Dhalsim
[spoiler]Optimal Combos:
cl.hp, cr.hp x2 tatsu loop (any cl.hp).
cl.hp, cr.lp > cr.hp tatsu loop. (easy, any cl.hp)
cl.mk, cl.hp, cr.hp, cr.hp tatsu loop (jump in/ex.srk FADC).
cr.lk, cr.lp, cr.mp/hp xx lk.tatsu, cr.hp/st.lk xx (hit confirm, use cr.mp for standing/cr.hp for crouching)
Ex.Tatsu/Corner Setups:
Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
Do Otoshi quite early as fast as you can and whiff 3rd Otoshi.
Alternate: nj.hk, cr.mp, j.hp (fake crossup) / j.mk (crossup)
F.Throw:
Option Selects:
Meaty lk.tatsu OS u1 catches teleports, goes over u1. Might not even need to OS, possibly just react to the teleport.
cr.lk/lp/jump in OS lp.srk/ex.tatsu/ex.srk catches backdashes.
OS ex.tatsu off cr.lk/lp or jump in catches teleport and backdash, OS ex.srk will lose to teleport.
Another very strong option vs teleport is to jump in/cr.lp and just walk forward and confirm if you either hit him or
he teleported, you can just walk teleports down and punish with cr.mk xx or even cr.hp xx and punish backdashes with throw/
3f normals.
Also meaty lk.tatsu puts you in range to punish any teleports with cr.mk xx or even walk forward cr.hp xx.
Notable Unsafe Specials/Normals:
Only his hp/ex.yoga flames are + on block (both +2) and both are easily distinguishable from lp/mp (ex is obvious and hp
has a very obviously long startup). Lp/mp are -6/-1 on block so you’re free to act if you block them (unless meaty), lp is
kinda hard to punish despite being -6 only lp.srk punishes and it can whiff, also lp/mp are hard to distinguish. However if
he does slide xx lp.flame you can punish with cr.mk (point blank) or lp.srk (any distance apart from very long range slide).
Can also get counter hit lvl 1 focus between slide and yoga flame *testing needed
Matchup Notes/Extras:
DO NOT GET FRUSTRATED. KEEP CALM AND KEEP A CLEAR MIND.
Cr.hp beats air normals and teleport attempts, lp.srk also catches air normals for a knockdown.
Cr.mp is pretty good for tagging limbs and throwing out at the start of the round.
Can level 3 focus a fireball fullscreen to try and catch a st.hp.
Meaty lk.tatsus avoid wakeup u1.
Backdashing his fireball > teleport setups is viable, you’ll get hit by the fireball but it’s an air reset so you don’t
have to deal with the potential mixup.
Remember his limbs don’t do chip damage, blocking is very viable vs Dhalsim, also his fireballs are bad for chip damage due
to how slow they are, you can really take your time and try to get reads on habits etc.
He doesn’t have any true blockstrings into specials, you can lvl 1 counter hit focus crumple him between strings like
b.mk/slide xx yoga flame.
Ex.otoshi is pretty strong vs Dhalsim.
(in corner) backthrow > jump.fwd > (if DWU) crossup ex.tatsu.
[/spoiler]
Dudley
[spoiler]Optimal Combos:
cl.hp, cr.hp, cr.hp tatsu loop. (any cl.hp).
(lk.tatsu on crouching Dudley) st.mk (x3), cr.hp, cr.hp tatsu loop.
cl.mk, cl.hp, cr.hp, cr.hp tatsu loop. (ex.srk FADC/jump in/lk.tatsu on crouching Dudley)
cr.lk, cr.lp, cr.mp/hp xx lk.tatsu, st.lk xx (meterless hit confirm, cr.mp for standing/cr.hp for crouching)
Ex.Tatsu/Corner Setups:
Fwd jump, dash, j,hp (unblockable)
Do Otoshi straight away and whiff the 3rd Otoshi.
notes: if you mess up the setup, often the hp will be a fake crossup
Be careful of Dudley’s cross counter move, he will reversal your move and take himself out of the corner.
dash fwd, fireball, j.hp/j.mk 50/50 (if no quickrise whiff cl.mp and repeat setup for unblockable j.hp)
midscreen after ex tatsu, do dash, sweep, lk, j.hp (fake crossup) / j.mk (crossup)
Ultra setup: lp.dp, u2, lp.dp, j.hp (fake crossup) / j.mp (crossup)
mp.srk, nj.hk (no quickrise), dash, j.hp (unblockable)
F.Throw:
walk back ~7f, j.hp. OS lp/mp.srk to catch ducks/backdash. j.hp stuffs ex.counter.
Option Selects:
OS cr.hk/lp.srk catches backdashes.
cr.lk/lp OS st.hp catches backdash grounded for full combo. (fast OS)
If Dudley is ssb happy (e.g. blocked lp.mgb, lk.ssb) you can OS cr.lp, cr.lk ~ cr.hp/ex.dp - cr.hp will counter hit ssb
on the way back but won’t catch backdashes, ex.dp will catch both but costs meter. You have to OS with cr.lk because with
cr.lp, cr.lp the 2nd cr.lp whiffs. You can also do cr.lp, st.lk and the st.lk will counter hit ssb on the way back and you
can combo with st.lk/cr.hp xx srk.
Notable Unsafe Specials/Normals:
Ex.mgb is -8, free punish with cr.hp, make sure to crouch block at least the last hit. (Optimal cr.hp, cr.hp, cr.mk tatsu
loop only after blocked ex.mgb)
cr.mk is -7, is always punishable by reversal mp.srk, cr.mk xx punish if done too close.
cr.hk is -8, reversal mp.srk will punish unless done at the absolute tip, cr.mk xx punish if done too close.
Overhead is -1 and puts Dudley right next to Sakura usually, throw/3f normal will beat anything he tries to press besides
ex.dp/ssb although he can meaty it for better frame advantage.
If dudley does lp.mgb on block then as well as the OS you can st.lp and it will hit him out of anything he does except
backdash or ex.dp/ultra.
If dudley does lp.mgb on block OR hit and immediately does either ssb or ex.dp then backdash will cause both to whiff, you
can mp/hp.srk/st.hk punish whiffed ssb and get a full punish on ex.dp.
Matchup Notes/Extras:
Holding back instead of downback can occasionally be useful vs Dudley, can change your hurtbox so stuff like f.mk will whiff
at ranges where it would hit crouchers etc. don’t be predictable though.
St.hk xx ex.duck is 0 on block, throw will technically beat and normal he presses afterwards although he can bait this out
with ssb to beat your throw, could try challenging him with cl.hp xx lk.tatsu and looking out for any trades although this
loses to throw and may be difficult to react with, it also beats ssb but won’t be able to combo off the lk.tatsu if you hit
him out of ssb.
If he does ssb after a blocked close range lk.tatsu then your normals will stuff it on startup.
Neutral jump/focus is a hard read and big punish for ssb.
[/spoiler]
E.Honda
[spoiler]Optimal Combos:
cl.mk, cr.hp, st.lk tatsu loop. (any cl.mk)
cl.hp, cr.hp, st.lk tatsu loop. (raw cl.hp or ex.srk FADC/jump in)
cl.hp, st.lp > cr.hp tatsu loop. (any cl.hp, srk FADC combo, doesn’t work off headbutt punishes though so use cl.hp, cr/st.lk)
After ex.srk/jump in, cl.mk x3, cr.hp, st.lk tatsu loop. (standing E.Honda)
cr.lk, cr.lp, cr.mp xx lk.tatsu, cr.hp/st.lk xx (cr.hp only hits on crouching E.Honda so use st.lk on standing)
Ex.Tatsu/Corner Setups:
Midscreen after ex tatsu, dash, earliest sweep, cr.lk, j.hp (unblockable or ambiguous crossup if you mess up) OS
lp.srk (have to OS on the opposite side, so j.hp OS backwards srk from the direction you jumped). If they have no meter
then do not OS at all, their only option is buttslam/focus dash which you can just react to and walk up punish.
F.Throw:
probably better to go for a safejump (walk back ~4f, j.hk) as his ex.headbutt is 8f startup and easy to safejump, can
react to buttslams with cr.hp.
(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP
Option Selects:
OS sweep/lp.dp/ex.srk beats backdash
Safejump OS ex.dp beats ex.headbutt
Safejump OS U2 KKK trades with ex.headbutt/lk.buttslam but is risky as it loses to other buttslams and backdash.
Cr.lk/lp OS cr.mk catches backdashes grounded for full combo. (slight delay)
cr.lk/lp OS st.hp catches backdash grounded for full combo. (slightly delay OS)
Notable Unsafe Specials/Normals:
Hp/mp.headbutt can be punished by hp.srk FADC cr.lp/st.hp.
Can punish hp.headbutt with raw hp.srk as long as you stand block it and were already blocking when he started the move.
Ex.headbutt is punishable by cr.mk xx at any range and cr.hp xx if you block it point blank (don’t cancel into lk.tatsu).
Hp.hands are punishable on block AND hit if they’re spaced in a way so that the last hits will whiff, st.hk/mp.srk/cr.mk/u1
will punish badly spaced hands, you may aswell try to punish even if you aren’t sure the last hits will whiff because if
they don’t you’ll just end up blocking/get hit anyway.
Matchup Notes/Extras:
Lk.tatsu pressure on Honda’s wakeup can stuff lk.buttslam, so can late cr.hp (cr.hp also avoids other buttslams)
Cr.hp beats pretty much any buttslasm unless they do it meaty on your wakeup but you can hit him out of any other buttslams
anywhere, also you can focus dash through ANY non reversal buttslam on the way down and get a punish, even meaty ones on
your wakeup. If you focus dash through you can do cl.hp, st.lk tatsu loop or just cl.hp xx ex.tatsu if you have ultra.
If you are applying blockstring pressure; you can jump back in order to bait his ex headbutt and be in range
to punish with cr.mk xx dp.
Srk is a good anti air for his nj.hp, in fact you can mp.srk FADC u2 him from this, KKK u2 for closer range and PPP for
further ranges.
Mashing backdash through his strings is decent since he has no true blockstrings hitting low and avoids command grabs.
If he does hands FADC forward on block then cr.lk/lp/st.hp will hit him out of anything he does besides ex.oicho throw, he
is always at negative frame advantage after hands FADC forward on block. (have to be ready to react though)
St.hk is a good poke vs Honda.
Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).
[/spoiler]
El Fuerte
[spoiler]Optimal Combos:
cl.hp, cr.hp, cr.hp tatsu loop (works off anything but raw cl.hp, including focus attack > lk.tatsu)
cl.hp, cr.hp, st.lk tatsu loop (off any cl.hp)
cl.hp, cr.lp > cr.hp tatsu loop (any cl.hp, really reserved for lk.tatsu on his ex.run, or if you want easymode)
cl.mk x2, cl.hp, cr.hp, st.lk tatsu loop. (off ex.srk/jump in/lk.tatsu on crouch or focus > lk.tatsu on crouch)
cl.mk x3, cr.hp, cr.hp tatsu loop. (off ex.srk/jump in/lk.tatsu on crouch or focus > lk.tatsu on crouch)
Ex.Tatsu/Corner Setups:
Backjump, dash, j. hp (unblockable), j.mk (crossup)
Do Otoshi delayed, and do second hit SLIGHTLY delayed and whiff 3rd hit a bit delayed also. Very difficult setup.
F.Throw:
Any setup is a safejump since he has no quick reversal (besides u2), keep it ambiguous and be ready for
his many reversals.
Option Selects:
OS sweep off cr.lk/lp beats backdash.
OS cr.mk off cr.lk (must be cr.lk), catches him in grounded recovery of backdash, confirm into srk. Can block EX Qbomb but
you have to not do the OS perfectly meaty which means he may recover from a backdash although it IS possible to both OS
and block EX.Qbomb but the timing is tight. If he does ex.leg throw it IS possible to immediately do another cr.mk after
your OS whiffs and punish his landing recovery but it’s kinda tight.
Notable Unsafe Specials/Normals:
Tostada press is -16 from forward run and -12 from back, reversal hp/mp.srk/cr.mk xx, or Ultra 1 can punish if you block it deep.
Quesadilla bomb (chest slam) is -17, punish with reversal mp/hp/ex.srk or walk forward cr.mk xx, can also punish on hit with
reversal hp.srk if it doesn’t knock down. If you block it standing always go for the cr.mk xx punish, if they do qbomb
into lvl 1 focus you wont get counter hit either, ex.srk can also be useful here since it’s invincible and will hit them
if they try lvl 1 focus too.
Run > slide is -9 you can punish with a variety of moves, cr.hp, cr.mk, st.lk are best.
Matchup Notes/Extras:
Stay mobile? Dash around, jump around, jump tatsu around? Try not to become too static? Pray to the lord you guess right?
Crossup lk.tatsu: hp.srk FADC walk forward a tiny bit, lk.tatsu.
Lp.srk can get you out of some of his shenanigans (non meaty splashes/tortillas).
He has pretty much no answer to lk.tatsu pressure on wakeup, loses to ex.qbomb.
Stuff like jab into overhead has a huge gap and will get counterhit if you just mash jab, also fuertes don’t tend to
frametrap either so there’s no huge risk pressing buttons in his strings.
Safejump (doesn’t even have to be a good safejump), react to ex.run with air normal - confirm the j.hk, if he does ex.run
then jump back/fwd.hk/mp etc. if he blocks then continue pressure, if he qbombs - block.
Meaty cr.lp/lk recovers in time to block ex.quesadilla bomb you can just do cr.lk and slightly delay the chain into cr.lp
and you will block a reversal ex.qbomb.
Meaty light is a good option in general, react to ex.run with jump back hk/mp or block. If you’re looking to react to
ex.run then do the meaty lp/lk and then just block and try to visually react to the ex.run armour absorb, this way you
will be safe from ex.qbomb, can punish ex.leg throw, but can’t OS a backdash, if he blocks then you can continue
pressure. So if you’re going for a meaty light then either do the above method or do cr.lk delay OS cr.mk for backdash and
safety from ex.qbomb, but you will have to block/jump an ex.run follow up.
Unless they show you they have an answer (e.g. run stop cr.mk) just holding back to block after blocking first normal
(so you dont get tagged by cr.lk) might be a viable strategy.
(in corner) backthrow > jump.fwd > (if DWU) crossup ex.tatsu.
Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).
[/spoiler]
Elena
[spoiler]Optimal Combos:
(after blocked slide/overhead) cr.hp, cr.hp, cr.mk/st.hp tatsu loop
(off ANYTHING besides raw crouching, optimal srk FADC combo) cl.hp, cr.hp, st.lk tatsu loop
(off jumpin, ex.shouo FADC, raw.lk tatsu, focus crumple and focus crumple > lk.tatsu) cr.hp x2, far.hp/cr.mp tatsu loop (optimal?)
(same as above) cl.mk, cr.hp x2, far.hp/cr.mp tatsu loop
cl.hp, cr.hp/st.lk tatsu loop is all you get off raw non counter-hit cl.hp on crouching Elena.
After far.hp in the corner you can fireball FADC cl.hp, cr.hp, far.hp loop.
Ex.Tatsu/Corner Setups:
mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)
F.Throw:
walk back ~4f, j.hp. OS lp.srk for backdash/dash under.
Option Selects:
TBA
Notable Unsafe Specials/Normals:
Spin scythe is very punishable, -6 at best and -7 at best with the followup, cr.mk/st.lk/lp.srk punish.
Lynx tail is also -7 at best, cr.mk/mp.srk punish.
Ex.mallet smash is -5, should always go for the optimal cr.hp punish combo OR cl.hp xx ex.tatsu. Remember ex.mallet smash
recovers quicker than it looks, VERY SOON after blocking the 2nd hit.
Ex.scratch wheel is obviously majorly punishable but max damage punish seems to be only cl.hp, st.lk tatsu loop.
Matchup Notes/Extras:
Elena can’t slide under Sakura’s fireballs.
When she has no meter then her overhead game is MUCH less scary, better to just block low, you can even react to
hp/mp.mallet smashes with cr.hp fairly easily or just easily reaction block.
Focus is kinda strong vs Elena, her armour breaker (rhino horn) doesn’t hit Sak’s focus at longer ranges where you would be
fishing for slides, also cr.mp xx anything other than scratch wheel will get counter hit crumpled by focus (mallet smash
will get counter hit airborne). You can actually focus absorb a cr.mp and dash forward and if she cancels into ex.mallet
then you will dash under her and recover in time for a free punish (cr.lk xx ex.tatsu OR cr.mk xx srk most reliable punish
in this scenario due to spacing).
Also due to her floaty jump she will have a hard time punishing focus attacks at all if she jumps away/neutral jumps.
Elena’s own focus attack has a slower than normal release time, you can always jump out of it and not get anti aired in
your early jump frames so you can react to focus with neutral jumps for a big punish, her focus may have low crush
properties so cr.mk xx lp/mp.srk might not be reliable (needs testing).
St.lp whiffs on her crouching unless done as part of a chain.
Focus backdash vs her high/low game? red focus can blow it up.
Backdash might be strong vs Elena in general she doesn’t possess many good option selects.
Floaty jump, delay anti-airs slightly.
Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).
[/spoiler]
Evil Ryu
[spoiler]Optimal Combos:
cl.hp, cr.hp tatsu loop. (any cl.hp, srk FADC combo, substitute cr.hp for far.lp, cr.mp for easier link).
[ezmode go-to combo, meterless punish] cl.mk, cl.hp, st.lk tatsu loop (works off any cl.mk).
st.mk xx lk.tatsu > st.lp > cr.hp xx lk.tatsu (meaty) > cr.mk xx hp.shouo’ (st.mk done slightly further away than point blank)
cr.lk > cr.lp > cr.mp xx lk.tatsu > cr.hp xx lk.tatsu (meaty) > cr.mk xx hp/mp.srk (crouching E.Ryu)
After ex.srk/jump in/crouch hit lk.tatsu:
cl.mk x3, cr.hp tatsu loop.
cl.mk, cl.hp, cr.hp tatsu loop.
cl.mk, cl.hp, st.lp, cr.mk tatsu loop.
Ex.Tatsu/Corner Setups:
backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away (no rush though) and whiff 3rd Otoshi.
Be ready to OS incase E Ryu teleports.
mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)
(DWU SETUP) otoshi x2 (normal timing, whiff 3rd) > neutral jump > whiff cr.hk (react to DWU) > dash > lk.tatsu (crossup,
avoids reversals
F.Throw:
walk back ~7f, j.hp. OS sweep for backdash/forward dash (he can fwd.dash out of mistimed setups)
(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP
Option Selects:
OS jump to chase teleports, you can also option select walk forward to catch back teleports with cr.mk xx and backdashes
with throw/3f normals.
OS ex.srk catches teleports.
OS st.hk/lp.srk catches backdashes.
St.mp OS dash chases teleports.
Jump in OS sweep catches backdashes.
Notable Unsafe Specials/Normals:
Lk.axekick is -7, cr.mk punish.
Ex.axekick is -4, st/cr.lk xx OR st.lp, cr.mk xx are both 2f punishes (3f plink cr.lk), or cr.hp xx for 1f punish.
F.mk > ex.tatsu is very unsafe you can punish with pretty much anything even U1 depending on how close he does it.
St.hk, lp.srk > mp.srk and hp.srk are guaranteed punishes if you block crouching and aren’t confident to cr.mk xx.
Walk fwd cr.hp xx is probably max punish but only if he does f.mk from very close range, otherwise stick to lp.srk > mp.srk
and reversal hp.srk for guaranteed punish and setup afterwards.
Cr.hk is -11 so cr.mk or mp.dp badly spaced sweeps.
Can lvl 3 focus punish his ultra 2, can also walk back a little and get a full jump in combo. If you want to avoid the full
chip then you can jump back after the first rep and either lvl 3 focus (absorbs 1 hit of the 2nd rep) or backdash then walk
back a little and get a full jump in combo. If you want to entirely avoid chip you can jump fwd immediately to avoid it
and then dash up a few time for a jump in/lvl 3 crumple (jumping over it only works if he’s close range and you weren’t
already on blockstun e.g. dropped combo).
Hadoken is -6 on block but usually unpunishable, midscreen unless he does it point blank or cancels into it from point
blank it’s unpunishable but cr.mk xx punishes point blank hados, in the corner he needs to at least space it better to
become unpunishable and you can cr.mk xx punish from a deceptively long range, he pretty much needs to cancel cr.mk from
max range to make it safe.
Matchup Notes/Extras:
Stand block axekicks in case of overhead, also you can throw/reversal/jab between cr.mk xx mk/hk/ex.axekick, since cr.mk xx
hado is a true blockstring it’s worth going for it after a blocked cr.mk, if he cancels cl/cr.hp into axekick and you
tried something but it didn’t come out then you know it was a lk.axekick so punish.
Crouch tech with cr.lp if they like going for f.mk.
Cr.mk is a very good whiff punish for E.Ryu’s cr.mk but his st.mk will crush Sak’s cr.mk. Cr.mp and st.hk are decent whiff
punishes for both cr.mk and st.mk but use strictly as a whiff punish, throwing them out pre-emptively and whiffing them
in his face will just result in them getting stuffed and eating a full combo.
Crossup lk.tatsu:
1)Ex.tatsu (corner), hit otoshi low, whiff otoshi, jump back, dash, dash, lk.tatsu. (safe from reversals)
2)Hp.srk FADC walk forward a tiny bit, lk.tatsu.
3)Ex.tatsu (corner, DWU), otoshi x2 (whiff 3rd), backdash, fwd.dash, cl.hk (react to DWU), fwd.dash, lk.tatsu (crossup, avoids reversals)
Lk tatsu crossup after lp.srk > u2 (corner): dash x3, lk tatsu (also avoids reversals)
Mp.srk > j.hk/empty jumps (no quickrise) > dash > dash > lk.tatsu (semi-unblockable).
[/spoiler]
Fei Long
[spoiler]Optimal Combos:
cl.hp, cr.hp, st.lk tatsu loop. (works off any raw cl.hp except after raw lk.tatsu > cl.hp on standing, optimal srk FADC/focus crumple > lk.tatsu combo)
cl.hp, cr.lp > cr.hp tatsu loop. (works off ANY cl.hp except after cl.mk xx lk.tatsu or j.mk crossup > cl.hp so use cl.mk xx lk.tatsu after crossup)
cl.mk, cl.hp, cr.hp tatsu loop. (any cl.mk)
After ex.srk/jump in, cl.mk x3, cr.hp, st.lk tatsu loop. (standing Fei Long)
Ex.Tatsu/Corner Setups:
backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away (no rush though) and whiff 3rd Otoshi.
Watch out if Fei Long has Ultra 2.
dash fwd, fireball, j.hp/j.mk 50/50 (if no quickrise whiff cl.mp and repeat 50/50)
Midscreen unblockable: dash, slight walk fwd, sweep, cr.lk, j.hp. For DWU whiff 2 cr.lk.
mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)
Midscreen/corner: ex.tatsu, dash, sweep, early nj.hk (no DWU)/4f safejump (DWU) - the early nj.hk stuffs all reversal
flamekicks but trades with EX. OS backdash with mp.srk and OS ex.chicken wing with OS backdash, cr.mk xx srk.
(works in corner too)
F.Throw:
walk back ~5f, delay j.hp by ~2f. See hp.srk, ambiguous j.hp section for OS’s.
(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP
Option Selects:
Cr.lp/lk/jump in OS sweep beats backdashes.
Cr.lp/lk/safe jump OS lp.dp beats backdashes and ex.cw (midscreen OS).
Cr.lp/lk OS st.hp beats ex.cw (corner OS). Don’t always need to OS this you can just do cr.lp, st.hp.
Hp.srk, ambiguous jump in, OS cl/far.hk beat ex.chicken wing and backdash, safe from reversals, delay the OS slightly so
you don’t get cl.hk if OS’ing backdash. Only downside is you will also hit reversal flamekicks for a cl.hk reset
instead of a full punish, maybe stick to OS’ing backdash with sweep and let them waste meter on EX.CW unless you know
they won’t reversal flamekick.
Safe jump OS cl.hp beats ex.cw and backdashes, only setups that seems to reliably hit both whilst being safe to reversals,
don’t get great positioning but it keeps him honest.
Notable Unsafe Specials/Normals:
Cr.hp is -5 on block which means it’s relatively safe. Anyway if they drop their punish and do the cr.hp instead
go for cr.mk xx
Lp.rekka is -5 which means you are basically allowed to press buttons. However if your attack whiffs he has the tools
to whiffpunish your punish so be on point with your spacing.
Rekkas: The 2nd hit is always unsafe and -8 at best, depending on spacing punish with cr.mk or cr.hp, cr.mk will
punish pretty much any 2nd hit of rekka.
Overhead is -4 so you can punish if you block it.
His dp is obviously very punishable on block but walk forward and slightly delay your cl.hp punish so his hurtbox has
returned to normal or your punish will possibly drop.
Can lvl 3 focus the last hit of his Ultra 1 for full crumple as long as it’s not reversal. Can also backdash the last hit
and get a jump in.hk for max punish (midscreen only)
Matchup Notes/Extras:
Cr.hp/ultra dumb fullscreen chicken wings, you can also focus dash forward through it on reaction and start a combo with
cr.lk/lp, cl.hp doesn’t work, plink cr.lk xx ex.tatsu is good for the extra frame.
Hold back the whole game til they get mad Kappa.
Neutral jump is pretty strong vs Fei.[/spoiler]
Gen
[spoiler]Optimal Combos:
cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp except raw on crouching, either cancel cr.hp or use st.lp, cr.mp xx after cl.hp, can get ex.tatsu off cr.mp)
cl.mk, cl.hp, cr.hp tatsu loop. (kinda sketchy, works after jump in and ex.srk FADC every time though)
st.hp, st.lp > cr.hp, cr.mk tatsu loop. (jump in/srk FADC, easy links and good damage)
st.mk, st.lp > cr.hp, cr.mk tatsu loop. (any st.mk except after jump in/ex.srk FADC)
cr.lk > cr.lp > cr.hp xx lk.tatsu (meaty) > cr.mk xx hp/mp.srk (crouching Gen, meterless hit confirm)
Ex.Tatsu/Corner Setups:
Jump, cr.mp, j.hp (unblockable)
Do Otoshi straight away and do not whiff 3rd hit.
notes: if Gen does nothing, he won’t be hit.
Alternate Unblockable: dash, lp.shouoken, j.mk
Do Otoshi slightly delayed.
Backdash, lp.srk, PPP U2, cr.hp, j.mk (unblockable)
F.Throw:
walk back ~4f, delay j.hp by ~2f. OS sweep for backdash.
(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP
Option Selects:
Cr.lk/lp OS st.hk/lp.srk to catch backdashes.
Jump in OS cr.hk/srk to catch backdashes.
Notable Unsafe Specials/Normals:
Mantis cr.hk is -7, you can mp.srk or cr.mk this on block if badly spaced.
Crane overhead is -3 so it’s a 1f punish with st.lk if you block it.
All his walldive follow ups are very unsafe if done without a meaty setup, cl.hp/cr.mk punish or reversal mp.srk if not
confident, can also easily anti air them with cr.hp.
Mantis U2 is only -10 on block, cr.hp xx will punish if you block it absolutely point blank, cr.mk from further ranges but
if you block it from long range then reversal mp.srk. Ex.srk/u1/u2 PPP will beat it clean without having to block it at all.
Matchup Notes/Extras:
His upkicks have limited invincibility without ex so feel free to pressure him with cr.hp/cr.mk xx lk tatsu etc. on
wakeup when he has no meter.
[/spoiler]
Gouken
[spoiler]Optimal Combos:
cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp)
cl.hp, st.lp > cr.hp tatsu loop. (any cl.hp)
cl.mk, cl.hp, cr.hp tatsu loop. (any cl.mk, add a cr.lp before cr.hp for 2f link unless landed off raw lk.tatsu on standing)
Ex.Tatsu/Corner Setups:
Gouken - backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away (no rush though) and whiff 3rd Otoshi.
Be wary of parry and vary your setups accordingly.
mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)
dash fwd, fireball, j.hp/j.mk 50/50 (if no quickrise whiff cl.mp and repeat 50/50), seems to avoid reversal ex.tatsu and
parry.
F.Throw:
walk back ~5f, delay j.hp by ~2f. Avoids ex.tatsu but loses to parry, OS sweep for backdash.
(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP
Again be wary of parry.
Option Selects:
OS cr.hk/lp.srk off cr.lp/lk/jump in beats backdashes.
Cr.lk/lp OS cr.mk catches backdashes grounded for full combo. (fastest+delay)
cr.lk/lp OS st.hp catches backdash grounded for full combo. (slightly delay the OS)
Notable Unsafe Specials/Normals:
Overhead is -3 so 1f punish if you block it.
Lp rush is -4, mp/hp are -6 and ex is -5, all are punishable unless very well spaced. Punish ex with cr.hp, mp/hp with
cr.hp/mk and lp with st.lk.
His sweep is only -3 and it is unpunishable due to pushback even if done point blank, however it’s weak to focus and focus
dash, you can focus dash through and get a cr.lp, cr.mk xx or cr.hp xx (can’t get any lk.tatsu loops however).
Matchup Notes/Extras:
He only has 2 normals that are + on block - cl.mp and far.mp, cr.lp is 0 on block and cr.lk is -2, so you can be less afraid
of frame traps and you’re more free to press buttons/stand tech vs him.
If he reversal ex.demon flips then just cr.hp him out the sky.
Mp.srk beats demon flip parry, alternatively wait for him to land and punish (6f of landing recovery).
Stand teching is good vs gouken, he has no low confirms and his backthrow is prone to eating crouch techs as
it needs to be teched slightly later.
You can’t punish cr.mp xx hadoken string with focus dash like you can vs Ryu etc. but he is still negative 1 or 2 if you
focus dash his fireball from close range so you can still apply pressure.
Take few risks vs Gouken, he can only land his big damage if you make a substantial mistake.
Early-ish nj.hk on his wakeup (nj about 10-15f before he wakes up) can avoid/stuff ex.tatsu, not a great option but will
work once or twice, a good setup for this is sweep, fwd.dash, nj.hk. Gouken has to either wake up parry or delay an ex.tatsu
to beat this, he can’t anti air with normals and reversal ex.tatsu gets air reset and flips Gouken over for a tricky reset.
If they DWU the nj.hk turns into a 4f safejump, as always be aware of counter.[/spoiler]
Guile
[spoiler]Optimal Combos:
cl.hp, cr.hp, cr.hp tatsu loop. (any cl.hp except raw on crouching Guile)
cl.hp, cr.lp > cr.hp tatsu loop. (any cl.hp, go to combo after raw cl.hp on crouching Guile)
(standing Guile) cl.mk, cl.hp, cr.hp, cr.hp tatsu loop. (jump in/ex.srk FADC. also focus > lk.tatsu on both stances)
Ex.Tatsu/Corner Setups:
Guile - backjump, dash, jump hk (fake crossup) / j.mk (crossup)
Do Otoshi a teensy bit delayed and whiff the 3rd hit.
otoshi x2 (normal timing), lk.tatsu corpse hop, st.hk, j.hp (hits crossup, very ambiguous, if he DWU
you arent left in the corner like with most ex.tatsu setups)
dash fwd, fireball, j.hk/j.mk 50/50 (if no quickrise whiff cl.mp and repeat 50/50)
mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp/hk (fake crossup)/j.mk (crossup)
F.Throw:
walk back ~6-7f, j.hp. OS sweep for backdash, also any mistimed setups are pretty much always safe anyway.
(anywhere?) dash, dash, hk.tatsu (non DWU only, can EASILY react to DWU message and not do the tatsu), avoids flashkick.
Good for rare use to bait flashkick.
Option Selects:
OS cr.hk/lp.srk off cr.lp/lk/jump in beats backdashes.
cr.lk/lp OS st.hp catches backdash grounded for full combo.
Notable Unsafe Specials/Normals:
Can lvl 1 focus/cr.mk between Guile’s sweep. Also Guile’s sweep 1st hit FADC forward is -5 on block so jab/cl.hp punish
if you see it or know they like to do it.
Overhead is -3 for a 1f punish if you block it (st.lk).
F.lk is very unsafe -8 on block and -3 on hit basicaly a free punish if Guile ever does this.
You can lvl 2 focus crumple punish ANY version of flashkick and go into lk.tatsu > cl.hp, cr.hp, cr.hp tatsu loop. This
is probably the optimal punish unless you have Ultra in which case don’t focus and just go into cl.hp xx ex.tatsu or cl.hp,
cr.hp tatsu loop xx ex.tatsu.
If he does flashkick into lvl 1 focus on block you can interrupt it with cr.lp/lk, seems you have a 2-3f window to hit him
out of the focus or trade with his focus (won’t crumple you), if he FADC backdashes then any srk will punish but it’s a
risk because if he just does lvl 1 focus then he’ll crumple you - unless you do reversal ex.srk which catches both backdash
and lvl 1 focus (must be reversal) although FADC forward will block it, probably best to stick to cr.lp/lk at first to beat
FADC forward and lvl 1 focus and check what his habits are.
Matchup Notes/Extras:
Walk forward into jump range to threaten the jump-in, hopefully walk Guile to the corner maybe or at least try and force
him to walk back, then he doesn’t have downcharge and focus and jumping are more threatening.
You can jump in at ranges outside his cr.hp range (about max range of j.hk) as long as he doesn’t have charge, at this
range his cr.hp is prone to trading or will get stuffed entirely if he doesn’t AA early enough, you can mix in empty jumps
with j.hk/hp at this range so he either has to AA early to stop jump ins or late to catch an empty jump (empty jumps can be
spaced to avoid all anti airs but may be outside jump in range), he can AA with st.mk but remember if he uses this button
he loses charge meaning he can’t throw a boom immediately after.
Guile is pretty weak to focus as long as he isn’t sitting on downback charge. If he does a standing normal (you block a
st.hp for example) you know he has no armour breaker readily available so focus becomes more potent.
Wakeup cl.hp blows up his upside down kick if they become predictable with it, also it’s typically bad to tech with cr.lk
vs Guile since his main frame trap is upside down kick, better to tech with cr.hp/mp/lp.
St.lk xx lk.otoshi will avoid flashkicks, decent for 1-2 time use per set to bait a flashkick but Guile can just cr.hp it
for free so impossible to abuse.
Ex/hk.tatsu to get in/predict a sonic boom is an ok tactic occasionally, since it’s so hard for sakura to get
in this is a necessary risk, if you get in with tatsu try to stay in.
[/spoiler]
Guy
[spoiler]Optimal Combos:
cl.mk, cl.hp, cr.hp, st.lk tatsu loop. (any cl.mk except after raw lk.tatsu on standing Guy)
cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp)
st.hp, cr.lp > cr.hp, cr.mk tatsu loop. (srk FADC/jump in/lk.tatsu on crouch/dash up punish for ex.tatsu (block point blank)
Ex.Tatsu/Corner Setups:
Jump, cr.mp, j.hp (fake crossup) / j.mk (crossup)
notes: the hp/mk hits REALLY late.
Do Otoshi straight away and whiff 3rd hit.
Note: Guy can ex.run out of this.
F.Throw:
Not worth going for j.hp setups unless he doesn’t have meter for ex.tatsu.
(corner) Whiff st.lk, jump forward mk is UNBLOCKABLE
Option Selects:
OS lp.srk/cr.hk/u1 off cr.lk/lp/jump in catches backdashes.
Notable Unsafe Specials/Normals:
Run > Overhead is -6 if blocked so cr.mk/cr.hp/cl.hp to punish, cl.hp punishes most but if done frome further out it
requires cr.mk/hp, it IS possible for him to make it unpunishable if only hits once with the very tip.
Run > Slide is -10 so free punish with whatever.
Ex/hp.hozanto is -6 so st.lk/cr.mk xx punish.
Cr.hk is -10 if done point blank but can be as safe as -3 if spaced well, punish any close slides with cl.hp, any
close-mid slides with cr.hp and for further ranges use st.lk.
Ninja sickle (df.hk) is -9 so mp.srk punishes.
His ex.tatsu is very, very punishable but dash up after blocking it for optimal punish, alternatively if you block it from
further ranges you can get a jump in combo.
Matchup Notes/Extras:
Cr.hp is a very good tool in this matchup to anti air Guy’s elbows and bushin flips.
You can interrupt far.mp xx lp.shoulder with almost any fast normal, probably best to use st/cr.hp/lp as this will also
punish far.mp xx run overhead attempts as well as far.mp xx run stop. You will get far.hp if he does max range far.mp so
use cr.hp/st.lp at that range (st.lp works really well in general). Don’t get caught up trying to constantly look for
and interrupt this string and only go for it if you know they like to cancel far.mp.[/spoiler]
Hakan
[spoiler]Optimal Combos:
cl.mk, cr.hp, cr.hp tatsu loop. (any cl.mk, seems to be max damage)
cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp except non-counterhit raw cl.hp)
cl.hp, cr.lp > cr.hp tatsu loop. (any cl.hp, easy)
cl.hp, st.lk tatsu loop. (crossup j.mk)
Ex.Tatsu/Corner Setups:
Hakan - backjumpHP, dash, j.hp (fake crossup)/j.mk (crossup)
Do Otoshi straight away (no rush though) and do not whiff 3rd Otoshi.
Be careful if Hakan has Ultra 2.
dash fwd, fireball, j.hp/j.mk 50/50 (if no quickrise whiff cl.mp and repeat 50/50), you have to do the j.hp/mk fairly
late vs Hakan. If you mess up the setup and they block a j.hp then you will stay in front anyway so no real downside to
going for it, watch for u2.
mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)
F.Throw:
Most ambiguous setups are fine but watch out for u2, also if Hakan is oiled they may try to focus backdash
normal cancel so mix in empty jump throws if you go for setups here.
Option Selects:
OS lp.srk to catch backdashes.
Notable Unsafe Specials/Normals:
Slides are -17 punish with anything. Slide FADC forward whilst unoiled is -3, cl.hp won’t punish if he slides from further
ranges so stick to plink cr.lk/jab/throw, probably not worth taking the risk to try and punish if he has U1 stocked.
F.mp is -5 on block punish with st.lk/lp or cr.lk/lp.
Cr.hk is -11 on block punish with cr.mk/mp.dp.
F.hk is -5 on block punish with st.lk/lp or cr.lk/lp.
Matchup Notes/Extras:
Any light/medium cancelled into lk.tatsu beats SPDs.
Empty jump throw occasionally to beat focus cancel shenanigans and keep him honest.
[/spoiler]
Hugo
[spoiler]Optimal Combos:
Cl.hp, cr.hp x2 tatsu loop. (any cl.hp except raw on standing Hugo, also ex.lariat punish)
cl.hp, cr.hp, st.lk tatsu loop. (raw cl.hp combo on standing/easier version of above combo)
cl.hp, st.lp > cr.hp tatsu loop. (easy off any cl.hp)
cl.mk, cl.hp, cr.hp x2, tatsu loop. (jump in/ex.srk FADC on crouching Hugo)
cr.hp, st.lk tatsu loop. (only loop that works after crossup j.mk)
Ex.Tatsu/Corner Setups:
dash fwd, fireball, j.hp (non crossup)/j.mk (crossup) 50/50 (if no quickrise whiff cl.mp and repeat 50/50)
be ready for him to ex.backbreaker/ex.lariat out and jump in/dash up punish.
F.Throw:
(corner) Whiff cr.mp, jump forward hp is a FAKE CROSSUP (ex.backbreaker escapes the corner, will not hit sakura, punish on reaction
with walk/dash up/jump in into whatever).
Option Selects:
TBA
Notable Unsafe Specials/Normals:
Ex.lariat (running clothesline) is -6, punish with optimal tatsu loop.
Other lariats are -11 so walk up optimal tatsu loop.
Cr.mk is -7, mp.srk punish if in range (approx. half a training mode square), outside this range mp.srk will only hit
once, if you have 2 meters then you can punish from approx. twice that distance (mp.srk FADC cl.hp). Cr.mk/cr.hp it if
he does it point blank.
Matchup Notes/Extras:
Cr/st.lk/lp xx clap is never a true blockstring, can EX.sho/ultra through them. Can even interrupt it with any 3f normal
but the timing is very tight (1-2f). Can also easily counter hit lvl 1 focus crumple him between the string.
If he goes for meaty/fake meaty clap pressure on your wakeup after lp.spd then you can wakeup with delayed jab, blocks
meaty hp.clap and hits him out of fake meaty > SPD if timed right.[/spoiler]
Ibuki
[spoiler]Optimal Combos:
cl.hp, cr.hp tatsu loop. (any cl.hp except after crossup mk, cl.hp so use st.lk instead of cr.hp after crossup)
cl.mk, cl.hp, st.lk tatsu loop. (any cl.mk, easy)
cl.mk, cl.mk, cr.hp, st.lk tatsu loop. (any cl.mk except after raw lk.tatsu on standing Ibuki)
cr.lk, cr.lp, cr.mp xx lk.tatsu, st.lk xx (meterless hit confirm)
After ex.srk/jump in: cl.mk, cl.hp, cr.hp tatsu loop. (more damaging loop)
After ex.srk/jump in: cl.mk x3, cr.hp tatsu loop. (standing Ibuki only, less damage but more meter gain than other combo)
Ex.Tatsu/Corner Setups:
Jump, cr.mp, j.hp (unblockable)
Do Otoshi a teensy bit delayed and do not whiff Otoshi.
notes: if you mess up the setup, the hp will be a fake crossup
Ultra setup: backdash, mp.srk, u2, backdash, j.hp (unblockable)
Unblockable: (corner) mp.srk, j.hp
F.Throw:
walk back ~6f, j.hk. OS lp.srk for backdash/forward dash/command dash. She can delay ex.dp out of this though, you can
walk back a little more (~7f) and j.hk to make ex.dp whiff but she can fwd.dash out, mix it up and if she has no meter
she is free to the setup.
(corner) Whiff st.lk, jump forward mk is UNBLOCKABLE
Option Selects:
Cr.lk/lp OS cr.hk/st.hk/lp.srk catches backdashes.
Jump in OS srk catches backdashes.
Notable Unsafe Specials/Normals:
-9 sweep can be punished with mp.srk/cr.mk
Neckbreaker is -13 for free punish.
Ex.dp punish: dash forward, cl.hp xx, punishes both kunai and non kunai versions, try and confirm the kunai as you’re
dashing and hit cl.hp as soon as you see her hit the ground, if she throws a kunai you will cross under her so be ready
to cancel the opposite direction. If they are close to KO you can also jump back.mp to punish both versions for an easy
80 damage if it’s enough to KO.
Her command jump-in attack is pretty much unpunishable outside of the lk.version, any normal cancelled into it has to be
the lk.version so you know when to go for the punish. There’s a guessing game after blocking it, either dash up cr.mk/hp
xx (punishes if she throws no kunai, or throws hp.kunai) or immediately jump forward, late j.hk (punishes lp/mp.kunai,
wont punish no kunai but forces her to block or backdash/focus dash), if she cancels a normal from far ranges then j.hk
will catch all kunais.
Matchup Notes/Extras:
St.mk xx mk/hk.tsumuji is not a blockstring, can be interrupted by ex.srk/ultra, can also get counter hit lvl 1
focus attack crumple between st.mk and tsumuji, lvl 1 focus will also counter hit crumple any neckbreakers too (e.g. cr.mp
xx neckbreaker).
Crouch teching with cr.hp can be useful vs ibuki, can blow up her overhead (f.mk) and her fwd.hk, can maybe react to overhead
with cr.hp, at least remember that her overhead is an overhead and block on reaction.
Alternatively if you have a hard read on an overhead then nj.hk will blow it up for big damage.
St.hk is good for whiff punishing any tsumujis if they like to use them in footsies, could also mp.srk them but risky and
harder.
Cr.mk is good for whiff punishing her st.mk and cr.mp
If they get too happy approaching with jump in kunai to beat your cr.hp then focus attack will blow it up and crumple their
kunai recovery or stick to air to air.
Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit)…
Blocking the Vortex/Setups:
Neckbreaker Safe jump: b.MP, j.HP. There isn’t really any use in this one agains Sakura but well, block normal, or delay wakeup
and the kunai will be crossup, Sakura can KKK U2 the kunai only if Ibuki throws it late (which may happen
when reacting to DWU) but not worth goin for outside a hail mary reversal to avoid KO
Neckbreaker Unblockable: walk forward - b.MP - j.LK/MK: If you didn’t delay wakeup, just backdash it. Your opponent will either
hit you in the air and you get reset, or at worst you’ll eat a sweep OS to nothing ambiguous. If you delay wakeup, the kunai
isn’t crossup, block normal (alternate with focus dash to avoid your opponent to go for autopilot pressure - if he reacts to
the focus dash, just block).
Neckbreaker rule of thumb: the setups “walk forward - whiff normal - jump” are usually crossup if no DWU, kunai not crossup if
DWU. The “walk back - high jump LK” are crossup if no DWU (the only way to make them not crossup is to jump later, which is
obvious with experience, and you can wakeup st.HP anti air), kunai is crossup if DWU.
DWU kunai after fwd.throw > walk back > j.lk/kunai seems to hit crossup mostly.
Mk.spinkicks > lk.command dash > kunai hits in front unless done from 1-2x lights, st.mk xx mk.tsumuji
- in which case it will cross up (so any lk.tsumuji loop will hit in front - or just DWU if they like this setup
- because it’s impossible to react to the DWU message.
[/spoiler]
Juri
[spoiler]Optimal Combos:
cl.hp, cr.hp, cr.hp tatsu loop. (Optimal off anything including focus attack > lk.tatsu)
cl.hp, cr.hp, cr.mp tatsu loop. (can get ex.tatsu off cr.mp, after raw lk.tatsu, ex.pinwheel punish [block it crouching,
at least last hit blocked crouch])
Ex.Tatsu/Corner Setups:
Juri - backjump, dash, j. hp (fake crossup) / j.mk (crossup) (a little delayed if necessary)
Do Otoshi straight away (no rush though) and do not whiff 3rd Otoshi.
Be careful of Juri’s counter move as she can absorb your hit then fly away.
dash fwd, fireball, j.hp/j.mk 50/50 (if no quickrise whiff cl.mp and repeat 50/50) (do j.hp fairly early and j.mk late)
mp.srk, nj.hk (no quickrise), dash, j.hp (fake crossup)/j.mk (crossup)
F.Throw:
walk back ~4f, j.hk. Avoids EX.pinwheel and hits her if she tries to dash under - she can dash under other ambiguous setups
so stick to this or grounded pressure.
Option Selects:
Cr.lk/lp OS cr.hk/lp.srk catches backdash.
Jump in OS cr.hk/lp.srk catches backdash.
Jump in OS ex.srk catches backdashes and beats ex.pinwheel.
Notable Unsafe Specials/Normals:
Cr.mk is -5 on block and has 16 frames of recovery which means it’s pretty easy to whiffpunish, far.hk is also -5 on
block, cr.mk is a 1f punish or far.lk/lp if she does it point blank. Other than that there is only cl.hp left which
is also really unsafe on block but can be canceled into EX Wheel if you mess up your punish.
If the Divekick hits Sakura around the waist it’s always really unsafe and can be punished with
cr.lp/hp etc.
However if she does an instant divekick it’s mostly safe and some players try to catch your punish attempt with an
EX Wheel.
Her store is safe on block (-1) but extremely unsafe on whiff. If you catch up to your opponents habits then you could
buffer srk or something in case she does cr.mk xx Store at a range where the store would whiff.
Juri’s cr.mk xx lk.fireball release is also not legit vs focus attacks.
Same for cr.mk xx hk senpusha or cr.mk xx ex.lk.fireball release. If you ever catch a cr.mk with your focus attack just
release it in case the Juri player buffered something.
Pinwheels: Lk is fairly safe at -4 and hard to punish sometimes, st.lk/lp is best, some Juris like to mash ex.pinwheel
after blocked lk version so watch out. Mk/hk/ex are all -8 or worse and cr.mk/cr.hp/cl.hp xx is the go to punish depending
on spacing.
Matchup Notes/Extras:
Lk.tatsu on Juri’s wakeup beats all her reversals - breaks counter armour and goes through ex.pinwheel.
Red focus vs her U1?
St.lp reliably hit Juri crouching on both hit and block.
[/spoiler]
Ken
[spoiler]Optimal Combos:
cl.hp, cr.hp tatsu loop. (any cl.hp, srk FADC combo, substitute cr.hp for far.lp, cr.mp for easier link).
[ezmode go-to combo, meterless punish] cl.mk, cl.hp, st.lk tatsu loop (works off any cl.mk).
st.mk xx lk.tatsu > st.lp > cr.hp xx lk.tatsu (meaty) > cr.mk xx hp.shouo’ (st.mk done slightly further away than point blank)
cr.lk > cr.lp > cr.mp xx lk.tatsu > cr.hp xx lk.tatsu (meaty) > cr.mk xx hp/mp.srk (crouching Ken)
After ex.srk/jump in/crouch hit lk.tatsu:
cl.mk x3, cr.hp tatsu loop.
cl.mk, cl.hp, cr.hp tatsu loop.
cl.mk, cl.hp, st.lp, cr.mk tatsu loop.
Ex.Tatsu/Corner Setups:
Backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away (no rush though) and whiff 3rd Otoshi
mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)
(DWU SETUP) otoshi x2 (normal timing, whiff 3rd) > neutral jump > whiff cr.hk (react to DWU) > dash > lk.tatsu (crossup,
avoids reversals)
F.Throw:
might not be even worth going for jump in setups as it’s almost impossible to stop his mp.srk hitting?
(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP
Option Selects:
Cr.lk/lp/jump in OS cr.hk/lp.srk catches backdashes.
Cr.lk/lp OS cr.mk catches backdashes grounded for full combo. (slight delay)
cr.lk/lp OS st.hp catches backdash grounded for full combo.
Notable Unsafe Specials/Normals:
Hp.srk if blocked crouching can be punished by neutral jump hk (slight walk fwd after nj.hk for closest range cl.hp), can
also lvl.2 focus punish it for less damage but more meter than just raw cl.mk punish, basically nj.hk punish if you’re
ready otherwise it doesn’t really matter which punish you do (just don’t do cl.hp xx hp.srk idiot).
You can avoid wakeup hp/EX.srk by neutral jumping just before he rises, good for baiting him if he’s desperate for chip or
obviously wants to wake up with it with 2 meters, easier off non-throw knockdowns, e.g. hp.srk, dash, dash, nj.hk OR
sweep, whiff lp.srk, nj.hk. Decent bait because you can’t backdash a hp/EX.srk if you’re point blank.
Hp.srk (2 hit), lvl 1/lvl 2 focus cancel can both be punished by cr.mk xx (OR cr.hp xx if he does it POINT BLANK),
both will also punish if he FADC’s forwards.
Cr.hk is -8, punish with cr.mk/mp.srk if poorly spaced.
Optimal punish on his u2: stand block for meter gain, neutral jump hk. (walk fwd slightly to get closest range cl.hp)
Matchup Notes/Extras:
Mash backdash vs kara throw/frame trap mixup til he does something about it.
Lp.srk/fwd.dash on wakeup after Ken does hp.srk > immediate j.lk can get you out of pressure, OS hp.srk will catch your
fwd.dash/lp.srk attempts though but OS sweep won’t punish you and you can reversal mp.srk it. Basically fwd.dash out
until he shows he can stop you doing it, if the Ken knows to OS hp.srk then you’re either gonna have to block, don’t
quickrise and take ground pressure or focus the crossup and backdash out and hope to get away with it.
Neutral jump a legit tactic vs kara throw? If he likes going for delayed kara throw or obvious walk back kara throw.
Cr.mk buffer srk is a good footsie tool vs f.mk, stuffs it in startup and whiff punishes.
Crossup lk.tatsu:
1)Ex.tatsu (corner), hit otoshi low, whiff otoshi, jump back, dash, dash, lk.tatsu. (safe from reversals)
2)Hp.srk FADC walk forward a tiny bit, lk.tatsu.
3)Ex.tatsu (corner, DWU), otoshi x2 (whiff 3rd), backdash, fwd.dash, cl.hk (react to DWU), fwd.dash, lk.tatsu (crossup, avoids reversals)
Lk.tatsu crossup after lp.srk > u2 (corner): dash x3, lk tatsu (also avoids reversals)
Mp.srk > j.hk/empty jump (no quickrise) > dash > dash > lk.tatsu (semi-unblockable).
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