Am I the only one who has trouble against Zangief? I am used to play that match-up in SF IV with Fireballs, so I am struggling with just using normals. I now know that I am not supposed to jump, but the problem is that no matter how many pokes I get, one SPD takes all that advantage away. It’s so frustrating.
I use stHK and stMK, but I am never able to get any full combos nor punish very well.
Thanks!
There are apps for IOS and Android that also have the frame data where you can plug in frame traps.
Karin is very safe if you hit confirm with normals all of which have excellent frame data, however all her specials except Orochi(Shoulder) are unsafe on block.
This is the life of a pressure tool against grapplers. Once the Mika guys get their game together, that’ll be an ugly match up as well.
You just need to stay focused and play a strong footsie game. Learn your jump angles, use all three recovery types correctly, know how to escape… it’s rough. This is kind of what it’s like for Zangief against projectile zoners except in reverse.
That’s what I thought. It’s really kind of disgusting when you look at it. You have to basically know the ranges for all characters besides Karin because almost everyone has the ability to make their special moves safe and/or 50/50
Does Karin have anything that beats Bison in neutral? It seems that all of his normals easily outrange hers, and come out about as fast. As far as I can tell, footsies against him is a losing battle.
So as it turns out, both st.MP and st.HP put in a ton of work when it comes to whiff punishing Bison, specifically his st.MK. Still testing stuff out but it doesn’t seem nearly as bad as first impressions. Also, against his LK Scissor Kick, you can punish on block with c.LP > JF Tenko > Whatever, though he has to start the scissor kick fairly close for c.LP to connect. Back to the lab to dig up whatever else I can.
also Fire Sol. It can be difficult. I’ve noticed once he ex walldives air to air j.mp has been my button. I don’t really like using grounded anti airs because it seems he can izuna drop if you react to late, also with how funky crouch fierce is with not hitting behind her and honestly I’m booty buttcheecks at timing the st.fierce. Even with the air to air if you react to late you’ll eat an izuna drop so if you think it’s to late you might have to just block and v reversal out of pressure. It’s hard to put this into words but if he already reaches the apex of the wall dive than it’s too late. You have to meet him in the air as soon he jumps off the wall. If I gave the wrong info I apologize. It is a tough match up though. I wholeheartedly agree with Rog saying this is a good matchup for Vega, but its week 1 doe… lol
Alright, after some time in the lab and forgetting to sleep, I have some info (tech I guess?) to share about the Bison match. If this is all common knowledge already, useless, or blatantly obvious I apologize, but I found this stuff neat anyways. It’s nothing super in depth, just some options regarding how to deal with what I feel are some of his stronger (or at least more annoying) tools.
st.MK: I mentioned this above, but Bison’s standing MK can be punished on whiff pretty damn easily by st.MP and st.HP. What I found out shortly after, however, is that landing either of these leads to a full on punish combo, even at max range. Off of st.MP, you can get EX Tenko > whatever, and off of st.HP you can simply HK dash into Tenko into whatever, or go for the EX Tenko for better damage. I’ll need to test it, but I think it speaks to reason that the same will be true for other similarly long pokes across the cast.
c.MP: Most of the time you’ll just have to block. st.MP and st.HP can reliably punish it on whiff, but the range where this is reliable is probably not a range where Bison will be throwing it out regardless.
LK and MK Scissor Kicks: Both can be punished on block with c.LP > JF Tenko > Whatever. Punishing the LK version is very spacing dependent, with the LP whiffing if Bison starts the kick anywhere besides point blank. MK is a bit more forgiving, though it can still be tricky to land.
Headstomp: This move gets BTFO by Karin’s st.HP, but it’s probably easier to just forward dash/walk forward and avoid it completely. Bison probably shouldn’t be throwing this (or the EX version) out at random in neutral anyways though, so this might not be super useful.
EX Headstomp: j.MP will stuff this at basically any point in its arc, unless it’s directly above Karin (in which case you really shouldn’t be jumping). Though really, much like the above, you can simply dash/walk under it.
For people having trouble anti-airing certain jump-ins, try command dashing underneath them and punishing them when they land. It takes a bit of practice to condition yourself fori t, but the payoff is solid. After playing around with her I’m beginning to see that staying mobile is key to playing Karin effectively.
Let’s talk Birdie.
He outranges us (that S.HP is pretty ridiculous, even beating Karin C.HK) and there is a no fly zone thanks to his beastly anti-air.
His S.MK is pretty good for poking and basically it feels as though this is terrible for Karin and that we have to try to time a good dash > shoulder in order to get in.
That S.HK of Birdies though is just, wow. It can even out range our sweep (and will beat it). The only real whiff punish I’ve been able to do consistently (if he whiffs it, it goes almost half screen) is S.MK which unfortunately for us doesn’t really lead to anything more. Punishing on block isn’t really an option, he’s -6 but we have nothing that goes far enough to punish.
Basically I’m at a loss as to what to do against a good Birdie, aka, knows ranges to press his buttons and is able to utilize his mix up game decently. At least his V.Skill goes for a while (though I hate that the banana and such stick around even if he gets hit).
Side note: finally hit Silver. It’s only an accomplishment because almost every match I’ve had the opponent quits because there is zero penalty.
I’m not gonna pretend that I’m an expert on this match up as I still have to take it to the lab but it seems to me that based on the range of his buttons and the frame data you wanna rush Birdie down. If your outside his st.HP range you wont get much damage its better to block that move as it is -6 on block so it should be an easy st.LK into special hit confirm if your within range of course. Other than that try to fish with cr.MK, Birdie’s crouching buttons arent the greates in terms of the neutral game so chances are the players will be standing and walking back and forth him making them vulnerable to low hitting attacks.
Of course this is all just theory and I still have to test it out some more but on paper it sounds like a start for a good plan against Birdie.
On Birdie matchup: Whiff punish using cr.mk (already mentioned), especially on CH. Time dashes after he whiffs things in neutral to close the distance. JFO on hit at certain ranges on reads will give you enough time to get in a dash forward (NOT command dash).
His normals outrange Cr.MK (especially his S.HP. You can punish with Cr.MK if you’re pretty much point blank, which is where he won’t do it anyway). His standing normals will also beat our crouching normals.
It’s all good to say “rush him down”, but that doesn’t answer anything really. Thanks for the theory answer though. I’ll just learn what to do.
I’ll hit up training mode against him again tonight and find a decent Birdie to just learn how to body.
Hey everyone. I’m having a real hard time dealing with Dhalsim. I know he’s slow and all but against people who know what they are doing they teleport when I get close and they harass me from a distance. They like staying in the air and use Yoga flame or what not, or they’ll teleport behind me and use j.HP and start a combo. I can read that and block but if I can’t deal damage, I can’t win the round.
Weather a bit of the storm from whatever normals he’s going to use. You can also react to fireballs with command dash. Even if you don’t get the punish, you’re in, and Dhalsim does not want you close up at this point.
If they like to teleport up, try to get them to teleport at a distance where you have the angle for EX Ressenha. They’ll try playing keep-away, but there’s a small bit of recovery for Dhalsim when he teleports, a la SF4. I’ve gotten comfortable with hitting s.fierce when they teleport to discourage the cross-up teleport (assuming I haven’t fully committed to anything) and gotten trades out of it.