yeah blue is the hit box…i’d love to see t.smacks grab box…probably more diesel then gief
The rest of them… read em and weep.
http://shoryuken.com/f339/t-hawk-hitboxes-updated-6-7-10-check-page-2-condor-dive-236225/
i f-ing knew it…hawk blocks anything and gets a free grab…frustrating
im having the biggest problem with turtle honda omg any ideas
Turtle Honda is a handful for every character on the game. He’s a bigger stronger self propelling guile. Btw fuck guile. Anyway, there a couple of things you can do to alleviate the pressure.
First, remember to tell yourself to be patient. Honda doesn’t have a projectile. So he has to come to you sometime. In the meantime, spend some time on the other side of the screen building meter. I suggest doing backdash, LP Oroshi, HK IA Tsurugi, backdash, repeat. I do this for three reasons: 1-makoto needs ex first in this match badly. 2-this builds meter VERY quickly. 3: both Oroshi and IATsurugi beats random headbutt AND gives a knockdown. AND THIS IS WHAT YOU WANT. Getting the first hit on Honda AND and KD causes Honda to panic. Expect less random headbutts if you land a couple of these. Once you have the life lead, then YOU turtle. READ: do Not pursue him unless he is on his back. And even then, use your safe jumps instead of mix ups.*
Once you get the health lead it’s important to know that your normals can beat everything he does–in DEFENSE. CMK, stMP, stHK, and jump back HP beat headbutt full screen clean on reaction. wakeup butt slam can be focused or beat clean with a Fukiage combo for big damage. His command grab sucks dick. Exercise good blocking and you’ve got yourself a way to manage this fight.*
Now eventually you may have to go to him. A couple of things to remember. First, try your best to knock him down. ALL MEATY SETUPS can PUNISH WAKEUP HEADBUTT. Best option is meaty c MK due to it’s bizarre hitbox. Once he is scared to do wake up headbutt, he’ll try to buttslam. Back dash and focus that ass. Thatll teach him to crouchblock on wakeup and… Well he dies then. Karakusa, oroshi, and normal throw till your heart is content.
Abuse IAT in this match. It beats or trades with a lot of his normals greatly in your favor. It is definately an uphill battle, but fighting Honda is just like fighting most other charge characters. They have to wait to act. Meaning they have to wait to react. It’s easy to limit their options, especially by killing their charge on wakeup. For example if you do backthrow, dash, HK IAT, you’ll cross over his body in time for a meaty attack–including Karakusa. Don’t attack the first time though. Just block because once you crossover his body his only charge option is butt slam and he is probably gonna do it lol. Be ready for this. Another example is ex Oroshi, dash, cLP (whiff), tHK feint. This make him QUICKLY decide what to do. He may decide too slow and you can hit him with a meaty cHP or cMP, MP Hayate. Or you can just block. The point is, you break his back charge. So no wake up buttslam, no wakeup ultra 1. That is VERY good for Makoto because she can focus or back dash everything else he does.
Patience in this matchup. Don’t get frustrated. Make calculated decisions. It’s a tough match, but you can win it.*
oh shit, daigo is coming to a local tournament. quick, vryu, give me some tips!
play Dudley or Bison lol.
Last time i played him, he did a lot of backdash after hayate. I didnt have time to analyze his playstyle a lot, because i could play only 2 games and 17373772 players were waiting…
Oh, and use lot of HK tsurugi…
Everything i should do, but was too scary xD
I’ll play wong, marn, ortiz, mago and (normally) godsgarden winner and/or daigo in february in a tournament in switzerland :-).
Because its in my country, i will play A LOT against japanese
Hello again all. I want to take my game further and start to look at data to create my own safe jump in & meaty setups. There is plenty here, I know that, but I want to learn how to fish, not wait for someone to give me one. So:
is there a general formula that is used to create safe jump ins and meaty? I can tell that knowledge of wake up frames is important and that has been listed. But what else would I need to do the calculation and how do I do the calculation? Any help is greatly appreciated!
I still don’t completely understand this Guile match up. Running so many scenarios through my head and I just don’t know what to do against him. If I can manage a KD then I can probably take the round of get some type of momentum going but I still don’t know how to stay in his face without being blown up anyway.
My main problem is I get a knockdown and the fight ends up going back to neutral with me having the life lead. I still can’t out turtle him because of booms cause he can just walk me down.
Most of the other match ups I don’t have a problem with, but this particular match up is just too much at times
For guile, I usually only win if they’re terribad. xD
But what I usually try to do is find a many Karakusa set ups as much as I can.
That, and bait flash kicks. Safe jumps work great for that.
hey, i’m a bison player and i’m planning to go to a tournament here in cali soon. i’m trying to identify the options every character can use to shut down the EX Psychocrusher as a getaway option on bison’s wakeup. For example, after the knockdown, ryu has jump in OS DP, chun li can downforward roundhouse and kick from behind, and she also has an OS c.hk or s.hk upon jump in.
What are mak’s options to beat this escape option? If you are extra generous, please let me know how you option select/straight up beat EX Devil’s reverse and teleport as well
After a knockdown I just jump over him and he only has Devil Reverse and Teleport. I’ll do a meaty s.FK which will move me forward so that he has to use more meter to finish it, and if he does depending on my reaction I can do c.mk/Fukiage if he’s close or Ex Hayate (kara’d)/U2 if he goes far.
I don’t have much for teleport sorry
thank you ninjacw btw i’m a fan. good luck with future games!
that matchup is so so dumb. it’s like capcom didn’t bother to test it or something. sorry, i can’t help. guile can punish literally everything you do and everything he does except for a non-fadc’d FK or really poorly timed ex-boom is safe. laaammmeeee.
this might be known already but safejump HK OS cr.mk beats almost everything balrog does! that’s good because i have been struggling in that matchup a lot, his pushback on wakeup really throws me off.
tested setup: ex-oroshi -> backdash -> forward jump HK OS cr.mk
+beats all normal headbutts
+beats ex headbutt
+you block all ex rushes
+you block reversal lv1 TAP
+you block super/ultra (even frame tricked w/ KKK)
-he can backdash out
eh…light kick does all that too ^
plus you can combo after it with the meaty setup VRyu posted after EX Oroshi; dash -> neutral jump whiff attack -> cLK, sMP
i eat rogs for breakfast
PS: i’ve been hitting a lot of sHP after sMP lately, i don’t know if it’s comboing or if it’s guys trying to run away, but i’m hitting em…someone should test it out to see which characters this works on, i recall VRyu naming Chun & Rufus, but i’ve been hitting it on Ryu’s & Guile’s & couple o other characters by accident, fumbling up during matches
light kick doesn’t hit ex headbutt (you block, which is arguably better) but loses to ex dash straight and kick-activated super. being able to cover literally every option he has except backdash is pretty useful imo.
you wont eat EX dashstraight if you do dash -> forward jump attack -> meaty crLK…because it breaks boxer’s charge^^
@zuranthus:
use meaty crLK -> stHP -> stMP -> EX oroshi. 2 just frames here, but worth the result (not possible if you crossup knocked-down opponent tough…)
I was getting worked by a Blanka last night, he was hop happy, kept jumping over me as I was on the ground. I found that if I buffered df, d, bf into lp on wake up I would tag him with a fukiage as he hopped across me. I was a wee bit drunk and I’ve not tested it but might be of use.
i’ve done hcb while they jumped over me for a ex fuk…it seemed to work everytime they crossed me up