I had a Honda epiphany moment today. If he jab headbutts through a fireball from fullscreen he seems to eat standing fierce for free. Can anyone confirm that?
I was trying to punish with st.mk for a while and it just wasn’t doing what I wanted, but fierce seems to work (and push back a lot, which is lovely).
The only other big problem I’m having with Honda now is full screen supers. Seems like I cannot drill that shit for free anymore
Yes, you can standing fierce Honda’s jab headbutt if the timing is right. When he supers, I slide under and standing fierce. It’s risky and I get hit some of the time, but when it works, it sets up the zone really well so the risk is worth it.
To me that match is decided by where the fight takes place. If you allow Honda to get close to you (to the point you’re blocking one of his attacks), you’re going to lose. If you keep him at the range of standing fierce or farther, Honda has no chance.
Yeah gg’s man! I’ll hit you up for some more Cammy practice. I could definitely use it :wgrin:
Ah, right. I keep forgetting that you can slide against her jump-ins now. BTW, do you know if any of her moves beat his slides and/or do you have to be careful about the spacing for them to work?
I’ve often been able to tag her with a db.jab after blocking a drill, but I didn’t know it beat the drill itself. Good stuff!
Are you sure that works? Or does that only work if she does hooligan from far away? I’ve always used standing back + jab to beat hooligans, but if db.jab always works that’d make doing it on reaction much, much easier since I’m often in crouching block against her up close.
That’s also pretty cool.
I also never really used that cancel much in ST since it was a bit of work to pull off. I wonder what other situations it’d work well in. In theory, it might be good when using db.jab / db.strong as anti-air against Gief or Honda. Hmm…I’ll have to do some testing.
I saw your post in the Akuma tactics thread and added a bunch of stuff there. So, I won’t repost all that. But two quick things:
I don’t use drills against Akuma’s ground fireballs as much as other shotos. Instead I often jump forward and wait to see what he does. If he does something stupid, I nail him with a FP, MK, or drill. If he does nothing then I mix up between doing nothing and…uhh doing something. :wgrin:
My general game plan against him is to counter-hit poke at mid range and then run away and completely nullify his fireball game to annoy him. Mostly, it’s just a case of slowly and safely grinding it out against him. But every once in a while, when he thinks you’re becoming too predictable, mix in a random throw or attack to annoy him further.
That seems to be working for me too so far. But I’m not sure if spacing or timing is important yet.
db.jab beats his super. You can get hit if you time it wrong, but since it recovers quickly you’re more likely to block if you screw up. Back roundhouse (knee) probably works too. But I haven’t been ballsy enough to try that. The only problem with this is that he’s still left somewhat close to you, but following up with a standing strong will usually take care of that.
Like Eggo says, you can also slide under it. Sometimes I also just jump and then drill away to the other side of the screen. If you’re feeling really gutsy you can jump backwards over it and try to throw him when he lands. But I wouldn’t normally recommend that.
I am not positive db.jab works on hooligans at all ranges, but it has seemed to work every time I have tried it. I would say experiment and let us know, as I don’t run into a ton of very skilled cammy players unfortunately. I think it might be more that I tend to rh drill instinctively if they do it from close up, so I’m not thinking of that situation as much.
So far, with jumpins, I have found that st.mk seems to beat or trade with everything except jumping strong, and if you see the jumping strong come out, you can slide.
I suspect that since slide works, making her land on a ducking strong should work just as well (I have not tried that extensively).
It goes counter to my nature to turtle a lot with Sim so I’ll have to work on that a lot more vs. Akuma. When I see some bugger throwing fireballs I am like, “DRILL HERE, DRILL NOW!” and get up into the range where I can punish that shit.
db.jab against a hooligan will work if she does it from further away, if it’s right in your face I’m fairly certain she’ll be above it and throw you. b.jab and b.mk (both standing) will stuff it if you’re fast enough, but man you need some damn good reaction speeds.
Can she do her spin knuckle through a slide (or stay invincible)? I know she’ll do it right past low strongs and you eat a knuckle sandwich (hur hur) but will she be invincible against a slide as well?
Edit: or if not do you have time to block? Even punish? I’ll test these out tomorrow, tonight I have way too much work to do ugh.
Teleport combos?! I didn’t realize there were any legitimate combos involving the teleport. At any rate, the number of frames for the teleport are the same, he’s just vulnerable for more of the recovery frames now. So whatever crazy shit you were pulling before should still work :wgrin:
Also, the fierce punch and roundhouse seem the same to me. But anything’s possible.
I’m almost positive I checked it out, but I think it was one of those things that I meant to refer back to and then forgot and never did.
Ah. I’ve done the LP fire teleport stuff before, but mostly just as an antic to hopefully catch them off guard. At least half the time I try that type of thing they block/avoid the fire and hit/throw me. I don’t think I’ve ever even tried it when they were dizzy since there’s usually better things I could be doing. At least now it all makes sense to me :wgrin:
:arazz: Shame on you for missing out on the missing link to all of ST’s ToD goodness!!! :arazz:
But, nah, for real, check it out. It’s got stuff you can use in ST. Seriously.
Well, I think the thing that makes it not as practical is how long it takes for Dhalsim to teleport. If that move was a hair quicker, you might see more shenanigans.
Of course, it’s more effective and entertaining to Yoga Noogie anyway, so I understand.
I’ve been trying to use it in long-range dizzies, but the teleport seems to get there just after they recover from the jab Yoga Fire, and I get thrown.
That means you’re not standing far away enough when you blow the jab Yoga Fire to cause sufficient hit stun.
Like I said before…it’s not the most practical combo out there. If dizziness doesn’t leave you with the kind of space and time needed to be able to teleport behind your opponent and then hit them, stick a fierce or roundhouse out there instead.
Anything in particular? Just zone him out, if you see him go in the air your jab will beat pretty much everything Hawk will do to you, especially the dive. Just don’t rush in on him, keep your distance and throw smart fires and keep your spacing.
The Thawk match is really rough now that you can’t roundhouse punish the dive. You either have to block it and do nothing, jump to make it whiff, or st.jab it (tough timing but doable).
I used back jab pretty successfully the other night, but if you jump correctly you can punish it with a drill safely.
Someone told me you can jump to make it whiff then throw, but Dhalsim seems to land too slowly for that. I tried using a roundhouse drill instead and had a hard time getting the spacing such that I wasn’t so deep that I ate a 360 for free afterwards.
Also, if you jump you can eat one of his dragon punches if you’re not really fast. So I’m not sure I’d recommend that.
So options:
Block and hope to punish his followup move
Jab - strict timing, and not much of a win - tiny damage, and if you trade you lose a huge damage trade
Jump - need to figure out range and timing, tight on both, if you screw up you get knocked down into 360 loop.
Since you cannot really throw many fireballs (hawk dive on reaction at some ranges) in this match now, it is a serious turtle snoozefest, probably one of my least favorite matchups to play - not for difficulty but for snooze factor.
Hmm… this match is wierd for me, but I wouldn’t call it a turtlefest at all. I try to stick out standing forward or standing roundhouse to keep him out of the air. When the Hawk is grounded, I start fireballing like mad. It’s a very strange dynamic. The standing kicks stuff the dive before take-off. Inevitably, he starts getting some dives off.
I’ve been able to jump back or forward against the dive, he went under me and I threw him when I landed, but I don’t know if that’s a consistent or even safe strategy. I also hit it clean with back and forward kick, but it also trades, depending on timing and distance. What the T-hawk player said above is good advice. Be unpredictable, yet dictate the pace of the match, if you can. Just don’t get knocked down, or things turn ugly. The range on that super is ridiculous.