
man, i need some SOLID Sagat advice. I can win the odd game here or there vs most of the cast (even friggin Akuma), but Sagat, it’s not even a contest. It’s just me getting fucking annihilated by tiger knees and fireballs. I can’t even get remotely close to him