Some BS list lol. Unless Japan has some crazy new developments.
Makoto’s spot is correct though, funny enough…
Some BS list lol. Unless Japan has some crazy new developments.
Makoto’s spot is correct though, funny enough…
Some stuff for honda: -Cr mk/fukiage beats buttslams on way down: punish for reversal armour breaking buttslam
-Meaty cr mk OS mp fukiage beats lk + mk buttslams: beats ex if cr mk spaced a little, and safe hk buttslam as recover about same time (db, df, db, df buffer OS dp). Use this after knkcing down honda and crossing him over to make him lose back charge (various ways makoto can do this)
-St hp/mk can whiff headbutt whiff punishes: must karakusa punish! (or st mp/cr mp)
-MUST jump forward to juggle ex tsurugi after norm fukiage: Flies further horizontally after sukiage juggle, neutral jump ex tsurugi juggle whiffs, MUST jump forward to juggle ex tsurugi.
The “new development” is that Bison is Top Tier and the other top tiers are ones who can deal with him.
Some stuff for fei: ¬-St mp/hk, cr mp/mk/hp& lvl 1 FA good vs rekka pressure -St mp Good Vs Chicken Wing: at chicken wing range throw out -Anti back dash st hk loses to most CWs: thus use meaty cr mk
-Meaty cr mk to avoid chicken wing: f + fp recovery non ex, f + hk ex escape
-Reversal U1 Mispaced Blocked 2nd Hit Rekka
-Slowish back dash 26f, try f + fp on reaction -Safe Jump, OS st mp/f + fp: block reversal
-Neutral jump tsurugi CW?s on reaction
Fei also has the same problem as ryu for makoto, cant really cross him up reliably so keep that in mind too.
OS for honda buttslam: meaty cr mk, OS jump back hp- beats all buttslam reversals, and is easier (but less dmg) than meaty cr mk OS mp fukiage.
Again you want to use this after making honda lose back charge.
How is it executed?
Just press ub + hp timed to come out if cr mk whiffs, if cr mk hits or is blocked wont come out.
Another OS for meterless Honda; Safe f jump HP OS lp fukiage: jump in low hp, jump in beats lp headbutt startup, fukiage hits all buttslam startup except hk but recovery can be swept. Hondas lp headbutt only has upperbody invinciblity (kinda like boxer), but a jump in hp can be timed so as to beat the startup of lp headbutt clean. I think its the crazy hitbox of jump f hp that goes low enough to hit him.
against honda, safe jump OS ultra1 beats EVERYTHING, except MK/HK/EX buttslam (they whiff). But usually, opponent doesnt use them on wakeup if you jump.
Other OS’s for meterless honda (noting cr lp beats lp headbutt reversal startup):
Semi tricky to time tho as if lp too meaty jump back/fukiage startup frames will get hit by lk buttslam, but if too late gets cr lp gets hit with lk buttslam. But these are useful cause cr lp beats reversal lp headbutt where as meaty cr mk gets hit.
first post needs updating, 30 some threads of info & 1st post is bare
you can grab Balrog right out of his rush punches, don’t know how many characters are able to, i know Dhalsim can
against Ibuki triple kick pressuring you can EX Karakusa, she’ll fall right into the shitty range
i need some tips for Fuerte, got nothing, they demolish me
didn’t know U2 can be owned by akuma U1
For fei long back dash whilst avoiding reversal chicken wing (CW): -Slighly non meaty (or non deep meaty) cr lp chain cr hk OS: Cr lp, cr lp + hk; beats back dash, ducks normal reversal CW (can only get hit once by hk cw for like 20 dmg which he cant combo from) and beats ex CW reversal.
yes, that works.
But the feilong I play (starnab) mash shoryuken too often, that i cant even try this.
But, safe jump option select works well. (jump HK OS stMK). That beats every chicken wings, guard flamekick, and beats backdash.
Oh yeh thx
Uuuugh Akuma.
Small front page update.
I realized that the matchups that are up in the front page are just small tidbits instead of actual general info on how to approach the matchup. Sure, I can keep posting stuff about what can Makoto punish and whatnot, but I’m sure you’ll be stuck in a rut when you come across someone thats not going to give you any opportunity to punish his shit. Then you’re left wondering “how the hell do i even fight this guy???”
With that being said, I’m sorry I haven’t kept track of the new info that was posted up here.
I apologize if this has been answered, but really don’t want to go through so many pages, but didn’t see this in the 1st post: How the hell do you punish Blanka’s U1? I seem to do really well keeping him out w/C. MK and S. MP, but am having trouble against electricity spamming Blankas. Any tips from the xperts would be great thanks
is U1 the ball?? if you have an Ultra yourself you can bust his nuts as he comes down from the arc. haven’t tried this, but i’m quite sure you can nut him too as he’s coming towards you
as for his electricity spam, it all depends how good the Blanka player is, a very good (& obnoxious) one won’t let the electricity last for more than a split second, otherwise; crouching MP or HP will solve it. don’t know if it works on all his intensity shocks, but that’s what i’ve always done to the guys who keep it on a lot, his HP one probably reaches the furthest, so just test it in training mode
well i’m not expecting you or anyone else to play my matches for me lol
but the little tidbits really help, there’s a lot of stuff there i would have never found out on my own…like MP’ing jaguar tooth & Honda headbut. i know it’s hard keeping track of all this, but sure would be nice to have all the tips in one spot, this thread is 40 pages already
If he’s going for chip to win with U1, you can actually punish with Mak’s U1 after the first block. Just ultra as he’s falling down onto you, and you’ll CH him out quite nicely. Also, if you’re very close and he jams you with U1, you can punish with U1 after the chipping is done as he won’t land far away. If he lands in front of you before chip, then you won’t be able to U1 on block, due to range, so dash under and karakusa him for punish.
And if he spams electricity, you can U1, cLP, sMP, cMP at proper ranges without trading. Just need to get comfortable with the ranges of each.