Hola!
Against M.Bison:
Thinking it would do a teleport, We have good news
Jump hp ultra 2 option select on M.Bison’s wakeup beats reversal EX psycho crusher.
[media=youtube]zIuXseeArTU[/media]
Hola!
Against M.Bison:
Thinking it would do a teleport, We have good news
Jump hp ultra 2 option select on M.Bison’s wakeup beats reversal EX psycho crusher.
[media=youtube]zIuXseeArTU[/media]
Fuertes target combo seems to beat out a few things that im still testing might i add … you can poke Juri out of her wheel kick and you can also you can smack dat heffer with far standing mp or jab too … vs T.Hawk -
You can RH his condor spire at max RH range . far standing mp works well in this matchup too . if you bait it well you can neutral jump and airthrow , same goes for his shoryuken upward but it will only catch him if you jump backwards
Cody ultra 2 is massively annoying, gotta be careful with it. Not sure if safe tortilla works on it. I tried to backdash once on wakeup, and he caught me with it, seems like its very fast. Also, I think giga buster is helpful in this matchup, since Cody has a relatively slow jump and can’t change his trajectory. Baiting him to do criminal upper then punishing with giga buster is also good since it has better range than the spark. The spark seems better at punishing Ruffian kicks though, so I am unsure which ultra is best in this matchup yet.
I updated my new thread with a short write up on all of the new character match ups, mind you it is still an extremely early point in the game.
I’ve also added some other stuff.
Thanks for the answers, everyone. I’m a newbie. As all newbies do, I misunderstood the notion of “there is a counter to everything” as “there is a damaging counter to everything.”
I’ve re-learned that dodging is a counter. I’ll also keep in mind on the other 2 situational counters also, ex guac during Blanka’s upward start up & well spaced lvl 2 focus when behind Blanka during his Ultra I (grounded portion). Thank you for the posts.
I’ve been wondering how to set the training dummy up to practice proper safe tortilla timing/spacing.
I’ve tried recording ryu to do shoryukens immediately back-to-back, but as soon as he’s knocked down, there is a considerable pause between him waking up and doing another shoryuken.
I would like the dummy to shoryuken as soon as he wakes up, so that I can know when I’ve properly nailed a safe tortilla. Additionally, if I do miss my timing, I can practice punishing Ryu’s shoryuken after recovering.
Fuertes slide teleport still works so far on …
Ibuki - must be timed uber late
Dee Jay - must be timed late also
Abel - works like before only the longer you wait … the further you go
I’m happy we can stuff both of abel’s ultras.
Ultra one via low attack.
Qbomb beats ultra 2
Confirmed: after blocking Ken’s EX Hurricane Kick, Fuerte can Ultra him on reversal even if he tried to jump.
Uhmm, Interesting about Abel u2 using Qbomb, it’s strange but u1 nor u2 has no effect against Abel u2, also, does not connect if you do it After Abel u2, Abel u2 wins our u2 in all ways
Do we have a list of things that can be punished with U2 on block? Would have been nice to know balrog’s rush punches could be punished after blocking them…
edit: so i’m new to framedata, but lets see if i’m reading this right – balrog’s rush punches, at best, are -3 on block. so, assuming we are in U2 range, any move that is -3 on block or higher should be punishable right?
Does crouching block change anything? I know blanka balls need standing block to punish with run slide – so do i need to adjust numbers to assume block crouched?
Cody can stop EX run escape easily with criminal upper. He’s also got some ex move (zonk knuckle maybe?) that is pretty good at avoiding splash.
Cody is a giant hassle. Criminal upper is multiple hit for ex run. Ruffian kick is his armor breaker. All of which beat qbomb. Hk beats tostada and can fadc into ultra 1. Rocks can Faked. Knife deals that chip. Zonk knuckle is everything qbomb should have been and is like a better TAP, his forward dash ain’t half bad, though it looks slow on recovery.
His main fault is slow walk speed and an obvious overhead. I think this match is better left to killing the clock.
You can punish full screen rocks with wall jump jfp clfp but fake rocks and lp rocks recover fast enough for him to block
criminal upper. I’m wondering if it’s safe on block due to our slow normals.
Be mindful of rocks. If he gets off a full charge, he’s packing zonk knuckle. His ex moves all suck if you ask me.
I think he may be susceptible to crhk
Call me crazy. But out of the new guys, I think he’s our lousiest matchup.
Cody’s the new flowchart Ken.
Just FYI, criminal upper and all his ruffian kicks can be punished on block with U2. his c.mk (wonky slide) can be U2 punished on block or hit.
only EX zonk knuckle gave me much trouble while trying to do knockdown mixups, so just bait it like chun’s ex bird kick so he wastes meter. otherwise, he’s fairly safe to throw mixups at.
http://www.shoryuken.com/showthread.php?t=165105&p=8815967&viewfull=1#post8815967 here I posted a vid of me vs a decent Cody (this was before I looked up what was U2 punishable)
edit: criminal upper seems relatively safe on block (if we don’t have ultra) but it is possible to sneak a c.lp in there
I think it will probably be helpful to really nail down the U2 punishes for this match up. Make him think none of his specials are safe, because all it takes is for you to block one for him to eat U2.
So far Cody is for sure the hardest new matchup I experienced, but I think once we adjust to his playstyle it won’t be anything worse than a 6-4 Cody. I am really pissed to see Cody has that Zonk knuckle charge that fast, why do we have to do so much more for Qbomb is beyond me. The good thing is most of his moves (just like dfyb mentioned) can be punished with reversal U2. I think U1 is also a viable choice, since it can punish his jumps pretty well, as well as whiffed zonk knuckles on wakeup from a good range. I kept getting caught with his U2 though, seems like a major annoyance to me.
@dfyb: In theory, I think you could punish anything that is -3 on block with U2, but that also depends on their position after you block. Sometimes they can do a -3 on block move but from a safe range (like a slide), so then the framedata can be decieving. I agree though that we can still compile a list of what can be punished in theory with U2, and then edit it as we figure more things out.
I still didn’t play against any Honda player in Super, can you punish a blocked headbutt with U2?
only in corner i think
edit: yeah, corner is more consistent. couldn’t nail down why but sometimes mid-screen it wouldn’t connect.
So anyone figure out what to do against Rose? Really one of my most aggravating matchups next to the Blanka waiting game and jab-country boxers. It seems (in Super) all her normals have quick recovery. Rose doing blocked slide to throw mash wins against all my pokes and doing crouching throw techs isn’t as sure-fire as it was in vanilla. And her dash is simply ridiculous, better than Chun-Li and Cammy’s on those invincibility frames (it seems) it evades everything along with EX scarf drill to keep Fuerte honest it’s a nightmare.
On a side note, Tortilla whiffing past random DPs has put a serious hurt on my shoto games.
I have yet to fight a Rose in Super (I do remember it being an annoying match before). If you check the first page on this thread there are some decent tips on how to handle the matchup, though I hope it isn’t too different now. Also, this is just based on how U2 worked so far, but on her wakeup it might work as an option select after a cross j.fp if she decides to go for EX scarf drill. Also, if frame data hasn’t changed, U2 should also work as a reversal after any blocked version of scarf drill. From far range, dropkick beats scarf drill (even ex), from mid range target combo works, and from close range block and punish with U2. Tortilla owns her U2. I see Fuerte U2 being a good help in this matchup since Rose relies a lot on her normals to apply heavey ground pressure.
EDIT: Oh, and dropkick owns her slide pretty consistently.
Anybody have any tips on beating Juri? I keep getting rocked by pinwheels (mostly lk version) and I dont know what to do to punish when I dont have ultra.
I accidentally came across in training mode that El Fuerte’s Quesadilla Bomb (HK) was beating out Ryu’s reversal wake-up HP shoryuken.
Other version, LP and MP shoryuken, will sometimes get beaten out also, but it trades more often.
What’s weird is that only a reversal wake-up HP shoryuken will be beat. A little late wake-up HP shoryuken (gets no “Reversal” note from the game) will have its 1st hit trade with Quesadilla Bomb.
I’ve only tried it with HK Quesadilla Bomb, but I feel like other versions will work, too.
Just a little weird tidbit I thought I’d put out there.
By the way, didn’t Quesadilla Bomb in vanilla change depending on which button you used? Namely distance? In Super, the distance AND damage are based on how long the charge is, regardless of button strength. I’m not sure if this was the case in vanilla.
I’m pretty sure Q-bomb has always been the same regardless which kick is used.