General Online Player Strategery WIP
- Dragon punches are kewl
the guy who has to mash something. usually a shoto, or a dp character.
you jump in or get close to try a block string, and as soon as theres a gap, you get tagged with an ultra. this player usually will not anti air you with the dp because it requires timing and actual thought. they prefer to just hit buttons until something invincible comes out
theres a really simple response to this player. keep things simple. when you start your hit confirms, use chained light attacks until your opponet is too far away for the reversal to hit you. you can use the Mago string. cr.lk, cr.lk, cr.lp, st.lk, pause briefly, then rekka. its much safer than using cr.mp, rekka because you can not reversal in between chained light attacks (the hnic)
Seriously, this one is easy. Generally solid players that just love to mash reversals under pressure. Create pressure situations then BAIT. I promise you if you bait 100% of the time they WILL get punished because those guys always DP at some point. Don’t play the guessing game. Just block every time. If you see they are starting to catch on and defend on wakeup, start throwing them. They’ll go back to DPing.(samurai)
2.The jump-back fool.
Probably takes the cake for annoying fights since the opponent isn’t even trying to hit you, just avoid you until you make a big mistake. While you walk forward, he just keeps jumping back until he reaches the corner. At that point, he baits you to come closer, then either:
A) Jumps backward into the corner repeatedly and lands with j.HK if you’re close enough
B) Tatsus over you (if it’s a Ken, Ryu, Akuma, or Gouken)
C) Step Kick or cr.MK xx Hadouken
Solution:
If there’s anything we can learn from the Dhalsim and Guile fights, it’s to be patient. These types are no different, except they aren’t even doing damage to you until you get close enough. Walk forward and always watch your guard. Don’t commit to jump-ins or dashes when the opponent is waiting for you to move or you may get hit on the way down/chipped to lose the advantage.
Once the opponent reaches the corner and starts doing random jumps backward, approach carefully and space a s.HK to hit them as they go up. If you’re quick, you can also try forward dash> Flame Kick, but it’s better to stay safe by using the s.HK. It’s possible to time a Rekka as your opponent lands to do chip damage, but it may not be worth the risk of getting SRK’d if you anticipate it.
If your opponent is inclined to Tatsu away at the first moment, dash towards them as they do and attempt to catch them with HP Rekka. The timing is tight, but definitely possible–especially if it’s a short Tatsu arc.
Important note in this fight: If you get a sizable lead, hold onto it by turtling. There’s no sense in putting yourself in a risky situation if you can already win by time. If your opponent is forced to actually jump FORWARD, that’s an anti-air opportunity for you right there. Otherwise, just play the opponent like any other player at that point (nosone)
-Walk forward and always watch as he jumps. Sometimes they will get antsy and jump forward when you get into range so always just try to sit at the range where they will want to jump and look to anti air. If you stay there long enough they WILL jump. You just have to keep waiting. Work him into the corner then stand at a range where he can’t move forward or try to jump over you without being intercepted and watch. He will do something eventually, undoubtedly unsafe. Punish it when it happens. Alternatively just block as these guys have no mixup. Just be wary moving forward as some do like to “spring forward” once you start chasing them with a move like tatsus or whatever (samurai)
-jump back shotos; hold down-back outside of their jumping range, if they jump towards you flame kick them. If they keep jumping backwards watch their pattern and jump in with a (air to air)fierce before they manage to reach the height of their ascent (Nyoronoru)
- jabjabjabjabjabjabjabjabjabjab
The Jabber: Watch their reactions to situations you create. Generally bad players are NOT aware of their habits and will respond with the same thing in set situations. Do a jump in and watch, does he mash jab? After rekkas, does he mash jab? After overhead? If you delay on wakeup?
Generally if you observe those patterns you can easily create that situation again, hesitate just enough for them to come out of block stun, and then flame kick. You can also defeat this with st.jab delay cr.jab rekkas to counter hit them, or after a jump in cl.MP delay cr.lp rekkas. (samurai)
-tenshins after jump in roundhouses/fierces cannot be escaped by jabbing or low techs. especially useful against charge characters (the hnic)
- Cross up, blockstring, rinse, repeat
How to deal with an opponent that is always jumping over you after completing a blockstring to either cross you up or empty jump
The way you choose to deal with this situation relies mostly on your reaction time , don’t ever just sit there and let opponents pressure you with this scrubby technique .
Average reaction time : After the opponent has completed the block string and you can see that the jump is coming , as soon as they are about to land on your opposite side press Crouch Medium kick as this will make their crossup normal whiff and you can immediately go for a throw or even a BnB as the opponent will not have expected their crossup to whiff and will most likely not be blocking or teching throw . If they try to empty jump throw you the crouching medium kick will catch them , and if they just empty jump block the blocked crouching medium kick will leave you in a safe neutral position .
Good reaction time: After the opponent has completed the block string and is jumping over you …walk slightly forward wait just until Fei long is facing the opposite direction and immediately press Close medium kick , if u press Close medium kick before fei long is facing the opposite direction it will whiff and leave you open for a punish so you have to time it just as Fei long is looking in the opposite direction . Most crossup Medium kicks will get stuffed by Fei longs Close medium kick so i if they try to cross you up they will also eat counter hit damage . And another plus is that when you hit the opponent out of the air with the close medium kick they get reset , and the position at which they get reset is just inside of Lp rekka range so after you have poked them out of the air you can immediately go for a Lp rekka poke .
You can do the exact same thing with Cl.Hp as with Close Medium kick if you want to go for extra damage but the Cl.Hp trades much more often so i would avoid it .
Very good reaction time: This is exactly the same as with Close medium kick but instead of the the medium kick you go for a Flame kick …and considering Fei longs Ex Flame kick is 200 damage i would most likely go for that if you have the meter to spare . And i will reiterate the fact that you have to react quick because you don’t want your flame kick to come out after they have landed …for obvious reasons
So just see the jump …walk slightly forward …wait until Fei long is facing the opposite direction…Flame kick
Oh and you should also use these techniques if the situation is the other way around , as in if you are pressuring the opponent or you have the opponent locked in the corner and they try and escape the pressure by simply jumping over you , do not let them get away with it …it’s free damage as long as you can react quick enough (demented rabbit)
-if they are being really predictable, just hold up back+your button of choice when you anticipate that crossup (the hnic)