Been a while since they played then, because last season they weren’t in the same league of Topanga.
I’m trying a bunch of thing in training mode and I’m not sure yet, but can you punish Blanka Ball with EX Hayate no matter what if they don’t knock you down ?
@Noocta :
blanka ball, on hit or block, can be ex hayate-ed … every fuck**g time : )
A blocked vertical ball can be HP fuki or ex hayate twice.
Also, if he goes with U1, you can lp fuki it. Same with the back vertical roll.
Boxer : as for every charge char, try to change side often. Throw works like a charm, even if it’s “hard” to do it. Try to go with meaty crMK during his wake up, as it will go under ex dash stuff and headbutt. Also, kind of “full-of-style” move, but as soon as you have Ultra, everytime he tries to dash you, just ultra it. It’s not that hard, IMO.
I don’t recall where I see that,but Makoto can punish meterless rolling attacks on block with HP Hayate into U1,but is f***ing tight.
EDIT: Only against Vertical Ball EX
This T.Hawk is no online T.Hawk. Very serious all round player, made it deep into evo in marvel, eliminated some big names.
Yeah Fuk doesn’t seem super reliable, way to risky. I’ve had a lot of success against this thawk with plink Tsurugi, because hes very awake of EX scoop beating all safejumps. so a dangerously late plink tsurugi sometimes blows him up, then again sometimes he’ll go dumb and mash dp too.
as for Zan, I tend to go in more on him because of his lack of options on meaty throws. Thawk is much more of a problem for me.
What setup do I use to safe jump Cammy after an EX Chop? She gets up too slow for dash > s.lp(whiff) > nj.
c.lp and f.lp are 1 frame longer than s.lp. You could use them instead to get a safe jump setup.
Ugh. I just played an Oni that was using close stHK a lot to stop my pressure. That shit is a 2 hit that catch axekick and knockdown too. Seems hard to deal with.
Anyone have experience against that ? That button isn’t that slow either, start in 6 frames.
I’ve only played the Oni match up once or twice, but I would say wait and whiff punish it if your opponent is just throwing out s.HKs. If the opponent is pressing s.HK as a reaction, then change up your offense.
@Noocta oni’s HK is -4 on block. Just block it and fLP. Or you can also try to put some crLKxxHayate (cancel or not) in your pressure, as it’s faster than oni’s HK.
Also, you can go for stMP as it’s faster than oni’s HK, will deal more damage, and at least it would trade in makoto’s favor (if the HK hits only on the first hit).
Anyway we can get all the matchups on the first post… back?
Whatever happened to them?
I don’t think it is specific to this post as I saw some other match up threads that also had problems with spoiler tags. It may be a site problem.
It’s because Shoryuken forums had a massive revamp between now and when the threads were created.
Well, I just played a good Dan. Like, a really good one, that knows how to frametrap and pressure properly.
This match up is fucking hell. wow.
Getting out of the corner against him is near impossible, it’s crazy.
Anyone has a few advice for things that I might have overlooked while playing ?
… I should get a recording software to makes videos of these matches, I’m always lazy about that.
U2!!! for corner pressure headaches
Picking U2 against Dan feels so wrong tho lol
I know what it’s like being pinned down by lk dan kicks, and worst is the fact that ex dan kicks come out pretty fast so cr mk may not work. it’s amor breaking, beats backdash and ex oroshi! this match up, in my opinion, is even or slightly in dans favor
…but hey, if you can handle the pressure U1 all the way.
just putting this out there but cammy cannot do any non-ex kicks on wake up if we have bar and an ultra. any dive kick done at minimum height gets eaten by the ex kara cancelled into u2.
Shit comes after you block one of those kicks. Do your best to prevent them before they coming. Those kicks are Dan’s best way to move forward and safe,against characters without a DP those kicks becomes a real nightmare. St.mp,st.lp and cr.mk are our best tools against them,even f.mp is good,but it’s a bit risky sometimes. Against cr.lkxxlk danku you can do cr.mk after blocking the cr.lk first,we stuff the upcoming danku. Whiffing some normals at mid range can help to control our range against Dan.
Some Dans loves to backdash and do EX Danku immediately,don’t follow them and be ready with st.mp. Don’t fight him A2A,wait him staying ground,use st.mk against his lk danku after a jump.
All Dan players answer against the pressure is Shoryuken,probably more than regulars shotos especially against Makoto,some of’em throw out a DP after a blocked Danku,check their meter (against FADC) and punish hard. The best way to punish the Danku is to stay standing,then try to check his pattern (DP? Another Danku? Throw? Backdash? At that point he has too many options). After a FA Dan fall down very quickly,if against all the cast we gonna use HP Fukiage with him we need to use the MP version as a combo starter.
Staying out of the corner is the better situation to fight Dan. Ultra is a matter of choice,but we can’t do U1 after a blocked cr.lk into Danku,because the lk.danku hit us right over our U1 hitbox.
Yeah,but if Dan knows what you gonna do he can OS DP and stop our U2 clean. Annoying match though.
Lots of good info there, thank you.
I was trying to stuff his Dankicks at a distance, but the difference in speed between strength made it hard. I got surprised a few time trying to anticipate a LK danku and got hit bad by a EX Danku. I probably need more experience to know when they want to use either of these, but good Dans aren’t really common. This one is the first I met in 1.5 years of playing.