Yes Art’s sim is quite tough I’ve gone back and forth with him, and ken’s tatsu is ridiculous against gief it has come to the point where I have to neutral jump lk it (since it also will beat headbutt most of the time) because it beats lariat so easily.
Yup and you want to do the lariat as LATE as possible, not only in for the 5 frames of invincibility but more for making it autocorrect when they crossup. One of the main differences between SF4 zangief and sfxt zangief is that sfxt lariat has no hitbox behind him, so you have to time your lariats very very late in order to hit crossups. Some crossups like ken’s crossup air tatsu are nearly impossible to time though.
vs ken you can do jumping LK or Cr.mp for the air tatus and even then you just sometimes let them do that air tatsu. as long as you block your good. just be calm and dont try to beat out every tatsu
try Cr.Lp St.Lp St.Lk Ex.Gh. have at least 2 atacks standing. i have noticed that if you do all your moves crouching or all of them except the last attack you gotta cancel it. when i tried it with 2 standing attacks i could just do the ex green hand and it would come out with no worries. unless im loseing my mind it should be more easy for you
the most annoying part about ken is that his air tatsu is so freaking good. but THAT is the only thing he really has guys. you gotta play that match up smart. with ken you will be blocking more than you like and useing less of your anti air lariat. block his air tatsu’s and he is threatless. and evolve your gameplay around that. i use to fear ken because of his awsome air tatsu. now i just block and wait because i know it will be in my favor if i just block instead of trying to anti air because there hoping that you mess up so they can get free damage
What are you guys doing against the rolls? Walk back cr LK reaches, walk back sweep? Jump back knees? Jump back splash?
Interestingly I think jump back & block is pretty good. Because a lot of players like to do reversal after a roll when they see you jumping in their direction… Only talking bout basic level of course.
When somebody rolls towards me and if you time your spd you will grab them pretty much all of the time. it seems like to me you can grab them when there still in the rolling amination but only near the end where there about to get control of the character so to say. ill test this out later when im not swaped with college work. if someone could test this out and see what they get id apprecate this.
im starting to think this because i noticed some characters can hit me even when im rolling and im blocking the correct way and i still get hit. i know this cant be a lag issue because i was blocking the correct way all the time during the roll. so maby a well time spd could drastically improve the chances of landing one. ill test this out my self later when i can
For guile they like to abuse the Cr.Mk > St.Fk which always sets them up at a safe distance. in this match-up you gotta have** **patience you gunna need to block alot of sonic booms because if you do try to lariet it or cancel it out with a green hand they can just whore our there move and get you. l like to get them in the corner and throw out some quick pokes. like St.Lk > St.Mp and wait maby do it again and follow with a spd. Dont play stupid or they will murder you. getting them in the corner gives you advantage because if they try to jump away you can just do jumping head but to keep them in the corner. then you have ex meter a well timed ex hand can do good damage.
@Greatness: I’m pretty sure, you’re right. Had that situation myself, and also saw it in a vid (snake eyez? Not sure…). What about other possibilities? Back Jump Knees RBG could be funny…
If you land Missile knees on someone you can use it as a trick so as soon as you land you can pull out a spd and grab them. but the knee has to hit near the top of the body otherwise you will wiff. if you time it correctly in training it can be a nice tool but dont abuse it