Taunt over and under all his Tiger Shits (not a typo) until he gets bored and comes to you.
Slowly and carefully edge your way forward, blocking, ducking or jumping over (only when safe) the excrement he throws at you until you eventually force him into the corner. Once in the corner, apply careful pressure with pokes and Gadoukens and he’s bound to panic and throw a random TU you can punish.
Part of it is trying to pick up on your opponents habits, if they run away every time you get close you might be able to catch them in the air with Air HK Dankuu. If they like trying to hit you with normals as you jump over projectiles, jump a bit short of their range and Ultra straight through that shit, very satisfying
Also, if you run into a Sagat who likes to use standing heavy kick as his anti-air, Knee beats it about 50/50 at the right angle. Good for getting in the first time, but i wouldn’t recommend repeated use as they will probably catch on. Just make sure he doesn’t have his ultra either.
A well timed Knee will beat his s.HK and f+HK 100% of the time since the little hop will bounce over his foot and land squarely in his face, they only need to delay their attack to hit you though so in essence a poorly timed AA on their part will hit a well timed Air Knee
I think a lot of scrub-a-dub-dubs use s.HK and/or F+HK as anti air since it’s easier than doing the DP motion, so using a good Air Knee to test the waters is advised, if it works then keep doing it until it doesn’t
Reading the Dev blog it makes me think some of our match-ups are about to get worse Vega and Bison in particular, having better reversals will make Knee less effective. Sheet. Wakeup Knee is practically the only thing we have over Vega If that goes then we have a 4-6 drop to 3-7
Not sure if we’re going to get a SSF4 specific Match-up thread or not but I just found an AWESOME bait for Cody. Basically you FA and back-dash when he has Ultra meter and has picked Last Dread Dust, even if you get hit (now that we have airborne frames, I guess) you only take the initial damage from the dust and then recover in time to punish as needed. Gonna mess with the spacing to see how close you can be and still have this work.
Really? Well messing with training mode you can back dash from anywhere on the screen on reaction to his Ultra dark screen and either escape unharmed or take just that initial hit and then punish however you’d like. Point blank to about 3/5ths you’ll take the first hit, farther than that you escape the dust and can throw an Ultra or Super in his face. Just start mashing back as soon as his Ultra starts…
Man I lost like 500 PP trying to figure out a strategy against Vega in SSFIV. The buffs he got in Super makes him Super annoying.
I’m trying to figure out how to deal with the following scenarios (by stuffing them):
Any wall dive attack: So far I’ve found KRK to be the most effective against all forms of it since FA lets you get grabbed or broken by the horizontal attack. It also seems to whiff if they do a cross over vertical claw because it doesn’t autocorrect. I also found dashing doesn’t work against the horizontal dive and sometimes will still get hit by the vertical claw. So I stick with KRK for my anti-wall dive strategy. However, I’m finding my timing for the KRK is a bit off sometimes where it’ll come out too early. Ideally, it should be meaty where Vega is right above you but I’m having trouble getting the KRK out in time. Are there other strategies to dealing with these wall dives?
Back flip: Man this is frustrating to deal with since it’s hard to tell when the right moment to grab or counter is. I’ve EX danku’d right through them several times and whiff grabs where they then grab me. How do you guys time this?
Dive grab: What’s the best way for dealing with this? I think KRK might beat it but I think I also hit him out of it just by doing a s.lp. I am not sure how strict the timing is on the s.lp but I will have to look into it more. Obviously FA doesn’t work.
Any other tips or strategies against Vega are welcome. I need to figure out this match up so I can lay the Saikyo beatdown on them.
I’ve been Izuna Dropped out of Kouryuken’s before, need to hit him early or you’ll end up missing Focus works pretty well, once they start using EX or Izuna Drop you can just block the EX Wall Dive as you would normally or dash out of the Focus Attack to stop the Izuna Drop. The best solution is stopping him early with an AA but you need fast reactions for that.
HK Dankuu probably best for the Back Flips since it has pretty meaty active windows it’ll usually catch the single flip and probably recover before they do for the double flip.
Before lots and lots of wake-up Knees worked well but now his reversal is better I don’t know
When Vega does wall dives, I like making situational use of Dan’s neutral jumping normals. Neutral jumping MP and HK both hit in front of and above him, which negates the crossup thread by Vega that most of them will try to use. Most players aren’t used to jumping attacks that hit above the jumper, so you should be able to scare him away from further Barcelona Attacks. Or, if he keeps doing them, you’ll either get free damage from your counterhits or condition him to attack very early, messing up his rhythm and potentially allowing for a bit counterattack the one time you don’t jump up after him.
As for the backflip, it’s just timing that you’ll have to learn, and that’ll come over time. I myself have the timing now to punish backflips with throws, and Akuma’s teleport too. There’s no particular advice I can give you except to just keep working at it. EX Danku or an Ultra would be the most reliable moves to punish the backflips with because they’re both active for a long time, so as long as you do either near the time the backflip will end you should get your hits.
a very scrubby tactic (but it sometimes works) is just neutral jump over their fireballs and taunt. Sometimes that aggravates them and makes them come to you.
While you are baiting you can also focus attack to absorb a fireball and run back. This gives you gray damage but builds up your ultra meter. So just absorb, run away, jump the next fireball (taunt), absorb, run away, etc…
if you’re really close, just try blocking fireballs and see if he tries to srk you anyway. if he whiffs thats good damage for you. Just be sure to lead in with standing MP or cr. MK. standing HP starts up too slow and you’ll just eat another shoryuken.
To directly get in it is trickier and depends on the opponent. I don’t have much experience with Ibuki yet. With Ryu I’ll either try a focus attack through a close fireball once i’ve conditioned him to think I’ll cancel it into run away.
If you’re a bit psychic and know he’s gonna throw another fireball you can EX gadouken through a close fireball and FADC forward into standing HP, QCB HK.
This last option isn’t the greatest but it works sometimes: focus the fireball then cancel into run forward and block. (another way to bait shoryukens) don’t do this too close though since Dan’s dash is long enough to punish.
oh and I forgot Ultra 1 and Ultra 2 are both good options while in close to catch him in the middle of something. Don’t use 'em while he’s standing though or he’ll just block. Shoryukens / EX shoryukens can also beat out Ultra 1. So make sure he doesn’t have time to react.
Nothing scrubby about Jump Taunting over projectiles, that’s classic Dan tactics right there Against Sagat you Jump Taunt over Low Tiger Shits and Crouch Taunt under High Tiger Shits (and no I didn’t misspell “shot” it was intentional :P).