Once you get a knockdown its GG but getting that knockdown is a pain. I played against PR Balrog man. I took one from him but the only reason was I stayed right outside of his c. mp and one reaction ex karakusa’d his dash punches.
I read the " One KD and it’s GG " thing often when we discuss matchups against charge characters, but honestly I don’t have the same feeling most of the time. When they aren’t scared and know your options, they can escape or just get you off with a decent read / reaction. =/
Like, You get a KD, do a meaty oroshi setup. If they block, the Boxer is back at neutral at a range he dominate you. You do an axekick setup, they block it, they can push a fast button and you have to block or back out to neutral, etc.
The only time I really feel it works well is against Guile because he doesn’t have as much range and his escape options are worse than the other charge characters.
I don’t think oroshi is the best against him. You can meaty cr. lk and he literally can’t do anything about it. He has to block. If he backdashes you can OS sweep into the same situation. If he jumps you can Fukiage. etc etc.
Oh, meaty crLK is pretty smart. I usually do crMK but that sounds better.
Meaty cr.lk is good against Rog’s headbutts, but lose against the ex version. Also watch for his meter, he can do nothing without it. Switch side after an UKD helps a lot reducing Boxer options when he has meter. Cr.lk lose against ex dash upper, then try to do cr.lk OS Karakusa: with that you avoid random meterless headbutts and dash punches.
In the video section watch for a long set between citiofbrass against a boxer, he explain also what and why he do some things.
Edit: here we go
Ran into an Oni today and I am at a loss for what to do after blocked lk slash. He kept mixing it up between slam, grab, and DP and hit me every single time. I mean sure those options can be unsafe but it’s hard t react in time to get the correct response.
you can hit him out of the startup, jump, backdash. its a guess though man
Sooo… I just ran into a really aggressive Claw player, and finding the right time to hit buttons is literally Hell in this match up, wow.
Any advice on how to approach the neutral and how to get the knockdown ?
I got myself being lost against him, getting hit by crLP, crMK after his strings, and getting counterhit by Cosmic Heel a bunch. With the insane kara throw ( so much harder to deal with his than Ken’s imo ) I really do well. Mostly got lucky with set plays when I got a knockdown.
i don’t try anything until i get to f.mp/mp range. vega has a really hard time with that button in most ranges. make him scared of it lol. other than that jump. jozhear tells me this all the time whenever we play but i never do. if vega doesn’t have charge jumping in on him is pretty free.
i have a question in the sagat match up. I’ve slowly been learning to navigate the tiger shots. thatll come over time. my problem is once i get into the range makoto wins at i always get intimidated by tiger knee. always getting pushed back by it/blocking it in a way thats hard to punish. if i could get past the tk i think i wont have any trouble in this match up at all. how do you guys deal with it? i know cr.mk works but there’s gotta be something that can deter him before even using it.
Guarded tiger knee is like -10. Ex one is -1. If you manage to bait it, it should be easily punishable. If the range is bad use sMK.
St.mp and f.mp are good too. Once he discovers those buttons are able to shut down his knees,Sagat starts to panic.
Trying to play Footsies against Fei Long is so frustrating. ._.
That fucker is so good.
SRK ate my last, really long post so I’m gonna keep this one short out of frustration. I play a lot with Driftwood, so I can say I have decent experience in this annoying as match. Some notes:
-Punish close rekkas when you can. If you can’t punish and you think they won’t go for a second, do a f.mp to push him back and get close. If you have U1, a 2nd blocked rekka is a guaranteed punish. A good Fei will NOT rekka you twice, unless they have a hard read on you trying to punish the 1st with a lk of some kind. Use this to your advantage and press them. f.lp is a good punish and you can do a f.mp or something afterwards and get lost space back.
-st.mp just outside of low forward range is a great buffer to beat a random rekka. Don’t use it all the time, as it’ll be easily whiff punished if you go nuts with it.
-Like Rog, a few neutral jumps here and there can lead to big damage. Again, just don’t be too predictable.
-Sometimes, it’s not the worst thing to be in the corner against Fei. Here are his options: cr.lk confirm into rekkas, DP, command grab, overhead (Which only combos on counterhit), walk back to bait a tech, st.mp frame trap, and throw. Pay special attention to the Fei’s corner pressure, as I feel like most Fei players fall into readable patterns when this comes up. I find it impossible to really know when a command grab is coming, but I think the chances GREATLY increase as you get closer to stun, considering that they throw you out of the corner if it hits.
Also, cr.lk into ex hayate is my go-to when it comes to beating pressure. If they’re walking forward at you, they’ll get hit, and even if they block it’s a tight punish they MIGHT miss, and it’s only 150 or so damage if it doesn’t work. If it does, you get the soft knockdown, you’re out of the corner, and you can play your game. A worthy gamble. Which is probably what I’d call this matchup.
-React to chicken wings with DP. Long startup, easy to hear. He should never get a chicken wing on you unless he does a cr.lp in your face cancelled into chicken wing thats hard to deal with. Also, if you’re cornered and he does a st.fp xx chicken wing, it will cross you up. Be careful!
-Never sweep. Never Yamase. (EX rekka will punish Yamase on block) ;_;
-You absolutely have to take risks in punishing his rekkas, if you’re in range. Yes he can frame trap you, but if he starts to scare you into not pressing buttons he wins. cr/st.lk for the firt rekka, and cr.mp or st.mk (better range) for the second. If you block the 3rd you can axe kick into full combo. In this match, you must take EVERY damage opportunity you can. No exceptions.
Probably forgot a thing or two while re-writing this, but these are my mental notes when I play Fei.
Edit: Lots of small mistakes. =X
Hello, pretty new to the game but slowly learning (around 140 hours according to steam). Been playing purely makoto since day one, and even though I generally can understand my mistakes and how to correct them, I was recently at a loss against a Hakan. Everything was lets say normal, until he started abusing his command grab on my wake up, and I didn’t know what to do (still don’t know how to answer to that). Backdash = grab, block = grab, if I try a reversal EX oroshi = grab, all I could think of was a reversal ultra, but I can’t be depending on that. Tried searching through the forums but I couldn’t find anything about it, is there any other option I’m missing against a meaty command grab by hakan?
If he’s doing a meaty command grab you should definitely be able to backdash it, or simply neutral jump and then punish. Unless you’re talking about the on that grabs you out of the air (The one where Hakan runs on the spot and then throws himself forward) in which case it can be ducked. He can time that throw so that it hits on the one frame you are forced to stand after a knockdown however, in which case lp.Fuki (or a crouching normal like c.MK) is your answer.
I was talking about the running one. I’ll give what you said a try, thanks!
If he’s doing a meaty kick 360, you need to do a crouching normal as you wake up.
Can I get some tips for dealing with Cody pressure? Feel like he has good tools for punishing backdash and jump, and it’s pretty rough handling the frame traps without a way to walk out of it. Is it just a "get better at blocking/teching throws deal, or do I have any tricks to get out of it?
Block then leave with focus backdash asap. Try teching a throw is what Cody want. You can put pressure on him from ground,but if you wanna jump,try to alter your jump arc with Tsurugi/kara-Tsurugi,that is enough to stop his b.mp. Don’t jump to recklessly,if you are too far from him he has all the time to use even Ruffian Kick HK. DWU or not,Cody still suck on wakeup,he has nothing,than YOLO Ultra or backdash/jump away.