rose is not invulnerable. She can just do what she wants.
for example, gouki’s super (0 frame) cannot catch her (she can jump), but if rose tries to hit, she gets hit by super.
So… Bait, backdash, and block. Got ya.
-vs chunli, after ultra1, mp fukiage -> immediate jump forward fierce seems to land you perfectly for ex SBK to whiff. like, you just end up crouching in the middle of it as she spins around you and you get to punish.
-reset after stun: deep jump forward mp (13f hitstun), immediate HK karakusa
I have some trouble versus some Ryu who act like this:
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he never or barely never pokes nor plays footsies. He just walk back and forth, throwing an occasionnal (ex) hadoken, maintaining a half screen distance (at least). So counter-poking with 2mp xx hayate or far HK is useless.
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he does focus attack back dash cancel A LOT. Thus tsurugi is impossible: leads to focus crumple to big combo on me.
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when he is under pressure (during links on block or in those 50/50 situations when you have to guess right) he does straight jump or shoryuken.
=> His straight jump mk trade more than often with my anti air mp (so trade in favor to him, i’m loosing the advantage of the guessing game)
=> his shoryuken shuts down all my options except block (but he can fadc backdash and i’m loosing the advantage of the guessing game). when I block a lp SRK, i’m too far for a combo like hp hayate cancel mp oroshi, it’s seems the best i can do (except ultra) is mp xx ex oroshi.
A lot of the fights goes like this: we are pretty even damage-wise during the first 3/4 of the game, when he have 2 ex bars + he take the advantage and the round.
The only time I won, it’s because I do crazy stuff like dash-dash karakusa, dash forward throw and wakeup EX karakusa. Theses are the only time i can do a karakusa: straight jump and shoryu punish every karakusa attempt without to much risk.
Any advices ?
I can deal with ryu in a poke war, but a runaway-focus-straight-jump ryu is my worst matchup actually. (except thoses cammy-rufus-dive-kickers)
Any time an opponent neutral jumps against your wake up, a LP fukiage will win in your favor if they poorly timed the neutral jump, such as trying to punish a wakeup throw attempt. This same thing applies if they neutral jump on their wakeup. Free LP Fukiage, or to make it completely safe, just do an EX Fukiage. Your other option here is to learn the instant tsurugi trick against DP characters. It varies depending on which DP you’re against, but it’s an extremely useful tool.
If he likes fireballs, U2. If he likes to FADC a lot, U2. If you U2 right at the flash of L2 FA before he cancels it, he will not be able to escape the ultra. It’s the same as reacting to a fireball.
If he plays run away, your main focus is going to be to work slowly and to get a life lead. Stop dashing excessively and use your walk. Use fLK, use fMP. Anything that isn’t dash.
If you aren’t applying your kara-throw into this game plan, you need to start doing so also. Such as clp clp > kara throw. Not kara-karakusa. Just the fLK ~ sLP.
As I said, against a turtle, you need to get a life lead and sit on it. Make them come to you. Stop taking chip from fireballs if you can avoid it by simply doing neutral jump LK tsurugi.
That’s about all I can think of right now for tips.
Is there a counter AA for Ryu’s jump-in fierce.p. I played a Ryu last night who ONLY jumped in using that move and none of her typical AAs worked, not even a trade; very frustrating.
Is there something you guys do when you get pressured? Besides an EX oroshi because that still either can get baited out or beaten sadly.
When i get pressured i just wait block, tech throw & wait. Maybe mashing backdash sometimes.
I have a friend I practice against frequently who used Ryu’s jHP. The only real counter for it is EX Fukiage. However, once he learns that, he’ll never unsafe jump again. This applies against Dudley and Balrog too, as they have incredibly good jumping attacks that only EX Fukiage will properly beat out.
Other than that, there is nothing you can do except play more solid, tech throws more often, and prevent getting knocked down.
On another note, I’m having particular trouble with good Ken players. Mainly when it comes to teching his Kara throw. Ideas and suggestions?
Wow. I remember using ex-fukiage to counter a few of his non-j.F jump-ins but never bothered to try it on that specific jump-in. Thanks for that one.
As far as the Ken players go with their Kara throws, I have to hold my position in his block strings, formulate if they were in range or not to pull it off and guess. lol
Err cr mk beats it.
IIRC, st.mk is also good from certain distances because it’ll generally hit before his fp comes out.
st.MK is a great long range poke tool against people who like to jump at just over mid-screen range. If Ryu is jumping at this range, he’s far too comfortable in this match up. Kick him around a few times.
cr.MK is typically your go-to AA against Ryu, but if he favors jumping at you with jHP, I wouldn’t recommend using cr.MK because if Ryu delays the use of jHP, you’re likely to trade. It’s not a good trade either.
In my experience, I find dashing under Ryu’s jumps to be very effective if he think he can get free jump ins (if you aren’t comfortable with using Fukiage). It’ll set you at a good cr.MP range or even a st.RH would be effective after the cross under.
vs FEI LONG
-safejump late OS cr.hk
—hits backdash
—beats HK chicken wing
—beats EX chicken wing
—you block flame kick
—you block ultra 1
—you eat ultra 2
vs C. VIPER
-safejump late OS cr.hk (OSing sweep doesn’t seem to reach the backdash)
—beats backdash
—beats ex seismo
—ex burn kick whiffs
—you block reversal ultra
—you block hp TK
after i got destroyed by mago i decided to see how much the s.mp xx hk chicken wing combo he did on me does …
s.mp xx hk chicken wing, s.hp xx rekkas = 398 damage for NO METER (440ish if he starts with jumpin HK)
s.mp xx hk chicken wing, s.hp xx hk flame kick FADC hk chicken wing = 444 damage for 2 bars (452 if he starts with jumpin hk)
jumpin hk, s.mp xx hk chicken wing, s.hp xx super = 574 !
what the fuck.
that’s some terrible terrible damage
also, (this is old news but still applies) don’t try to safe jump gen j.hk. always use j.hp.
the reason is because his get-up animation is really strange - he crouches low to the ground for a long while before he actually stands. if gen tries to BLOCK he blocks the j.hk (blocking seems to cancel the get-up animation), but if he just leaves the stick at neutral your j.hk whiffs. j.hp hits deep enough to avoid this issue.
Ultra 1 can punish EX-upball in the corner on hit but you have to hold the forward parts of the motion as long as leniency allows for a couple small steps. Being as close to his body as possible before he wakes up helps.
Sorry if someone already pointed this out earlier, it’s hard to dig through these huge threads, and I didn’t see you mention it.
yeah, i tested that out in training the other day but neglected to post the info. seems like you have to time it just as he’s a foot off the ground in order to catch him …
Does anyone else use EX Oroshi to counter jump-ins on wake up? Seems to work pretty well for me…
that’s a really bad idea. safe jump OS throw / sweep will ruin your day.