can someone explain to me how the vega matchup is easier than vs sim??? i swear the vega matchup is like the ultimate guess game and all vega has to do is just slide and cr.strong all day long.
Both the sim and vega matchups are hard, Im not sure which one is harder. Though playing as sim in general takes more skill so Id say its easier to come across annoying vegas.
If vega does nothing but slide and crouching strong from a distance then neither of you takes any damage if you just block. Feel free to block this stuff all day and look for rolls to flashkick. Look for patterns in his poke sequences while you sit there taking no damage, and then counter.
Btw I dont have access to ST atm, but in response to my own question above, if you do charge back, down towards, towards + fierce as fast as you can, will you get a backfist or a sonic boom?
Which video was this? If it’s from SF2:WW, there was a bug where charge special moves would randomly come out 1 in 512 times even if you didn’t have charge, so there are some hilariously weird (and impractical) combos possible.
Not sure if it’ll help, but I’ll write some of my ideas on this in a week or so when I have more time. I’m sure I could learn a few things from you as well.
You get a Sonic Boom. It has to do with the way Super Turbo interprets inputs for special moves. In fact, it’s probably not uncommon that people do the sequence you wrote when they’re just throwing Sonic Booms normally, because as they whip the stick to forward as fast as they can, they may pull the stick through down-forward for a split second.
I don’t know the answer to your question of how to purposefully lose your charge.
when i play against a ryu and he jumps over a sonic boom, whats a good anti air against his jf. mk? c. fierce doesn’t seem to work. any ideas?
Thanks for answering my post Raisin. I was watchnig the TZW video for SSF and SSFT from NKI’s website. In the video guile is usually in corner with the opponent. Thanks again
I understand your problem, and it’s that the c.HP hit trade can be difficult to time correctly. I myself have blown it countless times, haha. But it will work with the proper timing, which will require you to do it fairly late. It is not easy to do consistently.
So c.HP can bounce his j.MK, but it’s probably his j.HK that you should be more afraid of. On the latter, the timing for trading hits with c.HP is stricter, because j.HK has a bigger hitting area. The j.HK also does more damage on the hit trades.
Sometime soonish I hope to make a graphic which helps people understand how hit-trading with c.HP works, because for the longest time, I did not understand when and why it was getting beat cleanly. Stay tuned…
Hmm… Do you have a direct link to the video? That would probably help people understand the situation a lot better. Not that I’m likely to know the answer, but someone might, haha.
When Shotos jump over my sonic boom, I’d jump towards them and air throw them with back and Feirce punch, then I would knee thrust and throw a jab sonic boom(this is something that Tomo Ohira would do to shotos). If you plan to use old guile then take a step back and use stand roundhouse or stand foward the funny kick.
Rasin is correct. I think the single most important thing to learn as Guile is to time the c. feirce late. It will trade with almost anything.
Battosai do you really use airthrow as an on reaction anti air against shotos jumping in? I find that hard to imagine…
thanx for the tips. ill really work on timing the c. fierce. does guile have any other options though in this situation, some that might be better than c. HP?
A quick straight jump up and instantly press roundhouse is also very good from a bit of range. (Do this like a flashkick motion, except without the charge)
If he’s closer you can do the same thing but with a jump back roundhouse or fierce instead of jump up.
When you can do them, I think these are even better than c. fierce against the shotos.
IMPORTANT:
These jump rh anti airs are to be used against opponents who are waiting to see you throw the sonic boom, and then jump in. This means that when they jump, you are already recovered from the sonic boom, and can immediately take to the air as well.
If they guess jump over the boom, then you wont have time to get the jump rh out, and will have to use c. fierce. If they are guess jumping over booms though you should be getting in your fair share of flashkicks, and this is a losing proposition for them.
Yes Brian I do, but it depends on distance and when they jump. Here is an example of how exacly I play agianst shotos…which I copied from Watson before this vid came out.
http://youtube.com/watch?v=RgVUUHU84YU Mike Watson vs Eric Choi
[media=youtube]BI3ofulcWdQ[/media] Mike Watson vs Jesse Howard SSF2 world tournament back in 1994
[media=youtube]2rCNKiL4reU&feature=related[/media]
Believe it or not Brian, I have very quick reflex’s and this is the way I play. My weakness( Atenntion Deficit Disorder), however; is having trouble adapting to how my opponents change their strategy randomly.
Well, looks hard, and ST is even faster than hyper fighting. Good job if you can do it.
Thanx, yeah it can be a lot of work at times, especially agianst this one guy I know who plays a hit and run old ryu…
Anyone have tips for keeping gief out.
Im guessing just to use the b+k’s but when they can easily jump into my face and i guess i use croucching fierce in this situation???
I used Ryu’s j.HK in this example, since it’s a common and important move that you should know how to counter with c.HP, but this works against lots of stuff. Many characters have their entire repertoire of jumping attacks stopped by this defense.
Yep, absolutely right. This is because if he ever jumps at you from closer in and you block, you are probably about to eat a command throw. So don’t block! What helps me sometimes is after every Sonic Boom I throw against him from medium range or closer, I try to remind myself to have my finger hovering over the HP button in case he jumped and I need to bounce him away immediately after recovering. None of his jumping attacks can get past your c.HP, and you get some breathing room even if you ended up slightly losing the damage trade.
As for your larger question (how to keep Zangief away from you), I’ll wait and see if Brian has any tips on that, since he’s much better at that match than I am. (Speaking of Brian, you should listen to what he has to say, because I think he’s one of the best players in the USA and one of the best state-side players you’ve probably never heard of.) But yes, the c.HP will be one of the keystones of your defenses.
Didn’t see an answer to this, so: do it like a super (b, f, b, f + hp). No sonic boom, even if you do it really really fast.
Same trick is used to combo st.mp xx super with Chun and Dee Jay.
omg raisin!!! you win the internets
edit:
oh yea i’ve sorta got a question for everyone.
out of these following characters:
honda
gief
balrog (boxer),
who do you find the easiest to zone out?
in my case if i had to put them from easiest to hardest, the order for me would be rog, honda, and gief.
Hmm, zangief…
The general idea like with most matchups is to throw a million sonic booms :). I use mostly fierce ones because then if he lariats through one, you dont get caught with a boom on the screen, enabling you to throw another one right away.
If you see or predict a lariat, walk towards him and low forward it if you are in range for this. After the low forward you will be without charge and relatively close to gief. Just back sobat kick a couple times to get away again.
The crouching fierce anti air to beat guess jumps, and the straight jump up roundhouse to beat reaction jumps works the same as for Ryu in my post above.
If gief does get in and youre playing someone good, dont bother trying to flash kick their safe jumps. If youre mid screen in this situation, just accept the fact that they get a free SPD on you and move on. Otherwise you’ll just die giving them free damage.
If youre in the corner and you have no choice but to do something, you can take the safe jump hit, and try to flashkick later in the sequence.
Generally, piano method to get reversals every time is a must.
Low forward is good to keep him out.
You can actually attack gief pretty well with towards sobat kick.
Goryus, nice job on coming up with an answer to my question. It might take too long to do that motion though, not sure if it will be useful. The main reason I want to be able to do this is to punish whiffed dragon punch moves, most notably kens because it recovers so fast. Actually you can see exactly what I want to do in the Watson video Battosai posted. Doing the back forward back forward motion might not let you hit the dragon punch in time, Im not sure.
Wolf, Rog is definitely the hardest of those characters to keep out… I assume you have trouble with gief and honda?
Wow, thanks for the info Raisin and Brian. Just as thought,sonicboom, c.hp, crouching forward and if they do get in and knock you down reversal flash kick…the only part i need to work on…
Also any tips vs bison. Ive looked at some vids, they mostyl seem to be doing what i doing, and mostly getting beat
I Thinking using jumping roundhouse/fierce when bison tries to stomp(or fakes), but this still isnt enough
Comosea: If your quick enough to react to his head stomp you can air grab it with feirce punch as soon as you see him lift off the ground, that what I do besides what the two counters you mentioned above. Or if the bison player begins his head stomp, quickly hit down and he will miss you and go to the other side of the screen.
If he jumps with forward kick or roundhouse, I would either use standing roundhouse(old Guile)standing neutral forward kick and then I would flip towards him imediatlely with short kick + c.jab+boom and then low forward if they block it (if not use a flash kick after that c.jab instead of the boom) and if he jumps after that use c.fierce. Or another tactic I do when high jumpers like bison or chun, is I would knee thrust to escape their jumpins or cross up attempts, this works great when you are stuck in the corner. Another option is to sac throw his jumping forward kick.
One more tip against zangief, if he jumps with roundhouse or medium kick right your face(I dont mean on top of your head either) quickly hit stand jab, and it will cancel it out.