Hey 3nig, greetings from Austin!
First of all thnks for the Blanka anti reversal rainbow ball tech, I play flash house and ferris at UFO and this is a great all around safe option. I use to deal with it in a riskier manner by approaching Blanka with a meaty cr. jab and OSing a cr. Fierce or standing at sweep range and reacting to the yellow flash with a jump back fierce, which works, but it was still a pain knowing that an up-ball could be used to defeat it. So def. thnk you.
On to the other stuff… I don’t play anywhere but the arcade so I would advice on putting these to the test in the training room before posting, but I have a couple of things I thought could be added to the match up thread:
-Vs Bison: slide FADC back dash seems to be easily punishable by super without need for reversal timing and not dependent on distance. The same can be said for a KKK activated U1 so long as your not at max distance, but activating it as a reversal would probably be in your best interest anyhow.
If attempting to shimmy, I find that cr. short’s downward angled hit box combined with its faster start up seems to deal with pesky high-priority-far-reaching-3-frame-cr shorts (Bison, Cody, Fei, Guy) much better than cr. Strong. I find it’s reach surprisingly useful and not one bit harder to hit confirm to dash straight into super.
-Vs dudley: I’ve been told his st. Roundhouse xx ex duck leaves him at +1 so you’re left with a situation where you can reversal out if you think he’ll press or be extremely weary of defaulting to the tried and true cr. jab/st tech strats that work so well versus lp. duck.
Much like Sak and Cody, Dud can seem almost impossible to jump at, but unlike the other two dudley doesn’t really have much in the way with dealing with far away jumps. All his AA’s have great vertical range, but suffer from mediocre horizontal range (with the exception of cr. roundhouse, but most jump ins given the right angle beat this outright and the start up is horrible). With that said, Jumping empty so you land about a block away from Dud is a great way of closing the gap and possibly whiff punishing his MK AA or even his HP DP (it’ll even trade in your favor if it reaches). Most Duds will try to stay close of course so mileage will vary, but a good way to close the gap if needed. Furthermore, good Duds are aware of this range and will attempt to lock you in with a level 2 focus as you land, at the right range you should be able to just back dash and punish the whiffed focus if he lets it go or attempt to grab as soon as you land if your feeling frisky.
Speaking of staying close close, I’ve been playing this strong Dudley player at the Arc recently and have a better understanding of his Target combos or rather his partial target combos. The 3 to watch out for are his st lk->st mk->st mp / st lp->st mp / & frwd mk->mk->hk. All of these leave dudley at +1 setting you up for frame traps with one of the worse being CH st roundhouse xx lp duck under, st roundhouse xx EX MGB into pain… or even CH cr. Fierce into Ultra 2 (talk about embarrassing). All of the TGs need to be done point blank or they’ll whiff their last move or end up outside of range for a follow up so in a sense Walking back is a strong weapon in this match up. The push back and low block stun on Dud’s jabs make it relatively easy to do so and get out of dodge, of course this opens you up to lows, but the poor guy is lacking in that dept as well. His cr. forward has very short range and his cr. Roundhouse is well… Just walk back and crouch. From what I can tell walking back even beats attempted pressure strings of cr jab xx 2, cr short xx light MGB as you’ll be able to walk back just outside of his cr Short range before he has a chance of trying to catch you and punish you for it. One move that breaks the mold though is st Short. This move is neg 1 on block according to event hubs, but it has virtually zero push block, I’ve been in situations where the opponent made me block about 5-7 of them and the grabbed me (I’m sure you could probably get away with 7-9 on rog, and don’t forget dudley has a kara grab out of fierce). Anyhow, the move is great at setting up traps vs late techers and the threat of throw remains constant far longer than with anyone else in the game so it kinda throws you off.
-Vs Rufus: Everyone on here is probably already familiar with the cr tech OS cr Fierce option to deal with dive kicks that are done up close and performed at low/medium heights, and may resort or sprinkle jump back Jab/Fierce or even preemptive stand Jabs to deal with the dives at different heights. One thing that I think goes underutilized is Rog’s st. Short though… this move is beast, for this and the twin match ups. The hit box on it shields your head better than a Jab and unlike the Jab it has no hurt box above or in front of the strike. Once a Rufus recognizes that he’s going to have to either delay his dives to make your OS cr. Fierce whiff or play a more grounded game with sweeps instead of just going dive happy that delay should give you ample time to throw out the st Short and beat those delayed dives. The best part, when AAing from point blank ranges you’ll be able to cross under to escape the corner, mix up the opponent, or just back dash for safety.
-Vs Dhalsim: Finicky, but a preemptive jump forward MK can get you out of those sticky chip-out situations where he throws a FB from a 3/4 screen away and follows with a jump strong to hit you out the air trying to escape the chip. Out of all the jump forward moves this one seems best suited to deal with the said move as it’s start up is faster than the heavier buttons and it’s horizontal and out hitbox combats Dhalsim’s Jumping strong the best.
Jumping at Dhalsim in the Corner doesn’t necessarily mean a way out for him, Jumping in with Short at around 1 1/2 blocks away will hit the lk slide and surely surprise the Dhalsim player. Depending on how deep you performed it you may or may not be able to get a combo out of it though. I’ve been using this trick for about a year and can def. vouch for its usefulness.
Starting the match with a sweep (much like Rog mirror match) carries little risk and can often give you a counter hit UKD vs all those Sims who love to start the round by creating distance by making you block a normal. This loses to St. mp I believe, but the dmg on that is so miniscule I like to place this gamble vs every new Sim I see every time. ** this may lose to jump back fierce at this range, but were talking some level 4-5 yomi here… not something you’ll be dealing with at a tourney in the first round or the likes.
-Vs Gen: With most chars. you need to be point blank (or in the corner) with your CH Jabs in order to get 2-3 light hits in after to get a charge for a dash/HB, either that or settle for a CH Jab into sweep combo. Not with Gen though, I’ve found through exp. that him (and Dud to a lesser extent) are susceptible to a standing jab after two chained cr Jabs. This not only gives you a bit more damage, but guarantees that you get the UKD thnks to the increased time to hit confirm. Dudley is a bit distance dependent, but Gen is completely free to this from just about any close up range. (3nig or anyone else with the game please test on the entire cast!)
A lot of Gens like to abuse his cr MP xx hands with it’s great poking hit box and speed… use EX dash low as a deterrent to this annoying tactic, it’ll knock him down before the hands come out.
-Vs Honda: I think it’s worth mentioning that if a Honda messes up a hands combo and accidentally gets EX he’s going to be holding forward after, meaning he has just given up his back charge. I believe both characters are even on block so use this to your advantage to either get away or beat out his slower cr Jab, or possible ochio/jump back attempt. He’ll still have down charge so you still have something to look out for but def. in your favor.
Well timed rush uppers and EX dash straights keep Hondas who like to jump up fierce like it was on sale honest. Don’t bother trying to do this if they’re more than 4 blocks away, but any closer and they’re as good as done.
-Vs C. Viper: Jump in Fierce OS U2 beats reversal HP thunder knuckle cancel throw on wake up, which beats Jump in fierce delayed OS standing fierce. Super risky, but people are so accustomed at Rog picking U1 exclusively, at that to the fact that more and more vipers are starting to master the aforementioned technique to blow up most normal OSs and you got yourself a recipe for an upset, hehe.
That’s all I got for now, I have a couple of more things here in there but they’re extremely situational and I’m still looking into their credibility. I really think the thread is already filled with enough information to make a pro out of anyone who will put the effort into it, but I’ll try to add bits here and there if I see something missing. Yo 3nig, I wouldn’t even dare try to compete with the amount of work/and info your poured into the thread so I took a different approach at breaking down the game although still “boxer centric”, check it out and let me know what you think if you get some time: http://jonasinaustin.blogspot.com/ There are a couple of mistakes I’ve spotted and I’m already actively working on editing them, but the meat and potatoes of it all are still very much useful.
P.S. Can’t we all just agree that TAP is the best move in the game? : p