Oroshi is her best meter building move.
I don’t see why people have so much trouble with the guile matchup. Though I don’t know any guiles personally, and there’s a good chance the randoms I play in ranked aren’t that good.
IA axe kick over fireballs, forward jump mp when you think he’s going for that boom + air throw trap. Just keep forcing him backwards and when he’s in the corner don’t let him out. He can’t walk backwards forever.
Well technically yes, but I doubt those 3 frames are gonna matter much. I think i will stick with fukiage. It looks a bit more like a taunt :P. Like sticking your finger in the air in a boxing match.
Wait, is the frame data right? there’s only one frame difference in startup between the different strength oroshis? it seems like they are MUCH slower…
Forward jump mp beats Guile’s airthrow?!!?
That’s kinda hard to believe, Air throw hit boxes are fuckin’ ridiculous in this game
Oh man…anyone got any tips for matches against Balrog?
Those jabs really fuck me up…
Read the first page, there’s some good info on Balrog. There’s no easy way around his jabs.
Well the trick with Guile’s air throw is to see it coming and stick out the j.mp before he activates the throw. j.mp’s long hitbox makes this a lot easier.
Well that’s not exactly beating it, is it? And if you’re reading him that well you might as well stay grounded and AA him from the ground. Heck fukiage combo his ass and go for the 400+ stun.
on that note, if you are using it like that, you can better use J.Hk. The attack hit box is further away from the grab hitbox. Of course it is harder to use because you have to activate it earlier and it stays out for a shorter duration. But technically it is better.
I never said it “beat it.” It’s just a good move against air throw and other situations where you think you’re going to be able to knock them out of the air because of its speed, range, and how long it stays out.
And staying on the ground to aa them isn’t a good idea. Mostly obviously, because you’re going to get hit by the sonic boom. Also, you don’t want to let guile move forward. Only backwards.
Well, I think it would be a fuck up on his part, if he didn’t time or space his air grab correctly. If timed and spaced correctly I think it would beat that tactic.
Hit boxes can be misleading. Just gotta go with what works in the field. Good for ideas, but always gotta verify.
Maybe my timing or preemptive striking is shit, but I’ve never had an air attack from Mak beat out Guile’s air throw. Shit, I’ve had him react to my jump with his own and air throw me. Doesn’t matter how different I timed my attack.
A few pages back people were talking about using her j.hp and whether it beat/traded with his cr.hp. In my experience it has traded at best. However, I seem to have better luck using her HK tsuguri instead. It does tend to trade as well, but you at least earn a hard knockdown + wakeup opportunities. IMHO it’s one of her best options if you need to jump in while he isn’t charged for FK. I’ve yet to see any of his other normals beat it either. Anyone else been using it or have a different experience?
I’m finding the same thing. It trades frequently, but I’ll take that trade.
If I jump in a Guile baiting his c.FP I will use either 1 of three tactics to beat it.
I will do a very fast LK Tsurugi, sometimes they thought I was coming and hit the button whiffing it. So I punish.
FK Tsurugi for a knockdown or trade/knockdown
Or use EX Tsurugi which will beat it at a tip. It’s only reliable when u KNOW they are gonna hit the button.
That works if your opponent doesn’t know he can quick get up from FK/EX Tsurugi… :sad:
isn’t that not applicable? don’t you always spam down if you wish to tech it? Maybe if he was so flabbergasted by the hit that he forgot to input it on time maybe
Uh, you can just mash buttons to tech it… And considering this is the most mashy friendly Street Fighter series ever… yeah. :sad:
a good guile will make it impossible for you to get in close
Crouching HK
vs Honda c. hk is the only grounded normal anti air that wont get beat clean and rarely trade by Honda’s j. mp.
vs Sagat if you duck a High Tiger Shot from mid range, c. hk has the most range out of Makoto’s normals.