ill work on Sagat, and then cammy.
All three air throws are good as well, as long as you mix up other methods to anti air.
And by three air throws, I mean fj,nj, and bj airthrow.
fj. airthrow for when you noticed your opponent uses their air attacks late.
nj. airthrow for those trying to jump out the corner and shotos who like to use instant IA Tatsu.
bj airthrow for when you can match your opponent’s movements well and jump back with them. This tends to helps if they were in close range and tried to jump over you.
did you guys know you can punish honda for hitting you with any hp attack while on the ground as long as you blocked it.
How so? Right now the Honda match up is by far my worst one. I’ll admit my frustrations are playing into things but it seems this match is way in his favor. Basically the “good” Honda’s will turtle, wait for you to mess up then hit you with the MP > 100 hand slap > HK link (which I don’t believe there is a way to avoid the HK at the end). Also, (I didn’t get a chance to test this last night) if you jump in just blocking, will Honda’s EX headbutt connect? Or will it get blocked allowing you to punish? Obviously a jump in attack will get you punished but I am wondering about jumping in blocking…
So we have Ken, Ryu, Honda, Makoto, Balrog, Zangief, Dudley.
Blanka, Sagat and Cammy are in progress. Any volunteers for the next ones?
What should I do for Ryu’s forward j.hk ?? specially when it’s late?? I can’t do anything except for block or dash back? tried to air throw him but got hit/ tried st.hk but got hit / didn’t try the c.hp because I know it won’t do any good … any ideas?
I don’t know, but i’d guess it’s either nj.lk or nj.hk., maybe even nj.mp.
Just educated guesses though
@Sasaki, i’d like to help but i don’t have access to play online atm, so testing a character isn’t too easy x/
Anything i can test out to help by myself let me know.
yeah i took a small (1 month long) break to get ready for evo, then got caught up with school. I’ll have a LONG ass skeleton copy of the new match-up strats probably in the next 2 weeks or so. i’m down to Gouki(Akuma) (take a look at the current matchup post and all the characters above akuma are done). i’ll let a few people take a look at it, edit as needed, then post. The goal is to give people multiple options when approaching a character, instead of one single method that everyone uses then opponents get adapted to… then everyone basically turns into a flow chart (insert character name here). more options mean more people thinking which makes people improve a lot faster. once it’s posted it’ll still be edited as needed (probably by me or saki). the only thing that’s killin me writing this is strats vs the new characters (that arent being played by people who are free). those may have to be added a bit later when we actually see a good hakan or a good thawk or a good makoto etc.
Edit: if some of you guys have already wrote one for a character you can shoot it to me and i’ll add it. Just FYI i’m editing grammar just so it’s easier to read. That’s what takes so long.
@Vegaman: We’re not doing any matchup strats or writeups. That’s still your part - we’re only testing basic punishment options against all characters’ special moves.
@Jaiyiorick: Read the post. You don’t need online play for this.
saki are you going to include OS’s as punishment options?
and ok i’ll keep typing away.
Waaaa, that’s actually a good idea!!
Don’t forget Claw’s c.jab, c.roundhouse~c.jab option select.
I use it against those dashy little Chun Li bitches.
so st.mp is god. its a cross of cr.mp and st.hp. does 90 damage, and is great at stuffing pokes like Tiger knee. so amazing.
btw amazing AA. Rizhall said it before but ill say it again, very good AA
LK ST is indeed a better option for damage since you can follow with another for anti-air but HK ST has much better reach. Its very situational. For me, pre-emptive reation ST is best used with HK since it guarantees the hit if they do jump and weak ST is they do wrong jumps. Lets admit it, even if we see the jumps comming ST gets stuffed harder than a donated teddy bear scheduled for re-stuffing. Its a matter of how the opponent reacts. Weak ST however, even with less reach, works about the same as Hard ST when reactiing to jumps that already left the ground because both still gets stuffed but Light ST hits about the same time as a Hard ST. Sorry if I can’t explain it well Oh btw…Weak ST has lower and shorter range so :P! But I confess I like weak ST better.
Anyway… For nj. LK and MK these two are very different from eachother in their uses. nj. LK is like the alternate version of nj. HK because they both do the same thing: Not allowing people to cross. nj. LK however has the advantage of reaching a higher altitude before nj. HK making it a somewhat safer option but the damage as we know it…sucks.
nj. MK however, streches out with much more range than any other nj. attacks. Its active frames also helps stuff out moves as well making it a very viable pressure string even against opponents on wake up. Against Charge characters, if you manage to psyche them out of crouch charging, this attack will give them hell especially in the Blanka m/u.
Don’t forget about NJ mp… its hitbox is angled and it sticks out of your hitbox, AND it starts in 5 frames. That is faster than all of his other nj moves, except for NJ HK but the hitbox for where NJ HK starts is low as opposed to above you.
Personally I prefer the jump away MP or air throw seeing as they both have adequate range, are damaging and are relatively safe. As a matter of fact jump back MP beats out most types of jumps at several distances rather well and does 80 dmg which isn’t bad. At certain distances jump back HK or HP can work well as well for 100 dmg. Since I jump alot for AA I can setup my ST if they do an early attack. If I have no charge I usually get a free cr HP for 110.
If I Dash behind them and they attack they usually take the cr mk -> cr mp -> Ex FBA.
When falling down on an opponent (from a NJ) despite the angle the safest attack is HP though, but it has 6 frames of startup and the least amount of active frames, so you have to be quite accurate to make it work well.
I was thinking though… since I have been getting some AA CHs sometimes I may be able to set it up well enough to consistently use it for ultra 2. This is just theory at this point though.
Does anybody have any significant info about the akuma match up. Like how to get out of the demon flip shenanigans and so forth. I usually don’t have a problem with akuma til I get knocked down. if anybody knows something good just hit me up.
you have to guess.
if he demon palms you have to block it.
if he dive kicks you have to block it.
if he demon throws you have to jump (backdash could work but loses to OS sweep)
if he empty palms you might be able to get out a throw but safer bet is to block and OST
if he hurricane kicks you have to block the crossover.
basically… block until he makes a mistake. if you have U2… that changes things significantly (although I trust my blocking so I usually go with U1 in this matchup)
if he demon palms … wakeup U2
if he dive kicks … wakeup U2
if he demon throws you have to jump
if he empty palms block/OST
if he hurricane kicks … auto correct U2
another method (that usually requires a bit of health loss)
condition akuma into thinking you’re gonna backflip (do it like 2~3 times in a row). he’s eventually gonna start empty palming and sweep you on backflip recovery. bait out the empty palm, backdash CH into combo of choice and run to safety of distance. not guarenteed. but it’s worth a try if you’re stuck
i’m sure someone else has a better shenanagin than me to get out but i usually just block till they mess up.
bad call on the first bold. he will land and he will block and you will die.
on the second bold its dependent on how deep/late. the soner he did it the higher chance you have of making him eat SC.
both are technically timing/deep dependant if akuma demon palms too early off a late demon flip you can beat it with U2.
but then again i usually dont even fuck with reversals in vortex… just block/OST until they fuck up. it really is the best option. IMO
Right, been doing a couple of things, just note-wise for Chunners, I’ll try and get it all finished up soon as possible and have it up here. If I miss anything when I do, feel free to point it out.
As a starter, so far with SBK (Copy-pasta-ed from notes I was taking while testing):
SBK (L/M): Punishable by all standing normals. However, hit her with a normal near the end of her animation or she will be put into reset, meaning no followups are available to you.
Low normals except for crHP, crMP and crLP will not hit her.
Make sure you’re at a fairly safe distance, if she does SBK right next to you, you’ll get flat out stuffed or you will trade.
Do not use any ST other than EX as L/M get stuffed and H trades quite horribly not in Vega’s favour.
RCF isn’t worth it because only EX is viable and trips her up so it is a waste of meter.
Rule of thumb here: Wait until she’s near the end of her animation, as she’s landing back on her feet.
Her Heavy SBK, is pretty much punishable by the same as L and M however STs actually don’t need meter so long as shes not in your face.
Reversal ultra/ST/FBA or anything of the sort will not hit her if you’re not blocking. All of the above info works on block only/at mid-screen for most part, but again, I’ll chuck it all into a proper write up when we’re done.
EX.SBK:
Under any circumstances do not try to hit her out of this with a stLK. Ever. You’ll take one hit, but still, one hit to the ground is all it takes.
st.HK trades close up, but far away you stuff her and stMK hits, but it has to be right on the tip, or you’re getting smashed.