As far as I know, normals don’t get a reversal window. You can plink or double tap though. You can even try it with meaty mid fuhajin setups, its pretty easy to just mash crouch tech or crouching jab and make them whiff.
it goes under dash straight but it gets hit on a few startup frames, if ex rush is from full screen away you just need to react to it, far.st mk or exfireball will break it. Focus attack can absorb the hit. You can also just neutral jump.
Obviously your question is up close so the only thing thats left is to focus absorb or counter it. Or you know, just block, its not that bad, he doesnt have frame advantage on its block, u can usually get out a cr.mk after it which would stop him from trying to frame trap it with a headbutt.
edit: also cheers for the info deice.
You can throw it.
RE: Counter hit setups:
This is all on you. Cammy has good frame traps. you shouldnt really be crouch teching often vs cammy anyways honestly. Its just a matter of conditioning yourself to not push buttons and to react to a throw if you see it. She cant do anything if you just downback, she has no overhead.
RE: Spiral Arrow:
Only EX goes through fireballs. low fuhajin will beat it clean for sure. Just be patient with your fireball zoning when she has meter.
RE: Meaty Hooligans on wakeup:
Just mash crouch tech. I promise you wont get hooligan thrown.
RE: Crossup Dives:
If you dont see her go off the floor very much, it wont crossup. They need to be around head level (typically) to crossup. This height is considerably different than the height at which they use to maintain divekick / frame trap pressure.
Is the only way to punish Ryu’s (EX) fireball is with her MK super?
I tried his combo j. HK, c. MK, fireball. Only managed to punish with her super so far.
I did this, once. It was awesome.
I tested this out, and I found a way of getting this to work, I only tried this on Ryus DPs, ill confirm again that fuhajin stores wont beat ex dps.
so basically you do: backthrow, take 2 steps foward, fuhajin store.
it beats the reversal dps everytime. ill assume this will work for akumas and kens dps as well. and i’m guessing this is about the range K1 is talking about.
cheers for the tips K1, didnt know she had no overhead lol, wonder why? Thing is i really have no idea how to play her seeing as whenever i play a half decent cammy, they roll me. I cant even experiement, they just divekick, link into sweep, then do some ambiguous divekick crossup/fake crossup shenanigans into TK dives, counterhit cr.hp/mk, grabs…the lots. Need to have such solid defence its untrue.
Cammy’s pokes aren’t that great, so I think Juri should win in a footsies war. When she uses Cannon Strike, you can try anti-airing them (which is a bit tricky), or you can use focus attacks (backdash if you use level 1), or you can use Kasatushi to get out of there.
What do you guys think about using ex mid fuhajin to help with your approach on projectile charas? I was thinking about it as i was fooling around in the lab. I mean ex mid moves slow and it doesn’t go far, but to get a little space on someone i think it would help close the distance between you and the opponent. Plus i dunno if you could reach to any jump in with her normals, i’d have to have a live dummy for that. But other then that, do you think juri could use it to her advantage like guile and chun can, even though their is a normal version of the moves. Or do you think it’s a waste of meter?
I use it all the time. It’s all about a proper read. Hell, her regular mid is enough. I use it with 2 fireballs. I’ll store, kick fireball, throw mid dash forward, throw low. If it’s gonna hit I dive kick.
But no need to approach fireball characters. Guile and sim only beat her fireball game.
anytime mike =)
Blanka is driving me crazy. How can you punish his shenanigans?
Blanka balls - dash forward > lk pinwheel. Add super for extra damage.
Cross up galore - jump back roundhouse.
Rainbow roll - focus absorb, dash forward and punish. Ultra possible.
Slide - c mk any pinwheel.
I personally have a hard time with blanka rush down. His hops fuck me up and I hate blocking cross ups because of the hop mix up. Lol. That’s why I jump back rh.
Thanks, will try those!
something else to add, you really need to find out what kind of blanka he is, and quickly. if he does hop shenanigans and you see him doing hop > electricity, DO NOT crouch tech. that shit will blow you up for days. its a cheesy little mixup he has between hop > elec, and hop > throw. back dash will beat both options, but you need to adapt if he starts catching on to the backdashing. vs blanka its a constant game of guessing / adapting. Once you get him on knockdown though, you can meaty cr.mp for free practically. be careful of wakeup ultra though. I believe he can EX upball you, but its not favorable because you can punish that shit on hit OR block. Once hes in the corner, you dont have to worry about anything except random wakeup ultra. U2 is definitely the Ultra of choice in this match. It will practically guarantee he doesnt do any wakeup reversals when hes in the corner. If he does, its a free ultra on hit or block. By the way, if you block his U1, you get a free U2 on his way down during the recovery. If he chooses U2 and tries to chip you out for the win or something, you can (from full screen) jump forward, then jump forward again > divekick (EX may be possible depending on where he is exactly). Follow up with the best punish you can muster.
good luck
- K1
Can you safe jump up ball/ u1?
Just to add to what k1 said, meaty cr. mp effectively stuff all of blankas get up options besides ultras/ up ball, but personally i prefer cr.mk cause it covers the same options including up ball which whiffs if you’re spacing properly.
note that when lightning is active, it effectively stops all approaches from air and every one of juris normals 90% of the time besides far cr.lk/cr.mk/cr.hk. basically if you see lightning, it’s a free mk > combo or knockdown.
i disagree with the refusal to crouch tech, if you’re finding yourself in a pinch due to him hopping around you, you can safely crouch tech with mk once you see the hop since cr. lk will trade with lightning up close which is what i think you’re referring to.
if you happen to get a cr,mp anti air, dash forward and cr. mk/cr. mp (see above)
so there’s some stuff you can do, but honestly it’s not as easy as it sounds. IMO, i say fighting blanka is basically a test of how fast your reactions are; ie the flow of the match will depend on how fast you can adapt to the match up.
Anybody know the Gen matchup? I play one of the better Gens on XBL a lot and one thing they like to do to me is use Gen’s roll when they get me in the corner. If I block it, it pushes us away from the corner and I haven’t found a way to punish it yet. Anything I can do to stop the rolling?
like Vega’s roll id imagine u just hit it before it starts up, or try and jump over it and punish it. If it cant be punished on block then theres not much you can do bro.
Been practising vs Bison abit lately, some punishment tips against Devils reverse and Headstomp shenanigans i thought id put down albeit they might be well known:
-Against full screen devils reverse and headstomp shenanigans i noticed nj.mp has a good hitbox for knocking him out of the air, it never trades and works against both moves even Ex versions, provided the headstomp is not already over your head you should be able to beat it out.
-Against the devils reverse you can get cr.mk to hit the landing instantly, you need to crouch under his purple arm and just about when its going to hit you do cr.mk, he will land and it should hit most of the time, it goes abit dodgy against crossups at the last few frames so just time it as late as possible (would require practise).
-Same tactic as above for the headstomp followup, crouch the purple arm until the last few frames and throw cr.mk out and it should connect.
-Forward dash is a pretty all around good way for avoiding headstomp, you can punish it with cr.mk xx pinwheel on landing.