Its a lot simpler than the chun match up IMO anyway, You just can’t let him flat out jump at you,which all Gen’s try to do.
about the far range game, reflecting / absorbing fireball can be quite useful. But it still a risk.
I’ve done it many times against various dhalsim players and I was able to hit them AND reflect/absorb the fireball at the same time. The important thing is to stay away from the Dhalsim’s st.HP range and make him want to hit you.
The risky part is that if you do your reflect too late there’s a chance for him to actually do his “teleport behind you” trick. if he has U2, you cannot do reflects anymore because he can teleport -> U2 on reaction (except if you FADC his fireball in time…)
Heavy mental this is set up extremely well, and I might even use it for the MODOK matchup thread
Thank you so much since I was going back to rose
omg is this serious, what happened?
just read the thread. Very sad indeed…
Thanks. I’m glad you find this guide useful.
Ok, so I thought i’d try and help this thread out, in what little way I can. I’m planning on proposing a challenge for the FinestFighters Challenge your Fighter series and I figured it would be more beneficial if I chose a matchup that we currently didn’t have a write-up for.
Looking at the thread, it seems like my two most promising options would be either C.Viper (WOF Shadow) or Dudley (Isam Shamballa), both pretty well known European players. Is there any preference as to which you guys would like to see?
I think I’d prefer Dudley. He’s sort of a footsie character too in SF4 so it’d be good to see how you counter his pokes and deal with pressure.
Anton’s got something written up for Viper, so it’d be nice to see something on Dudley.
I want Seth… I WANT SETH…
I WANT SETH.
GIVE ME A SETH WRITEUP.
But there isn’t much to say than “guess right and hope he guesses wrong…”
I have the Viper writeup I just have to dig it up on my files on word. Lost in an AP student’s file lol.
Vs MILF, I mean C. Viper
*Matchup Figure: * 6-4 (Rose)
General Strategy
Rose can stop Viper’s momentum right in her tracks with her normal attacks. But as usual, Viper goes in and rushes in for massive damage. That’s the coin toss in this matchup. Rose loses at any range except footsies range because of Seismic Hammer pressure and of course she loses while knocked down. Keep her out (don’t get hit), or prepare to get perfected, basically.
Picking Ultras
Illusion Spark – Illusion Spark serves little to no practical purpose in this match-up. You can combo into it for damage and keep Viper from doing really badly spaced burning kicks, but it isn’t worth it in this match up, as missing it from any position of the screen would constitute the loss of 50%.
**Soul Satellite – **Just a better ultra for serving its standard purpose, but especially because of its new properties, it often trades with Burn Kicks to get out of pressure or to get out of pressure after a teched throw. It also provides oki and mixups to which Viper often does not have an answer. Viper is afraid of the orbs due to her low health and positional advantage that the orbs give Rose.
The Far-Range/Fireball Game
This is basically non-existent in this match-up. If you’re going to throw a fireball, it better be an EX, otherwise, do not bother. 52 frames = easy seismic hammer into positional advantage for Viper. If you plan to go for chip for the victory, EX for trade (do not do not do not do it with no health, because she will be waiting for a reaction Seismic Hammer), or focus attack dash cancel your fireball.
The Midrange/Footsies Game
I like this position the most in this match up. All of Rose’s normals pretty much beat Viper’s. Two that you have to worry about are her cr. Strong and her cr. Forward.
Cr. Forward can be dealt with st. forward, and cr. Strong can be dealt with most normals Rose has.
But this is not the problem. Her footsies are not with her normals. Viper’s footsies are based on her specials and use of EX Seismo and continuous seismo blockstring to put you full screen or ultimately get a hit on a jumping you.
You must always be wary that she has the option of EX Seismo because that’s going to be her main footsie tool. Do not throw out normals that won’t recover in time or else you will eat big damage.
A couple of things beat EX Seismo:
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St. HK ( It doesn’t have a ground hitbox to get hit with the EX Seismo)
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St. MK (Same reason above)
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Soul Piede (if you do it earlier, it beats it out because of active frames vs start up and really good reach)
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Close st. mk
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Jumping up (neutral or towards).
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Or anything else that can tag it while it is in range and out of its invincibility.
Just know that it is there, because failing to do so will cause you to LOSE.
Anti-Air
Viper is always in the air! And she’s very tough to anti-air while she’s there. Due to the alteration of jumps, cr. Fierce is NOT good in this match, like ever, because if she alters her jump and knocks you down, you’re bound to lose the round. You simply have to use cr. Forward as well as your slide to make him whiff and punish accordingly to the whiff in the air.
Punishing
There’s not much to say. You have to hit him out of burn kicks. EX Seismo is unpunishable on block obviously so you have to hit him before hand or just take the block. You can make all of them whiff on wake up (all wake up options) with cr. Forward. Watch out for ultra though. You have to EX Spiral through cr. Forward mk thunder knuckle. Punish his upknuckle with cr. Fierce spiral. All of her normals lose to your normals, so you’ll be fine in the footsies department of whiff punishing J.**
Handling Pressure
LEARN TO BLOCK BURNKICKS. NO LIE. LEARN TO BLOCK BURN KICKS!!! I have my own way of blocking burn kicks. I look at her butt while she’s doing it and if her butt lands on the left, it’s a right side block and vice versa :D. Make his EX Seismo’s whiff and you are in there.
Applying Pressure
Simply on wake up, do cr. Forward. Her reversals are not threatening to where you shouldn’t frame trap with st. forward; burn kick gets beat out but you lose to HP thunder knuckle. You can also do some option selects with slide… Mix it up with throw and you should be fine.
Option Selects
j. hk o/s slide
j. hk o/s sweep
j. hk o/s throw
j. hk o/s ex spiral
and universal jab sweep option select; those are the ones you should be focusing on depending on the situation.
Videos
Concluding Tips
Rose does beat Viper……… She has all the tools to practically shut her down. You’re probably losing to a name rather than Viper herself.
It’s all about blocking and teching and not getting knockeddown, but that’s how it is in every match up :0.
C. Viper matchup added. Only 19 matchups left to cover.
I’ll do a writeup on Seth. Played against a decent one at the local arcade several times this weekend.
Pick U1, don’t get conditioned, recognize tandem blockstrings, neutral jump after you a block a cr.mk like a mad man.
It’s a true guessing game. I didn’t know which things I needed to do against OnlineTony last night
Challenge him to a FT50 obviously and report back. Even if it ends up being 1-50, its experience >_>
But I know what to do against which option, that’s what’s not hard.
What’s hard is guessing right against an unseeable pattern :(.
Posted a rough draft of the Seth writeup. Anyone have anything to add?
Abel matchup added.
Not sure if this is something that should be added, but I honestly like mashing out of my wakeup against Abel. Mostly backdash after he hits me once so he’s less likely to option select. Staying still will get you killed against Abel. Also focus dash EVERYTHING at neutral. If he gets a step-kick in, you’re in trouble.
Not exactly sure on this, but can’t you kara throw with cl.MK to throw him out of his tornado throws?
Any tips on Blanka, just feel so helpless vs him
I think I saw a video about kara throws. I think it should technically work.
This is pretty much what I do, but I can’t say it’s exactly good advice.
Tornado Throw is throw-invincible so I don’t know if the cl.MK kara throw will work unless you time it incredibly late or something. I suppose it’s worth testing but if you read that Abel is going to Tornado Throw you, why not just neutral jump and punish?