Currently working on vs. Blanka strats. Looking forward on vs.Guy, vs.Abel strats as well!
here is somethings i have noticed fighting guy:
- he can kara cancel his overhead into flip or run so keep an eye out for that
- if he does his flip right in front of u cl. st. hk will knock him out of the air and tatsu also works if you have the reactions.
- if he has ex meter watch out for frame trap after his shoulder special cuz they will ex tatsu right after it and beat whatever you throw after blocked shoulder
just my two cents, hope it helps
added
Thanks Man. I really like the video links.
I’ve been able to duplicate this pretty consistently in training mode but, you can safe jump Guiles Flash Kick after a cr. roundhouse and get the block, hit, or reversal even though it’s 4 frames.
You cr. roundhouse and immediately lk GF and dive kick out to hit him directly in the feet anything other than that it will get you tagged. The hit box on dive kick at the distance gives you enough time to land and block. It’s very strict, but doable. This particular timing also works on DeeJay (all Flash Kicks) and Dudley (All Upper Cuts) and it also beats out lk Rising Jaguar (trades with medium, and loses to hk and ex)
This timing also whiffs through Cammy to get the faux safe look > reversal b/c of her hit box. But if you delay it a frame or 2 you can get the same results that work against her and Sagat that allow you to do the traditional safe jump with out waiting for the invincibility to wear off.
So, you’ve just learned how to do a proper safe dive kick? Congrats.
I guess. I’ve been doing them before but I never tried it that way against those characters I named b/c I was under the assumption that you can’t safe jump a 4 frame move. I appreciate the comedy and the applause though.
This is one of those comments that could rub some one the wrong way, but I’ll take it with a grain of salt. It’s just you being you.
No sarcasm was intended - 4 frame ones are hard and the timing is different from character to character. Timing it for Guile isn’t necessarily the same as the timing needed for Deejay. A lot of the new characters have wonky, fast getups that can throw timing off.
Right.
I still haven’t found a way to beat the shoto’s with-out delaying it though.
Because it’s mathematically impossible to do so.
I will try this! But can you make a video of the safe jump technique?
I’m ordering a new EZ Cap today. Hopefully I can post a few vids soon. If I can get a decent enough shot from my phone, I will upload it that way.
I’ve got a Safe-Jump/Option Select against Adon after a Forward Throw:
Dash*2, LK GF Divekick. Divekick beats all Reversal Rising Jaguars, except EX which will whiff , as will Ultra 2. Dash forward then cs.HP xx EX Palm for max punish.
(Alternate) Dash*2, jump forward, j.d+MK, buffer HP Palm very early. All Reversal Rising Jaguars will whiff, causing HP Palm to come out and smack Adon in the face, and if he does nothing the j.d+MK will hit. Obviously d+MK doesnt have a lot of hitstun, so if it does hit, there’s not a lot you can do on the fly.
EDIT: The 2nd one works on a lot of characters besides Adon, Ryu/Cammy/Chun, the j.d+MK will beat out all Reversals, or make them whiff.
[media=youtube]vE8Nai61Zno[/media]
Here you go.
You can also cr. roundhouse Adon. And delay a light kick Gouken Flip, you will hit him after his invincibility wears off.
Thanks for that, been trying to find something after a sweep on him.
One cool thing to note is that whenever he flips over you, you should ALWAYS do cr.mk. The throw will never reach you and if you pay attention to his height you will always beat the elbow.
Anyone have tips for fighting Sakura?
I know there is already some info on the fist page, but it is not very in-depth.
Most Sakura’s I beat easily, but I have this one opponent who destroys me with a rush down Sakura.
Any help is appreciated.
vs Blanka:
Defense
- Gouken can use LP palm to chase Blanka’s roll after blocking while standing. Practice this so that you know when to block high immediately when you saw they roll to you!
- Good Blankas know you know this, and they will do cr+forward.hp since you are busy blocking high.
- Their mix up games are their main weapon. Usually after electricity move, they can choose below:-
- cr.lp -> HP electricity (1-hit) loop
- cr. HK (knockdown)
- cross up MK
- Keep these in mind, so what you should do is block because HP electricity has +10 advantage for Blanka. Focus on “Kongo” the jump in.
- after you are being knocked down, have your cr.LP / cr.LK ready, push them away and hope to finish the block string with hadouken
- His only armor break move is the Horizontal Ball
- If you happen to block his Ultra 1, use HK tatsu to counter. If you hesitates, use immediate Jump forward HK / HP, ensures hit.
- When you see Blanka did the back roll (Back, Forward + K). Then it is a free hit for you, because you can just FADC it and wait for him to land, or not.
Offense
- after knocking blanka down with cr.HK <- suggested since its untechable. Check his EX bar
-> If he has no EX, that means he can do nothing about your Gouken Flip Kick right on the head (can’t even back dash if it is meaty)
-> If he has EX, his most trusted wake up move is (Down, Up , Kick EX version) and it has 1-22 frame invicibility
counter: fake a early jump in and bait this move, low/high block is fine and do LP palm for 100% confirm counter - His Electricity and EX electricity has no invicible frames, but it beats your dive kick if your Dive kick is not meaty.
- Use cross over jump LK to beat his electricity, or cr.LK do the same work.
- The following block strings are safe to do:
- cr.LK -> hadouken
- cr.MP -> hadouken
- cr.HP -> hadouken
- Throw him a lot, doesn’t matter forward throw / back throw.
- Anticipate and shut down his jumps, although he’s fast and his Jump HP has mad priority, you can put your trust in Gouken’s neutral jump HP, and immediate forward/backward jump HK.
Summary
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This is a fair matchup IMO. You got lots of fireball, and Blanka isnt 100% comfortable about it.
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Keep full screen length when you want to spam fireballs, Blanka has no options but to close in by:
-> walk-in and FADC (then you can charge the fireball and make him Focus nothing)
-> cr.forward + HP (but it doesn’t hit because we are at full screen)
-> EX horizontal ball (you can high block with ease) -
it is not that DIFFICULT against Blanka, as he doesn’t have things like “Immediate overhead” like Chun-Li, Claw. Just watchout his freaky jumps and crossover hops.
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when you encounter high level blankas which are just damn good. They use cr.MP as antiair and never missed chances and they have good spacings. When you have a chance to face these guys, do less Gouken Flips, stay on the ground MORE.
Extremely useful posts! Keep up the good work viper =]