Before I give what I have on Chun I’ll explain how I handle jump ranges depending on which character cause I think that’s kind of important.
Far Jump In - s.mk/c.fk ; they were probably just trying to sneaky close distance but wasn’t in empty jump range so use this.
Medium - s.mp/c.mk (and even s.FP) : this will stop most jump ins or trade if they have like a downward arc with the attack (like Dudley’s j.FK)
Close - NO ONE should be neutral jumping or jumping to cross us up! Because it’s free uppercut no matter what. Bison’s jump ins getted raped by Fukiage (I sat in training for a hour doing all types of jump ins with him specifically). But in general if someone is doing poke poke JUMP either neutral jump attack or Fukiage because they have actually came in our range to get hit for once.
Ok now against Chun what you want to do is get her comfortable throwing fireballs while getting a little meter yourself and work your way into a good distance where she can’t throw a FB. At that range she will start trying to walk in and poke to control that area, don’t contest just let her as you really don’t wanna give up to much life and be forced to do more reckless things. Find the timing they want to use and counter poke her to death this way she’ll try more and more risky things. Every chun on my list or whom I play run for days so make your opportunities count.
Overall just play very patient with like no jump ins unless you predict a FB and you’re right on top of her so she can’t AA you with ease other than that though NO jump ins.
against chun i find that dashing around alot helped to mess up her spacing, and using it as a guessing game, sometimes i could backdash from her cr. HK if i’m far enough and dash back in to punish.
and often times she would throw out fireball and not expect my dash to be finished already, so i can jump in and punish.
people don’t respect the dash’s recovery quite yet
i know a good chun player and he destroys me, ima be studying those replays and isolate her options next.
i think if she goes for the normal cancel into hazanshu makoto could probably ex karakusa and grab her. i would imagine it’d be the perfect answer for it. the blockstun shouldn’t be too much to throw it out right?
Yeah I find dashing back a forth can really do favours in some matches.
BTW just tested out somethin in training mode. cr.lk beats ryu’s cr.lp clean after lp hayate. I think that’s pretty darn good considering lp hayate is neutral frames on hit. And I might be wrong because i didn’t test it but I think the spacing is such that it will only hit if he mashes jabs.
the dudley matchup is completely ****ed btw. LP machine gun blow get’s you stuck in a loop you can’t get out of. played a game to ten with my friend and all he had to do was LP MGB, cr MP, LP MGB over and over. Only way to get out is to dash but he can catch you with another lp MGB after since he recovers fast enough and you don’t. best you could do is block. After a while I started to EX oroshi on reversal after the MGB and it would beat anything low he did but it doesn’t have full body invincibility and he just countered with cr mp, standing lp which beats ex oroshi. Even on reversal. So if he does LP MGB and you reversal with ex oroshi he can still do cr mp, stand lp in enough time to hit you. No other pokes beat him after LP MGB At best you get a trade (in his favor, cause he has more health) and lose anyway. Jump loses as well. Backdash, like I said, will lose but if you’re lucky and he doesn’t react fast enough you reset the match. That’s the best you can hope for. Although I found out that with EX oroshi you will beat anything mid to low. Stuff shoryukens and his EX shoryu will fly past you. If anyone can find a reliable way to get you out of the loop every time please post. i can’t really test atm since I’m ****ing fuming but hopefully someone else already knows the answer.
Also, ex karakusa doesn’t work for **** cause…well you already know why
That’s hardly a loop, LP MGB is -2 on block, and his cr.MP is 5 Frame startup, Makoto’s st.MP will get you through this provided you use it right after blocking the MGB. cr.LP/LK works great too, since they’ll beat his Jabs.
Hmm, maybe it wasn’t MP, what if it was cr lp after the MGB? Still gets beaten by Makoto’s ST. MP? I was using it and i wasn’t beating anything cleanly. Trading hits all day. What’s the startup on Dudley’s LP and Makoto’s st. MP? Sorry I don’t know the frame data but I’m telling you I was trying it out all day and could not get out reliably.
Dudleys LP starts up in 3 frames. Maks S.MP starts up in 5. Since after LP MGB he’s -2 you will usually trade with his LP or beat it depending on spacing. Trade isn’t bad because you’re trading with a LP and I think after a trade S.MP you can still cr.lk>lp hayate(not 100% sure). If he keeps doing it though you can just LK/LP and CH him every time.
cr.lk is 4 frames so will CH him everytime if he pushes buttons. It’s better to cr.lp though because it starts up in 4f also but you can hit confirm after it with cr.lp, s.lp, s.mp, lp short charge hayate.
the cr.lp will only hit if you stick something slow out to allow him to tag it. it’s not easy to get out of by any means but it’s not impossible. one thing to attempt (my main sparring partner is picking up dudley as his new main so i have a TON of practice) is backdash > backdash focus cancel > backdash. this will get you far enough away and do so quickly (he can only chase you down with ex mgb which is NOT safe on block).
one thing to note about poking out of his follow-up is that if he catches on to that he can use the -2 to lure you into eating a dp or ultra/super to the face so allways be sure to mix up your escape options and above all stay away from those god damned corners.
oh, one more thing, if he is on hardcore auto-pilot with the followups make him eat a ultra for it, he will probably start second guessing himself soon enough.
Yeah, i know all about the tricks he can do after the MGB. That’s why i use EX oroshi most of the time since it will beat everything he does after the mgb. It’s when he caught on by doing st lp that I got ****ed.
Because I couldn’t just walk backwards and punish Bison’s headstomp with Mak I took a look at what works.
VS Bison Headstomps:
Walking backwards only lets you block not escape thanks to it’s terrible speed.
Walking forwards only works at very close range, but anticipate it early and you can walk under and punish with whatever combo/Ultra 1. (Sometimes this walks you forward enough that you’re still hit, but as a crossup which you block because you’re holding forward. Funny but not reliable at all)
No normals/jump normals are that consistent. Maybe MP or HP point blank as they’re rising up.
Fukiage works, kind of awkward timing. MP Hayate on trade, usual stuff on hit.
Ultra 2 can punish on reaction.
Back dash is fine but the recovery means no punish. Fails if trapped in the corner.
Foward dash is a perfect escape tool and you recover first, but I don’t think you can punish.
F+HP, F+HK kind of work as a close escape but have bad recovery. F+LK lets you escape from a close headstomp and punish its recovery.
**
Easiest, most useful escape/punish tool = F+MP**. You can slide under any headstomp on reaction and stand right next to Bison fully recovered as he hits his recovery. Earlier you did the move the more you can punish with. But combos/Ultra 1 (buffer it in as you slide forward) are no problem to hit.
The closer Bison starts the headstomp the later you can F+MP on out the the way. If you were walking forwards you get more time, backwards = less time and maybe impossible at longer range.
I just outright pwn’d a flowchart Ken for the firt time! (It’s usually closer with Mak than I’d like). I mst be getting better lol. Stuffing the jump ins with a j.MP works pretty well~ throw in the occasional c.HP follow up and watch the magic
Punish blocked blanka ball with a reversal HP Hayate.
Punish blocked up ball with dash-in Karakusa.
Distanced c.HP beats electricity clean.
I haven’t fought enough blanka myself to have the match-up completely down to a science, but from what I’ve played what I listed above worked relatively well.
Thxs a lot. That c.hp will help a lot against electricity. I was playing boxer before and jab was beating it. I thought it would be the same for makoto but i tend to forget that rog’s jab is godly
I’d like know what you guys do in the Rufus matchup, his dive kick pressure in the corner in a pain to deal with. feel like makoto has no way to get out safely. what have you guys experienced?
for bison’s headstomp i think forward dash is good so you can hayate a devil’s reverse if he wants to try and get away. dash toward him again if it was an actual headstomp. this way you can punish anything headstomp related that isn’t on ur wakeup