Ryu: 6-4
Ken: 6-4
Blanka: 5.5-4.5
Zangief: 3-7
Guile: 4.5-5.5
Honda: 6-4
Chun: 5.5-4.5
Claw: 4-6
Boxer: 4-6
Sagat: 5.5-4.5
Dictator: 4-6
Abel: 5.5-4.5
Viper: 6-4
Rufus: 5-5
Fuerte: 4.5-5.5
Akuma: 4-6
Alright, I agree, Dhalsim beats Ryu. I’m also listing Fuerte as having a slight advantage v Dhalsim now. It’s a really weird and tricky matchup for both players, but I think Fuerte comes out slightly ahead.
You can’t play your normal zoning game against Fuerte, it just doesn’t work. Fuerte’s run into max range fierce grab has about the same range as your standing fierce, aka like 3/4 of the screen, his ex run into whatever beats whatever you have out except an ex fireball, he can get around fireballs super easily, and his jumping fierce trades with back+roundhouse. At the same time, he can’t really play his normal meaty ST Claw walldive bs because if you teleport either back or behind him, you’re pretty much safe if he goes for a splash, slide, or run-grab. His objective is still to get in, and your objective is still to keep him out, you just both have to try to accomplish your goals differently from how you usually do.
Basically, I try to run away to a range where I can react to his running. If I’m at full screen I’ll start throwing yoga fires, but if I’m much closer than that it’s too risky to do that considering that his run into splash and run into grab can both make you pay. React to run with jump back or up into fierce, but watch out for run into stop into air grab. Try to harass him with standing strong, crouching strong, and standing fierce when you guys are just standing there and you don’t want to risk a yoga fire.
If I get a knockdown, I start pressuring him, since you can actually hurt him a lot with meaty games considering his low health bar. On his wakeup, pressure with deep meaty crouching strong all day, even if he has ultra. If he does ultra, you recover in time to do instant air teleport in place into combo, or even full neutral jump into combo. Going for throw or crouching fierce or whatever will get you eaten by ultra. The only time you should be wary about pressuring him on wakeup is if he has super, since his super goes right through all of your meaties. If he has ultra, be aware that jumping with attacks and doing things like standing or crouching strong can get you ultraed free on reaction.
Random list of what beats what and what loses to what:
–Fuerte’s splash beats all of your antiairs, don’t even bother trying
–run into grab grabs you out of all your antiairs, including slide and back+strong
–standing roundhouse if you see him run and think he’s going airborne for splash or throw
–crouching strong if you think he’s going slide
–better yet, jump up or back, wait a sec, then fierce
–unlike in 3S, where you could tech air throws even if you didn’t have an airthrow yourself, nobody can tech air throws here, not even if your character has one, so watch out for Fuerte’s