thx vryu for all the tips on these matchup i really need to practice on the yang matchup so ur tips are really appreciated xD
thx a lot for the Adon tips, I’ll try to put them into practice soon. Also, sometimes vs Guile, it gets really hard to stay in, and getting in is even harder, because of his great normals that stop me from advancing. any advices? thanks a lot
Guile is not as difficult as you imagine. Basically he has zero mix up game. His game consists of forcing you to make mistakes, and that’s it. There is nothing else to it. So remember a couple of things:
1-eat that chip if you have to. Guile will throw sonic booms. its a part of the game. so if you see sonic booms, don’t try to jump forward over them into an anti air attack! Just wait it out. You can dish out 2x the damage that guile can, so take that chip if you need to and inch yourself forward. Be patient, and defend yourself, and you’ll eventually get in.
2-Bait that Flash kick! Guile will often flash kick on wakeup. this is especially true if he is in the corner, has 2+EX bars, or you cross him up with f:HK: (hold). So bait it. If you are out of the corner, just wait for a late crouch tech. Don’t worry, he’ll mess up the FADC once or do EX on accident and not be able to FACD or something. When he does, choke his ass.
3-Once you get him in the corner, take off as much damage as you can. Since he’s holding down/back he will be prone to karakusas VERY often. He’ll be waiting for an opportunity to flash kick. try to bait it, but realize that if he does something else (besides hold down/back) he can’t flash kick, and he doesn’t have any moves at all that can out prioritize Makoto at close range. Even his super/ultras are slow, punishable, and do horrible chip. get that Karakusa in, and go to work.
Thanks a lot bro, I played vs a very decent Guy today and got some tips vs him:
- Vs his bushin flip/or elbow, its range dependant, but unless he’s right on top of makoto, you can always cr.MK it for free, if he’s too close to you cr.mk might not hit him (or make it whiff) so in those cases just LP fukiage him.
- If you have to block…BLOCK, his frame traps are very good, i usually wait to see what he does, so if he starts with run/stop mixups, there is when i backdash.
- cr.lp OS sweep doesnt work on him on wakeup, instead do cr.lp OS fwd.mk or cr.lp OS fwd.HP.
- his jump is really floaty, so you can pretty much dash under him or fukiage his ass.
- Also if he does a chain xx bushin flip and you cant react with fukiage, dash under him.
cLP beats Guy’s elbow drop, & it’s safer than Fukiage cause he can always fake & land in front of you
it also beats his run overhead, just do it a bit late so that you block the slide
T-Hawk’s EX Condor Dive is a bit safer now. Depending on his spacing, he can make it so he bounces back beyond f+MK or Yamase range. Seems like the only truly consistent options to punish that are reversal HP Hayate and U2. EX Hayate whiffs sometimes.
I dont know if it was same in super but ae wiki list EX TSurugi as 1~15f immune to projectiles, knockdown, can juggle
this might be really good vs projectiles (guile for example will have to test its uses out)
the proble with Ex tsurugi is the range, like…why would u give it projectile inv.??..
EDIT: also I know this is kinda obvious, but you can Abare Tosanami Dhalsim’s Yoga sniper.( jump back j.HP)…on block and on hit. you have like all the time in the world
Is there any AE technology to AA T-Hawk? It’s always such a gamble to AA him, and when you get scared to AA even basic jumps, he can get in and dominate with his random whacks to stop you from jumping and of course the ever loving empty jump, U1.
HP fukiage seems to work well
You can always do a last second ending in crouch ex karakusa vs characters who do not have a 75 degree angle jump in like Blanka j.hk, she is so small that either they whiff and you grab them or you absorb and grab them anyway. A cool trick i picked up, if you fight a player who likes to backdash a lot vs okizeme you can do, c.lp (os dash) mk karakusa. If they block on wakeup you get a tick into karakusa, if they back dashed then you get a dash into karakusa hehe. Its a really surprising mixup.
You can’t do that vs. T-Hawk because of empty jump -> MT, and his Condor Dive breaks armor.
I’ll try HP Fukiage, hopefully it’s better in AE. I guess the worst that can happen is he dives over me while I Fukiage.
- Robo.
What’s the inputs for that OS?
Well you can just input c.lp and imagine you are cancelling it with dash, go full screen and after the whiff you should get dash then input karakusa all in one string so that on block just the c.lp tick into kara comes out.
Can anyone help me with the best os versus cammy and zangief.
Just wanted to put this out there: in the matchup against Yang, blocked medium hayete and light hayete are super punishable by yangs cr.lk into swipes, and I think light hayete on hit is punishable too… but thats if you dont follow up with ex oroshi, so test that before you put it down. But yes, dont think making him block hayete is safe, because its really painful and Ive been trained not to do it ><
LP Hayate is 0 on hit, you must be pressin buttons if you’rer getting punished…& blocked Hayate has always been punishable, by every character i’m pretty sure, it’s -6
actualy went & checked
LP Hayate -8 LOL
MP Hayate -7
HP Hayate -5
so peeps are using ex oroshi or ex hayate more? i know she gets safe oki pressure of ex oroshi, but bring the opponent to the corner in 2 seconds is really good too. is it situational? i know for a shoto its prob best to go for ex hayate since no safe jumps. what else?
It’s range dependent for me. If it’ll put them fully in the corner I go for EX Hayate, if it’s not I do EX Oroshi. Though most times on wakeup I like to do c.lk buffered into EX Hayate anyway. If it hits I get both anyway.
Inside opposite corner = always EX Oroshi
Midscreen = EX Oroshi on most characters, EX Hayate vs shotos, grapplers, Chun, and Bison (and some others too)
Inside corner you are facing = always EX Hayate