Matchup Notes

Sup, thought I’d post my matchup notes here even though the game is nearly dead.

Most of what I have in my notes is stuff I might struggle remember from memory so stuff like optimal tatsu loops or setups but also some character specific punishes/tactics etc. I’ve left out a lot of basic matchup stuff because I don’t need to keep that stuff written down to remember it.

Some might be hard to decipher but hope it could help some people even at this late stage in the game, it’s mainly a combination of both what other people have discovered and my own hundreds of hours in the training room.

Oh and shoutout to @Shiroyasha for the idea/format that I kinda stole lol.

Abel

[spoiler]Optimal Combos:

cl.hp, cr.hp x2 tatsu loop. (any cl.hp)

cl.hp, st.lp > cr.hp tatsu loop. (any cl.hp)

cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp except after lk.tatsu on standing Abel)

cl.mk, cr.hp x3 tatsu loop. (jump in/ex.srk FADC)

cl.mk, cl.hp, cr.hp, cr.hp tatsu loop. (jump in/ex.srk FADC)

Ex.Tatsu/Corner Setups:

backjumpHP, dash, j.hp (fake crossup)/j.mk (crossup)
Do Otoshi straight away (no rush though) and do not whiff 3rd Otoshi.
Be careful as Abel can roll away, if he tries to you can OS grab him out of it.

mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)

F.Throw:

Option Selects:

OS grab will beat any EX.Rolls he does.

OS sweep/lp.srk/Ultra 1 will catch backdashes.

Cr.lk/lp OS st.hp catches backdashes grounded for full combo, it’ll also beat EX.COD but make sure you do the OS as fast
as possible and the cr.lk/lp as meaty as possible although there is some room for error.

Notable Unsafe Specials/Normals:

Sweep is -10, punish with cr.mk xx at very close range, better spaced sweeps can be punished with mp.srk FADC

Wheel Kicks are very unsafe unless spaced (lk is -3 at best), punish with cr.mk xx or cr.hp xx for badly spaced Wheel Kicks
otherwise lp.srk will punish most of them.

Cr.hp is -6, cr.hp can punish if done point blank, otherwise cr.mk is a 2f punish from any range and reversal lp.srk is
guaranteed from any range, can then either FADC into cl.hp or juggle with mp.srk for a safejump.

Change of Direction is -3 on block after the first hit so can be a 1f punish with cr.lp/lk/st.lp.

Neutral jump blows up EX.COD, even at point blank range it will go under you and you can punish the recovery with cr.mk
xx srk. Also beats command grab too but he can react with cl.hp if he didn’t commit to anything so it’s a kinda risky
read but big reward.

Matchup Notes/Extras:

St.hk and cr.mp buffer srk seem to be best tools to whiff punish step kick with, st.hk is easier.

You don’t really want to whiff normals in Abel’s step kick range, cr.mk fishing gets blown up hard by step kicks, it’s
probably best to use pokes aggressively when you know they will definitely connect and don’t whiff anything in the range
he wants to whiff punish you with step kick.

If you go for a meaty throw on his wakeup and you aren’t OSing a backdash you can actually react to him backdashing
with neutral jump/backdash etc., since Abels like to backdash and command grab then you should either neutral jump.hk to
punish a command grab or at least backdash to get away.[/spoiler]

Adon

[spoiler]Optimal Combos:

st/cr.hp, cr.hp, cr.mk tatsu loop. (any cl.hp except counter hit raw cl.hp)

cl.hp, cr.hp, st.lk tatsu loop. (any raw cl.hp/srk.FADC/jump in)

cl.hp, cr.lp > cr.hp tatsu loop. (any cl.hp, easy)

cl.mk, cl.hp, cr.hp tatsu loop. (any cl.mk)

cl.mk, cl.hp, cr.hp, cr.mk tatsu loop. (ex.srk FADC/jump in)

cr.lk, cr.lp, cr.hp xx lk.tatsu, cr.mk xx (good hitconfirm that hits both stand/crouch)

From point blank cl.mp on crouching Adon you can combo into cr.hp xx lk.tatsu, cr.mk xx srk. Good for counter hit fishing.

Ex.Tatsu/Corner Setups:

crHP, backdash, j.mk (fake crossup), j.hp (crossup)
Do Otoshi straight away and whiff 3rd Otoshi.
(HARD)

F.Throw:

Not worth going for ambiguous j.hp as it’s very hard to avoid his rising jaguar and get the j.hp to hit.

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP.

Option Selects:

OS lp.srk/sweep beats backdashes.

Cr.lk/lp OS cr.mk catches backdashes grounded for full combo. (fastest+delay)

**Notable Unsafe Specials/Normals:
**
Ex.jaguar tooth is -5 on block so punish with st.lk xx

All jaguar tooth variants are negative on block so st.hp/cr.hp will beat anything he does except dp/ultra.

Matchup Notes/Extras:

St.mp/hp/cr.mp are decent counter pokes to Adon’s st.hk, st/cr.mp probably the most viable to whiff punish.

His st.hk is hard to whiff punish, it’s better to treat it like a fireball and try to get a prediction jump in.

Far.hp jaguar tooth.

Can charge fireballs to bait jumps/jaguar kicks and anti air both with lp.sho.

Can reaction cr.hp jaguar kicks if you’re actively looking for it, although it’s prone to trading if you don’t react
super fast and the trade is in his favour damage wise.

Block jaguar kicks standing if possible, will be ~1f more negative on block this way.

[/spoiler]

Akuma

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop. (works off any cl.hp except after counter hit lk.tatsu on standing Akuma)

cl.mk, cl.hp, cr.hp tatsu loop. (works off any cl.mk, add st.lk instead of cr.hp for 2f link, max meterless dmg)

cl.mk, cl.hp, cr.hp, st.lk tatsu loop. (additional loop of above combo, inconsistent on raw standing but fine off anything
else, also ex.srk FADC combo on crouch)

cl.hp, st.lp > cr.hp tatsu loop. (easy, any cl.hp except after lk.tatsu on standing Akuma)

cl.mk x3, cr.hp, st.lk tatsu loop. (works off ex.srk FADC (stand)/jump in also works after raw cl.mk on crouching Akuma)

cr.lk, cr.lp, cr.mp xx lk.tatsu, cr.hp/st.lk xx (hit confirm use cr.hp for crouch/st.lk for stand)

Ex.Tatsu/Corner Setups:

dash, dash, st.mk, j.hp (Unblockable)
Do Otoshi delayed and do not whiff 3rd Otoshi.
notes: if Akuma does nothing, he won’t be hit
Be ready to OS a teleport

Alternate setup: dash, lp.srk, j.hp (fake crossup)/j.mk (crossup)
Do Otoshi slighly delayed and whiff 3rd Otoshi.

F.Throw:

walk back ~4f, delay j.hp by ~2f. OS sweep for backdash until he teleports.

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

OS lp.srk/sweep 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.

Jump in OS jump teleports and punish with cr.mk xx

Jump in OS ex.srk can catch teleports. (can catch teleports in both directions)

OS lp+hp ex.hado catches teleports. (backwards teleports only)

You can just make a hard read on teleport and jump forward hp.srk. (can get a cr.mk but it’s hard, better to stick to
hp.srk) or jump back cr.mk/hp xx for forward teleports.

Notable Unsafe Specials/Normals:

Far st.hk second hit will whiff on crouch so punish with anything, careful if Akuma has super however as he can catch you.

Sweep is -9 so you can mp.srk it if badly spaced.

Matchup Notes/Extras:

Akuma is actually very susceptible to Sakura’s focus, his sweep is weak to focus and his far st.hk second hit whiffs over
Sakura’s focus attack although a good Akuma will u1 cancel his far.hk if he sees focus.

Srk (especially mp.srk) is very good to anti air with in this matchup, it catches jump in/neutral jump air fireballs, some
jump back air fireballs depending on spacing and normal jump ins, another thing you can do to catch Akumas who like to
neutral jump air fireball at closer ranges is walk up cr.mk xx ex.srk on their landing recovery, ex.srk invincibility frames
will blow through the air fireball.

Focus backdash might be good vs his sweep into safejump/crossup tatsu mixup, if he does a safejump then you focus backdash
out and hopefully get out without eating a combo and if he does crossup tatsu then you get a forward dash and end up at
around -3 right next to him but if you use this sparingly then most akuma’s will be looking for the confirm into sweep
after crossup tatsu giving you licence to press 3f buttons/throw. This is not a guaranteed escape by any means and use it
sparingly.

If he tries demon flip shenanigans after a hp.srk knockdown then just j.mp/hp/hk etc. him out of it. Might have to respect
demon flip after lp.srk knockdown.

Crossup lk.tatsu after ex.tatsu in the corner: hit otoshi low, dont whiff otoshi, backdash, lk tatsu, dash, lk tatsu.
(also 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)

(in corner) backthrow > jump.fwd > (if DWU) crossup ex.tatsu.

[/spoiler]

Balrog

[spoiler]Optimal Combos:

cl.hp, cr.hp, cr.hp tatsu loop. (works off anything besides raw cl.hp on crouching)

cl.hp, cr.hp, cr.mk/far.hp meaty tatsu combo. (raw cl.hp on crouching Balrog, counter hit OK but only cr.mk not far.hp)

(jump in/ex.srk FADC) cl.mk, cl.hp, cr.hp, cr.hp tatsu loop. (standing Balrog)

cr.mp, cr.hp, cr.hp, far.hp/cr.mp tatsu loop (works off blocked headbutt, focus crumple, ex.srk FADC and jump in)

Ex.Tatsu/Corner Setups:

backjumpHP, dash, j.hp (fake crossup)/j.mk (crossup)
Do Otoshi straight away (no rush though) and do not whiff 3rd Otoshi.

Alternatively otoshi x2, lk.tatsu, mk.tatsu (double corpse hop, he loses backcharge, can meaty jab and block
headbutts)

OR do a very late jump fwd.hk, cr.lk (puts Balrog back in the corner, loses back charge, can meaty jab/lk) or instead of
cr.lk do st.lk which keeps Sakura in the corner instead.

midscreen: ex.tatsu, dash, sweep, whiff cr.lk, j.hp (fake crossup/j.mk (crossup)

midscreen: ex.tatsu, dash, sweep, whiff lp.srk, cr.lk (non DWU)/ lk.tatsu (DWU) - loses backcharge, avoids headbutts

mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)

F.Throw:

walk back ~3-4f, delay j.hp by ~2f. Avoids all reversals, probably best to OS sweep for backdashes/EX.dash straight, other
EX.rush punches can get him out but you can mix in empty jump throws (if you go for empty jump throw then don’t delay
the jump) or just let him waste the meter, also watch for focus backdash. If you mess up timing on the setup it will
still avoid reversals anyway so the timing isn’t tight.

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

Cr.lk/lp OS lp.srk for backdashes.

Jump in OS sweep/srk for backdashes.
**
Notable Unsafe Specials/Normals:**

Lp.dash straight is -3 for a 1f punish if spaced badly.

Lp.dash ground straight (low) is -8 so you can cr.mk xx

Dash swing blow (overhead) is -8 for hp and -5 for EX so it’s a fairly easy st.lk/lp punish. Can also punish with
cr.hp xx tatsu, cr.mk xx srk, lp version is -2 on block so press buttons.

Non EX headbutts have no low invincibility, cr.lk/lp/mk etc. will stuff them, cr.hp will lose to them though.

EX headbutt is 12f startup, you can meaty cr.lk/lp and recover to block it, cr.lp easier to time.

Matchup Notes/Extras:

Fairly free to ambiguous jump ins on wakeup, will avoid his reversals and force him to waste meter or force him to either
block or focus backdash so be aware of focus backdash.

St.lp is a better punish button than cr.lk in this matchup due to Rog’s hurtbox although it’s a 1f link vs 2f cr.lk plink.

Meaty lk.tatsu breaks armour against reversal ex.rush punches and can cause reversal headbutts to whiff.
-Sweep, dash, dash, lk.tatsu makes headbutts whiff and beats rush punches, loses to ultra/super. (can do after
ex.tatsu, dash sweep)
-Throw, jump over Balrog, immediate lk.tatsu makes headbutts whiff (except lp.headbutt) and takes away back charge

At mid-close ranges you can reaction block dash straights and OS backthrow, this will block fast dash straights
but throw slower dashes like overhead, TAP etc but make sure if he does point blank cancels into rush punches that you
delay the throw sufficiently that dash low straight doesn’t hit you as it is a true blockstring when cancelled off mediums
at point blank, can also hit him out of slower dashes on reaction with light normals or even cr.hp, ALSO can use EX.srk
(input with only down, downforward) to blow up any normals cancelled into dash punches on reaction.

Zoning alternatively with lvl 1,2 and 3 hadokens is important vs Balrog if you throw fireballs, can mess up his
TAP and jump timings.

Can jump fwd after blocking TAP to avoid ex.headbutt/rush punch, also force him to block if he backdashes, air reset if
he jabs.

Far.hk is good vs rog in general, whiff punishes his cr.hk better than cr.mk.

Far.hp is a good whiff punish for dash punch/TAP, good to just throw out and buffer stuff.

And remember to check him with neutral jumps to punish/discourage dash punches.[/spoiler]

Blanka

[spoiler]Optimal Combos:

cl.hp, cr.lp > cr.hp tatsu loop. (easy, off any cl.hp)

cl.hp, cr.hp, st.lk (x2) tatsu loop. (any cl.hp, 1x st.lk for ex.tatsu/2x optional st.lk for srk)

st.mk, st.mk, cr.hp, cr.hp, st.lk(x2) tatsu loop. (focus crumple > lk.tatsu)

cl.mk, cr.hp, cr.hp tatsu loop. (meh?)

cr.lk, cr.lp, cr.mp xx lk.tatsu, cr.hp/st.lk xx srk (cr.hp vs standing/st.lk vs crouching)

**Ex.Tatsu/Corner Setups:
**
mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)

F.Throw:

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

(corner) Whiff st.lk, jump forward mk is UNBLOCKABLE

Midscreen (DWU) whiff far.mk, j.mk (4f safejump crossup)

Option Selects:

OS lp.srk for backdashes, it also beats ex.rainbow ball (corner OS), can combo into u2 off corner OS.

Cr.lk/lp OS st.hk beats backdashes and ex.rainbow ball midscreen (midscreen OS).

Notable Unsafe Specials/Normals:

Cr.hp is -10

Cr.hk is -7

Hp/mp.ball can be punished by dash up cr.mk/lp.srk (Block standing?), mp.ball can be spaced safe from dash cr.mk but
dash up lp.srk will always punish, lp.ball can be punished by dash up lp.srk but can be spaced to be safe.

Ex.upball is obviously very unsafe, easiest and go to punish is probably dash up cr.hp xx lk/ex.tatsu although pretty much
any dash up normal will hit him but his recovery has an awkward hurtbox, if you block it pointPOINT blank then you can
dash up cl.mk, cr.hp, st.lk (x2) tatsu loop, if you block ex.upball from further ranges then dash cr.hp will whiff so
use cr.mp xx lk.tatsu, st.lk xx instead.

If you cross him up and upball whiffs to the other side of the screen then dash, dash, mp.srk will catch him (you can do
hp.srk but requires instant reaction to the whiff and often wont hit for full damage anyway).

If he does full screen KKK U2 without a knockdown then you can jump forward ex/mp.srk to punish, if he does wakeup U2
point blank and you want to avoid chip but don’t know which version of U2 he did then you can simply empty neutral jump
which will avoid both the PPP and KKk version (interrupt the KKK version after landing before the 2nd rep).

Matchup Notes/Extras:

Can cr.hp/u2 blanka out of his u1 after blocking the first low hit (u2 will trade, you take ~100 damage and he eats the
full ultra).

St.lp does NOT whiff on crouch blocking Blanka AT ALL. HOWEVER it is very inconsistent on HIT so maybe not worth using much
in this matchup.

Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).

[/spoiler]

C.Viper

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop. (ANY cl.hp besides raw on standing viper, punishes hp.tk though)

cl.mk, cl.hp, cr.hp, cr.mk tatsu loop. (ex.srk/jump in or any cl.mk on crouching Viper)

cr.hp, cr.hp, cr.mk/far.hp xx or cr.hk (any cr.hp)

cr.lk, cr.lp, cr.mp xx lk.tatsu, cr.hp xx lk.tatsu, cr.mk xx hp/mp.srk (crouching C.Viper)

cr.lk, cr.lp, cr.hp xx lk.tatsu, cr.mk xx hp/mp.srk (standing C.Viper, on crouch you can link st.lk instead)

Ex.Tatsu/Corner Setups:

Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away (no rush though) and do not whiff 3rd Otoshi.

Alternate Unblockable: dash, lp.shouoken, j.mk
Do Otoshi slightly delayed.

mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)

F.Throw:

walk back ~3f, delay j.hp by ~3f (basically aiming to hit her right on the top of her head) and OS lp.srk for
backdash/EX.seismo/hp.tk until they start doing hp.tk feints.

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP
**
Option Selects:**

OS cr.hk from lp/lk or jump in will catch backdashes.

OS cr.lk, st.lp ~ st.mp will counter hit ex.seismo and allow a combo with cr.mk AND stuffs all burnkicks (including EX),
don’t do this OS perfectly meaty or ex.seismo will hit cl.mp.

OS cr.lk, st.lp ~ st.hk trades with ex.seismo in your favour, beats backdash AND stuffs all burnkicks (including EX). Make
sure not to qcf back or hk.tatsu will come out. This OS and the above are the only ones you should really use from grounded
pressure, OS st.hk catches backdash but OS cl.mp can be higher reward if you have a read on their ex.seismo.

OS jump in st.hk beats backdashes and ex.seismo.

OS jump in ex.srk beats ex.seismo and backdash but will go through hp.tk and Viper can punish.

NOTE be wary of OSing Viper as she can cancel ex.seismo/hp.tk to bait OS.

ALSO don’t forget to use all your offensive options and not get caught up with trying to OS every time or beat one thing
every time, remember you still have great tools like lk.tatsu, frame traps, throws etc. be unpredictable.
**
Notable Unsafe Specials/Normals:**

Seismos have a lot of recovery if they whiff, can ex.otoshi punish if they commit.

Reversal ex.burnkick is -12 for a free punish.

Matchup Notes/Extras:

Sakura’s focus can go under mp.tk in the middle part of it’s animation (after the initial animation up until just after
level 2 focus is charged). You can catch Vipers who like to cr.mk xx mp.tk, cr.mp xx mp.tk etc.

Block air burnkicks standing, they have much more advantage when crouch blocked. When blocked standing it’s
usually neutral and sakura’s normals are much faster than Viper’s.

If you think/know they’re mashing burnkick in your strings then neutral jump.hk is a fantastic bait for them, you will
catch them in the grounded recovery of burnkick for a big punish.

Neutral jumping in general is a decent counter to a lot of Viper’s moves, will beat burnkicks, ex.seismos and thunder
knuckles in footsies.

Cr.hp obvious non-crossup burnkicks, will usually beat them clean. Burnkicks that are aimed to just crossup pretty much
have to be blocked, close range crossup burnkicks can be cr.hp’d, you can cr.hp most burnkicks unless spaced properly, can
also cr.hp burnkicks after blocked seismos in this way too.

You can focus dash through air burnkicks and will seemingly always be at frame advantage, if it hits higher up on the focus
hitbox then they can even be punishable, also often if you focus dash through higher up burnkicks you will crossunder them
which is very hard for them to see and react to.

Can block and then late cl.hp vs Viper’s safejumps/jump-ins, blocks normal jump-ins and beats air burnkicks.

Also generally a good idea to tech with cr.mp/hp instead of cr.lk vs Viper to stop burnkicks.

Can space cr.mk to hit on her wakeup so that hp.tk whiffs, recovers in time to block ex.seismo. It’s a safe option but no
reward really, use very sparingly.

Can safely press st.lk after blocked mp.tk unless they hp.tk, recovers in time to block ex.seismo.

Safe tatsu after lp.srk > u2 (corner, avoids hp.tk, loses to ex.seismo): dash x3, lk.tatsu.

Late-ish neutral jump on her wakeup (nj ~10f before she rises) can avoid all her reversals - be ready to punish, really
don’t jump too late, just before she rises. This only seems to work from face up knockdowns (aka any non throw knockdown).
If possible, react to them NOT reversaling by doing air tatsu instead of nj.hk on the way down, this way if she does nothing
and reacts to your neutral jump with anti air hp.tk then the air tatsu will cause it to whiff, her cl.mk will still always
be able to anti air you but at least you wont eat a hp.tk trade ultra/hp.tk etc. You want to use this tactic very sparingly
maybe once a game at most, when you have a read they want to reversal.

Also really delayed cr.hp xx lk.tatsu (os cr.hp with throw tech) beats burnkick and ex.seismo wakeup and blocks hp.tk,
delay enough to block reversal hp.tk.

Mp.srk > j.hk/empty jump (no quickrise) > dash > dash > lk.tatsu (semi-unblockable).[/spoiler]

Cammy

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop (off any cl.hp)

cl.mk, cl.hp, cr.hp/st.lp, cr mk tatsu loop. (raw cl.mk, jump in, ex.srk FADC, after lk.tatsu on crouching cammy)

cl.hp, cr.hp, cr.hp tatsu loop. (any srk FADC on crouching cammy, diagonal jump in on both, cannon spike jump in punish)

cr.lk > cr.lp > cr.mp xx lk.tatsu > cr.hp xx lk.tatsu (meaty) > cr.mk xx hp/mp.srk (standing cammy)

Ex.Tatsu/Corner Setups:

Backdash, lk tatsu, j.hp (fake crossup lands in front if done correctly!) / j.mk (a little delayed for crossup)
Do Otoshi straight away and do not whiff 3rd Otoshi.

midscreen after ex tatsu, do dash, sweep, cr.lk, j.hp (fake crossup) / j.mk (crossup)
Be careful if Cammy has Ultra 2. (whiff 2x cr.lk chain for DWU)

mp.srk, nj.hk (no quickrise), whiff cr.mp, late j.hp (fake crossup)/j.mk (crossup)

F.Throw:

walk back ~3f, delay j.hp by ~3f (basically aiming to hit her right on the top of her head) and OS lp.srk for
backdash/dash under and also to chase down canon spikes to put you in good range to punish.

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP
(corner) Whiff cr.lk, jump forward hk is a FAKE CROSSUP
**
Option Selects:**

OS sweep/lp.srk catches backdash.

Notable Unsafe Specials/Normals:

Can punish any blocked non-EX canon spike with jump forward.hk (time it to hit fairly early), can also get max damage tatsu
loop off this (cl.hp, cr.hp, cr.hp).

Matchup Notes/Extras:

St.lp is inconsistent vs crouching Cammy so probably not worth using much in this matchup.

Delayed quick rise can help throw off cannon strike pressure, she has to do a pretty specifically timed mk.strike to hit
you if you delay quickrise so mix it up between normal/delayed quickrise and no quickrise. J.lk crossup will still hit
delay quickrise.

If you don’t quickrise after hk.spiral arrow it doesn’t seem like she can get a crossup from the resulting setup so just
block in front?

(in corner) backthrow > jump.fwd > (if DWU) crossup ex.tatsu.

[/spoiler]

Chun-Li

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop. (works off any cl.hp, best all round in terms of meter build/damage/versatility)

cl.hp, cr.lp > cr.hp tatsu loop. (works off any cl.hp, easymode - only 2f links)

cl.mk, cl.hp, cr.hp tatsu loop. (works off raw cl.mk, jump in and focus crumple > lk.tatsu, generally most damaging loop)

cr.lk > cr.lp > cr.mp xx lk.tatsu > cr.hp xx lk.tatsu (meaty) > cr.mk xx hp/mp.srk (crouching Chun Li)

Ex.Tatsu/Corner Setups:

Jump, cr.mp, j.mk (unblockable)
Do Otoshi straight away and whiff the 3rd Otoshi.
notes: there is no reason for not doing this unblockable. If you just wanna do a fake crossup there’s a chance
it won’t be a safe jump agaist ex.spinning bird kick.

Unblockable (corner): mp.srk, j.mk

F.Throw:

(corner) Whiff st.lk, jump forward mk is UNBLOCKABLE

Option Selects:

TBA

Notable Unsafe Specials/Normals

Can react to hazanshus with FADC forward for a punish.

Can punish instant overhead HK with dash up cr.mk xx if blocked or hp.srk, can also hp.srk on hit.

Sweep is only -5 so can only be punished if she does it point blank, however it is weak to focus/focus dash, focus dash
through it into cr.hp xx lk.tatsu, st.lk xx connects at all ranges.

Matchup Notes/Extras

Chun is pretty weak to focus, her sweep, hazanshu and pokes can all be focused fairly easily and she hasn’t got
great armour breakers.

If you neutral jump to read ex.sbk land first for a full punish instead of getting an air reset punish.

Late cr.hp (OS with crouch tech) on her wakeup blocks ex.sbk, hits wakeup hazanshu out the air and is a decent counter hit
setup, loses to backdashes and focus backdashes so get that read on what they like to do, better in the corner where they
are unlikely to backdash.

St.lp whiffs on her crouching unless done raw by itself (not really worth using in this matchup).

(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]

Cody

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp)

cl.hp, cr/st.lp > cr.hp, cr.mk tatsu loop. (any cl.hp, also can just cancel the cr.hp for easy ex.tatsu combo)

cl.mk, cl.hp, cr.hp tatsu loop. (any cl.mk, can add st.lk if done after lk.tatsu on crouching Cody)

3x st.mk > 2x cr.hp > cr.mk tatsu loop. (after ex.srk on crouching Cody)

cr.lk, cr.lp, cr.mp/hp xx lk.tatsu, st.lk xx (hit confirm, cr.mp for standing/cr.hp for crouching)

Ex.Tatsu/Corner Setups:

Fwd jump, cr.mp, j.hp (fake crossup) / j.mk (crossup)
Do Otoshi as early as possible and whiff 3rd hit.

F.Throw:

(corner) Whiff st.lk, jump forward mk is UNBLOCKABLE

Option Selects:

OS backdash with sweep/lp.srk.

OS ex.srk/u1 beats ex.zonk and backdashes.

OS cr.mk off cr.lk (must be cr.lk), catches him in grounded recovery of backdash, confirm into srk.

cr.lk/lp OS st.hp catches backdash grounded for full combo.

**Notable Unsafe Specials/Normals:
**
Zonk is -8 and is punished by cr.mk xx unless spaced very well, lp/mp.srk always punish zonks

Ex.zonk is -7 and cr.mk is always a punish, cr.hp punishes if you block close range, can do cr.hp xx lk.tatsu, st.lk xx

Lp.cu is -4 so is a 2f punish with st.lk, if they are very predictable with cr.lk xx lp.cu patterns then red focus is a big
punish, also since cr.lk xx lp.cu is not a true blockstring you can red focus in between cr.lk and lp.cu for a crumple.

Hp.cu is -10 so always punish with cr.mk or cr.hp if done point blank.

Ex.cu is -11, cr.mk always punishes unless you only block the later hits in which case mp.srk punish, if you block it
point blank you can cr.hp xx (not lk.tatsu) or even walk up cl.hp for optimal punishes (kinda tight).

Matchup Notes/Extras:

Cody is mad free on wakeup, just do shit Kappa

Be aware of gimmicks and always consider that blocking instead of punishing is still better than eating a lp.cu on block into U2.

Lk.tatsu beats ex.zonk on his wakeup.

(in corner) backthrow > jump.fwd > (if DWU) crossup ex.tatsu.[/spoiler]

Dan

[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).

After ex.srk/jump in, cl.mk x3, cr.hp tatsu loop.
cl.mk, cl.hp, cr.hp 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)

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:

OS lp.srk beats backdashes.

Cr.lk/lp OS lp.srk beats backdashes after blocking point blank lk.dankick (block standing) or any other dankick close range.

cr.lk/lp OS st.hk beats backdashes after blocking close range mk/hk/ex.dankicks.

Jump in OS cr.hk beats backdashes.

Notable Unsafe Specials/Normals:

Ex.dankicks is -3 but only punishable if you block it from close range, plink cl.hp xx lk/hk/ex.tatsu or plink cr.lk into
hit confirm, also a good idea to OS lp.srk/st.hk off plinked cr.lk in case you miss the punish and he backdashes, can then
go into cr.lk, st/cr.lp, cr.hp xx

Matchup Notes/Extras:

If he does cl.mp xx lk.knee it will still hit meaty if you stand block it, you are a huge frame disadvantage even.

Stand block his lk.knees, they will always be 0 on block instead of massively plus frames when crouch blocked, since Dan’s
fastest normal is 4f you are kinda free to press buttons if you stand block them, plink cl.hp xx lk.tatsu and watch for
trades or you can jab/short OS lp.srk if done point blank, from further ranges cl.hp whiffs so use jabs/shorts (cant OS)
or cr.mk/mp, always be aware that shoryuken after blocking dankicks is an option so don’t become too predictable. Same goes
for mk/hk.dankicks but these are always -2 and EX is -3 on block, it’s more likely they will backdash after one of these
versions and cr.lp/lk OS lp.srk/st.hk always works for backdashes unless you block it from really far away (easy to confirm
visually), EX you can really only OS if you block it from very close since you only block 1 hit and it’s easier to space.

Cr.hp blows up his dankicks if he does them raw midscreen or doesn’t do them meaty enough to beat cr.hp.

If you have a hard read on him doing dankick > hk.dankicks to chase a backdash then you can jump back and land and punish
him with anything on the ground.

Safe tatsu after lp.srk > u2 (corner, avoids reversals): dash x3, lk.tatsu.

Mp.srk > j.hk/empty jump (no quickrise) > dash > dash > lk.tatsu (semi-unblockable).

After a lvl 3 focus delay lk.tatsu slightly or it hits him weirdly.
[/spoiler]

Decapre

[spoiler]Optimal Combos:

(simple, off any cl.mk) cl.mk, cl.hp, st/cr.lk tatsu loop. (may get meaty tatsu, confirm visually into cr.mp)

(off crossup mk) cl.hp xx lk.tatsu > cr.mp xx

(jump in/ex.srk FADC standing only) cl.mk, cl.mk, cl.hp, cr.mp tatsu loop. (st.lk for crouch)

(focus crumple > lk.tatsu) cl.mk, cl.mk, cr.hp, cr.mp tatsu loop. (doesn’t work if CH lvl.2/3 on standing Decapre)

cl.hp, st/cr.lk is all you can get off cl.hp/srk FADC, go for this for ex.tatsu combo OR**

**OR cl.hp, cr.lp > cr.mp xx srk (works off any cl.hp except raw/counter hit on crouching Decapre)

(after lk.tatsu uncrouchblockable) cl.hp, cr.mp tatsu loop.

Ex.Tatsu/Corner Setups:

F.Throw:

walk back ~6f, j.hp. OS sweep catches backdashes but won’t get full punish on stinger so only OS when you have a read on
their backdash.

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

Cr.lk/lp OS lp.srk/st.hk catches backdashes.

Jump in OS sweep/lp.srk catches backdashes.

Notable Unsafe Specials/Normals:

Air spiral arrow is free to focus, can possibly focus it on reaction.

Stinger is -28, dash up cl.hp/cl.mk into combo. Or if you react late then cr.mk/walk up cr.mk xx

Matchup Notes/Extras:

If you backdash after blocking lp.hands and she stingers you can punish with hp.srk, can actually walk up cr.mk but very
tight to do on reaction so better to stick to hp.srk and possibly FADC it for max punish. Ex.stinger will catch backdashes
unless you delay your backdash.

Fairly weak to focus attack, unless she has downcharge in stinger range she has no reliable armour breaker, cr.mk xx hands
trades with lvl 2 focus resulting in a crumple, also her scramble follow ups are all crumpled so focus fishing might be
viable.

Can focus dash through air spiral arrows and punish with pretty much anything, react/predict focus when she jumps back.

When she does mk/hk/ex.scramble mixups, block low and press cr.lk as she lands, this will allow you to block divekick and
hp.break (assuming you’re blocking the right side), tech throws (might hit her out of them) if she does ex.break > throw,
and punish mp.break’s landing recovery.

Can Hk/EX.tatsu over her U1, have to do the tatsu fairly close to the fireball, won’t punish her U1 but might throw off her
setup and get you out, can also Red Focus u1 for yolo comebacks.

Focus after blocked lp.hands if they’re prone to doing stuff other than random stingers after you block it?

lk.tatsu (not delayed, need to practice timing) on her wakeup avoids stinger.

St.lp whiffs on her crouching if you chain 2 st.lp together.

Hp/mp.srk FADC lk.tatsu is an unblockable or crossup (stand block will block it).

[/spoiler]

Dee Jay

[spoiler]Optimal Combos:

2x st.mk, cl.hp, 2x cr.hp tatsu loop (after a jump in/ex.srk FADC OR 3x st.mk, 2x cr.hp off lk.tatsu from crouch or focus)

st.hp, cr.hp x2 tatsu loop off any cl.hp.

(jump in/ex.srk FADC) cl.mk, cl.hp, cr.hp, cr.hp tatsu loop.

cr.lk, cr.lp, cr.hp xx lk.tatsu, cr.hp xx (meterless hit confirm, standing and crouching Dee Jay)

Meaty lk.tatsu combos:
hp/mp.shouo’ FADC st.hp xx lk.tatsu > st.lp > cr.hp xx lk.tatsu > cr.hk/far.hp xx (same combo works after jump in)
st.mk xx lk.tatsu > st.lp > cr.hp xx lk.tatsu > cr.mk xx hp.shouo’/cr.hk

Ex.Tatsu/Corner Setups:

cr.HP, backdash, j. hp (unblockable) / j.mk (crossup)
Do Otoshi straight away (no rush though) and whiff 3rd Otoshi.
Alternate setup: dont whiff otoshi, backjump, dash, j.hp (fake crossup) / j.mk (crossup)

OR do a late jump fwd.hk, cr.lk (puts Dee Jay back in the corner, loses back charge, can meaty jab/lk) or instead of cr.lk
do st.lk which keeps Sakura in the corner instead.

(midscreen) dash fwd, sweep (not lowest possible sweep), st.lk, j.hk (unblockable, avoids reversals, OS cl.hp xx lk.tatsu)
kinda hard, works off point blank cr/cl.hp xx ex.tatsu or any long loop combo ending in cr.hp so ex.tatsu only gets 3 hits.

F.Throw:

Not worth going for j.hp setups off throw.

(corner) Whiff cr.lk, jump forward hk HITS BEHIND but lands IN FRONT

Option Selects:

Cr.lp, st.lp ~ st.hk beats backdashes and upkicks but loses to ex.mgu. (test vs new EX mgu)

Delayed cr.lk on wakeup is safe from upkicks and beats ex.mgu with counter hit.

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, if you delay the OS slightly it will also block EX.sobat and
air reset normal upkick attempts allowing you to retain pressure. (optimal OS?)

Notable Unsafe Specials/Normals:

Ex.sobat is -8 and can be punished with cr.mk, if it is spaced well cr.mk won’t reach so use mp.srk which always punishes.

Lk.sobat is -4 st.lk is a 2f punish if they do it point blank, if it’s well spaced it can’t be
punished at all.

Mk and Hk.sobat can be punished by mp.srk if spaced poorly.

Cr.mk is -5, punish with st.lk if point blank, cr.mk is 1f punish.

Matchup Notes/Extras:

Neutral jumping is good if the Dee Jay is lk.sobat happy, empty jumping is decent bait for cr.hk.

Can also backdash if you suspect a lk.sobat is coming and punish it on whiff, maybe safer option than neutral jumping?
Neutral jump nets bigger reward but leaves you more vulnerable if he doesn’t do it, maybe mix it up at least.

St.mp/hp are good in this matchup.

J.hk/hp can beat/trade with Dee Jay’s cr.hk.

Delay cr.hp blows up his wakeup, OS throw tech.
[/spoiler]

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).

[/spoiler]

M.Bison

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp)

cl.hp, cr.lp > cr.hp tatsu loop. (any cl.hp)

cl.mk, cl.hp, cr.hp tatsu loop. (any cl.mk)

(ex.srk/jump in) cl.mk x2, cl.hp, cr.hp tatsu loop. (has to be standing after ex.srk)

(ex.srk/jump in) cl.mk x3, cr.hp, st.lk tatsu loop. (has to be standing after ex.srk)

cr.lk, cr.lp, cr.hp/mp xx lk.tatsu, st.lk xx srk (meterless confirm into srk, cr.hp for crouch/cr.mp for stand)

Ex.Tatsu/Corner Setups:

Backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away (no rush though) and whiff 3rd Otoshi.
notes: It’s probably better to go for otoshi x3, you end up in the corner, lk.tatsu to crossup back out the corner
and Bison loses his charge.

mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup), don’t go for this if he has meter.

F.Throw:

walk back ~8-9f, j.hk. Safe jump and puts you at a range to punish EX.psycho with reversal hp.srk.

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

Jump in OS ex.srk can catch teleports/backdashes and will beat or avoid ex.psycho/scissors, loses to ultra.

Jump in OS jump can catch teleports in their recovery frames with j.hk for a big punish.

Not totally necessary to option select teleports as you can react to them with mp/hp.srk or even walk forward cr.mk, this
also works after lk.tatsu, you still have plenty of time to walk up and punish his teleport recovery if he teleports away
from your lk.tatsu.

cr.lp/lk/jump in OS lp.srk/cr.hk catches backdashes.

Cr.lk/lp OS cr.mk catches backdashes grounded for full combo. (slight delay) Also blocks EX.Psycho/Scissors, loses to U1?

cr.lk/lp OS st.hp catches backdash grounded for full combo. (slight delay) Also block EX.Pycho/Scissors, lose to u1?

Notable Unsafe Specials/Normals:

Slide is a free punish with cr.mk/hp unless hit meaty, also free to focus attack; can dash forward out of focus and
punish with cl.hp or far.hp if they FADC back.

Ex.psycho is very unsafe at a lot of ranges; anything outside of point blank is punishable by reversal hp.srk, also
cr.lk, cr.lp, cr.lp string leaves you at the perfect distance to punish it with hp.srk if they reversal.

Hp.srk can catch badly spaced devil’s reverse, or walk forward and cr.hp him out the sky.

Headstomp is very easy to punish if they’re doing it raw, either walk back to make it whiff or cr.hp it, you can also
meet it air to air with any high reaching normals (j.mp/nj.hp), cr.hp also beats devil’s reverse if they do it after
headstomp.

Mk/hk/ex.scissors are -5/-8/-8 respectively, cr.mk will punish all of them at ANY range except if they hit at the ABSOLUTE
tip, worth always trying the cr.mk punish on ANY ex/hk.scissors, mk.scissors is harder to punish if spaced outside st.lk
range since cr.mk is a 1f punish, cr.mp xx lk.tatsu punish any of them if done point blank (can’t get any lk.tatsu loops
off cr.hp due to pushback).

Matchup Notes/Extras:

He has trouble anti airing Sakura, j.hk/hp almost always trades with (or even beats) st.hk and cr.hp especially if you jump
in from closer ranges it can be almost impossible to AA j.hk (better than j.hp it seems), if he likes to try and walk back
out of your jump in range then air tatsu will reach him and you can start your offence. But really don’t become predictable
with jump ins, his j.mp > ultra is scary if you become too obvious, although jump tatsu will usually beat/trade with it if
he tries to react to your jump, anyway mix up jump ins between j.hk/jump tatsu/empty jump (empty jump from further ranges
is a good bait for his cr.hp, you can land and punish).

Late lk.tatsu on his wakeup will stuff ex.psycho and allow a combo and will avoid ex.headstomp, also if you do the string
st/cr.lp/lk into lk.tatsu (not cancelled) it hits at the perfect time to stuff ex.psycho if he tries to reversal through
your string.

Hp/mp.srk FADC lk.tatsu is an unblockable (stand block will block it).

Cr.mk can stuff his options after lk.scissors once he is out of cr.lk range.

St.mp/cr.mk/cr.mp are decent counter pokes to his st.hk, far.mp more for whiff punishing (hard), cr.mk best option?

Cr.mp/cr.lp are really the only buttons vs his st.mk, buffer fireball or nothing with cr.mp (srk whiffs at ranges cr.mp
will whiff punish), can buffer hp.srk off cr.lp but only 1st hit of srk will hit so need 2 meters for FADC cl.hp. In general
cr.lp is not gonna be a realistic whiff punish and you have to respect his st.mk unless he wants to whiff it in front of
your face.

After blocking st.hk you can throw out cr.mk and it’ll counter hit anything if he tries to press buttons immediately
after, buffer srk because if he doesn’t press a button it won’t hit. If he gets smart and does something like st.hk and
then delays a st.mk to whiff punish your cr.mk then you can walk back slightly and whiff punish with cr.mk.

After lk.scissors, if he tries another one immediately then st.hp will stuff it and counter hit, can buffer fireball.

Hp.srk, walk back a little, j.hk is a safejump vs his reversals and puts you at a range where hp.srk will punish
ex.psycho crusher on block. (stand block)

St.jab after fireball blockstring can stuff reversal scissors or you can always neutral jump for big damage if he takes the
bait.

Can do lk.tatsu (blocked) > lk.tatsu to stuff ex.psycho.

(in corner) backthrow > jump.fwd > (if DWU) crossup ex.tatsu.[/spoiler]

Makoto

[spoiler]Optimal Combos:

cl.hp, cr.hp, st/cr.lk tatsu loop. (works off any cl.hp, definitely optimal focus crumple > lk.tatsu combo)

cl.mk, cl.hp, cr.hp, st.lk tatsu loop. (jump in, ex.srk FADC, or any cl.mk on crouching Makoto)

Meaty lk.tatsu combo:
st.hp, cr.lp > cr.hp, cr.mk tatsu loop. (works after hp/mp.shouo’ FADC, jump in and lk.tatsu/raw cl.hp on crouch)

Ex.Tatsu/Corner Setups:

Backjump, dash, j. hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away (bit faster than normal) and do not whiff the 3rd Otoshi.

F.Throw:

(corner) Whiff st.lk jump forward hp is a FAKE CROSSUP

Option Selects:

Cr.lk/lp OS ex.srk beats her backdash and ex.oroshi.

Cr.lk OS lp.srk beats backdash.

Jump in OS lp/ex.srk beats her backdash and ex.oroshi.

Jump in OS cr.hk beats her backdash and ex.oroshi.

Notable Unsafe Specials/Normals:

Hayate.lp/mp/hp/ex: -8/-7/-6/-4 all versions of it can be punished with s.LP, cr.mk xx or st.lk

Cr.hp (sweep) is -9 so punish with cr.mk/mp.dp

F.hp is -8 but -5 if they do the follow up, can punish with mp.dp/cr.mk (range dependant)

Oroshi (overhead) is -4 for L/EX and -5 for M/H, only really punishable if done from point blank/point blank normal, punish
with st.lk xx

Matchup Notes/Extras:

She has no throw inv moves besides ultra.

Hold back, not downback if she catches you with karakusa. She wont go low and if she does a fraudulent karakusa reset then
you’ll walk back out of range.

Lk.tatsu will beat ex.oroshi/ex.karakusa on her wakeup if timed right (time it so it will just avoid being grabbed by
ex.karakusa), it will hit her if she backdashes but she’ll get reset and fly away.

Watch for blockstring cancelled into oroshi (overhead).

Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).[/spoiler]

Oni

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp)

st.mk, cl.hp, cr.hp, st.lk tatsu loop. (any cl.mk except after lk.tatsu on standing Oni)

cl.mk x3, cr.hp, st.lk tatsu loop. (ex.srk FADC/jump in, standing Oni)

cr.lk, cr.lp, cr.hp xx lk.tatsu, st.lk xx (hit confirm, works both standing and crouching)

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)

F.Throw:

walk back ~6f, j.hp. OS sweep for backdash (tight timing to make his srk whiff, might not be worth using this)

(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. (slightly delay OS)

Notable Unsafe Specials/Normals:

F.hp is -9 on block can be punished with mp.dp unless spaced well. You can also focus it/FADC through it if you see it
coming and it’s a pretty easy whiff punish with cr.mk.

LK.Slash is -2. Don’t fall for any bs shenanigan and jab/short/cl.hp him out of anything he does. If he tries to go for the
headstomp he will hit and will also beat his throw attempts. Alternatively neutral jump hk after lk.slash will catch
lk/mk.headstomp in grounded recovery and hk.headstomp mid air for a big punish even if you get hit by the slash.

Mk.slash is -4, plink cl.hp/cr.lk punish, hk and ex are -8/-10 but require cr.mk xx punish.

Air dash > ex.tatsu is always -4 on block.

Mk.stomp is -6, cr.mk will always punish but it’s kinda hard, st.lk xx/st.lp, cr.mk xx closer range stomps, can cr.hp xx
punish but has to be totally point blank.

Lk.stomp is -7 and EX is -9 so all mk.stomp punishes apply.

Matchup Notes/Extras:

Ex tatsu in corner, hit otoshi low, whiff otoshi, jump back, dash, dash, lk.tatsu. (crossup, safe from reversals)

Safe tatsu after lp.srk > u2 (corner, avoids reversals): dash x3, lk.tatsu.

Mp.srk > j.hk/empty jump (no quickrise) > dash > dash > lk.tatsu (semi-unblockable).

[/spoiler]

Poison

[spoiler]Optimal Combos:

(any cl.mk, easy) cl.mk, cl.hp, st.lk/st.lp > cr.mp. (if done off raw cl.mk then can end with cr.mp due to meaty tatsu)

(raw/focus crumple > lk.tatsu) cl.mk, cr.hp, cr.mp tatsu loop. (can get ex.tatsu off cr.mp)

(jump in/ex.srk FADC/optimal crouch AND standing) cl.hp, cr.hp, cr.mp tatsu loop. (can get ex.tatsu off cr.mp)

(jump in/ex.srk FADC/easier but whiffs on crouch) cl.hp x2, cr.mp tatsu loop. (can get ex.tatsu off cr.mp)

(ex.srk FADC swag/standing only) cl.mk x2, cl.hp, far.hp tatsu loop.

(crossup j.mk) cl.mk, cr.hp/st.lk tatsu loop.

cl.hp, cr.hp/st/lk xx is all you get off raw cl.hp/srk FADC

cr.lk, cr/st.lp, cr.mp xx lk.tatsu, st.lk xx (hit confirm, works on standing and crouching)

cr.lk, cr.lp, cr.hp whiffs on her standing.

Ex.Tatsu/Corner Setups:

TBA?

F.Throw:

not worth doing jump in setups really, too hard to get all her dp’s to whiff.

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

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. (fast OS)

Notable Unsafe Specials/Normals:

Sweep is -15, cr.mk/hp.dp punish probably, depending on spacing.

Whip of love (rekka) is -4 at best on first hit, worse on subsequent hits, st.lk/lp punish on first hit.

Ex.Whip of love is only -3 so risky 1f punish.

Most of her normal cancels into specials aren’t true blockstrings so you can ex.srk/ultra through them.

Her mk.dp is punishable by jump forward hp/hk for MAX punish.

Overhead (f.mp) is -8 on block.

Matchup Notes/Extras:

Her fireball isn’t super hard to react to, it has a pretty distinct start up animation - you should be looking to react to
this animation and not the fireball itself.

Ex.srk is actually pretty good at punishing her fireballs, as long as you don’t do it from MAX range then it should connect
fully.

Her cr.hp is kinda weak to empty jumps, space an empty jump in right to cause it to whiff and can then get a free combo.

Walk her down, get to just outside hp fireball range where she has to walk back to throw safe fireballs.

If she does cr.mk at far ranges and cancels into any fireball you can jump over, punishes lp.fireballs.

Can also counter hit focus crumple her between cr.mk/cr.hp etc. cancelled into any fireball/lmt (flipkick) from any range.

St.lp her out of long range lmt or cr.hp her out of close range lmt, can also neutral jump if they become obvious and even
neutral jump in between cr.mk/cr.hp etc. xx lmt string for big punish with nj.hk.

Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).

Mp.srk whiff cl.mp safejump for non quickrise whiffs vs her.[/spoiler]

Rolento

[spoiler]Optimal Combos:

cl.hp, cr.hp, cr.mp/st.lk tatsu loop. (works off any cl.hp, use st.lk for ex.tatsu)

cl.mk, cl.hp, cr.hp, cr.mk/f.st.hp tatsu loop. (focus attack > lk.tatsu, lk.tatsu on crouch, (ex.srk FADC use f.hp for crouch/cr.mk for stand))

cl.hp, cr.mp tatsu loop. (crossup, cna get ex.tatsu off cr.mp)

cl.mk, cl.mk, cr.hp, cr.hp, cr.mk/f.st.hp tatsu loop. (jump in on standing, good for stunned opponent)

Ex.Tatsu/Corner Setups:

Neutral jump, cr.mp, j.hp/j.mk (fakecrossup/crossup)
Do otoshi regular and whiff 3rd hit. OS Mp.srk beats all his escapes and can juggle u2 if he tries Ex.walljump

mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)

F.Throw:

Just do any ambiguous setup you want (u2 might autocorrect not sure) since he has no reversals
that actually hit you (besides ultra).

Option Selects:

OS roll with cr.lk/lp OS lp.srk (can possibly get followup u2 after lp.srk), OS cl.hk in the corner.

cr.lk/lp OS lp.srk also hits backdash, in fact this OS shuts down all his reversals besides ex.roll back > instant
overhead smash, if he does this it’s possible for him to punish lp.srk recovery with U2/cr.hp but since overhead smash
doesn’t actually hit point blank if done instantly then it’s almost equal to him just doing wakeup ultra that costs an
extra meter so it loses to you simply baiting U2, you don’t have to watch out for it.

Jump in OS lp.srk beats everything he does from neutral jumps, for diagonal jump ins don’t do 4-6f safejumps (unless he has
ultra) or roll whiffs through lp.srk and he can punish (regular hp.srk/throw setups work fine). Once he has ultra it’s
probably better to either do safejumps with no OS/walk fwd OS or apply pressure grounded.

Since he is no threat immediately on wakeup then when doing a safejump you can just hold forward (as opposed to usually
holding back to block quick reversals), and chase down all his options just by walking forward and doing cl.hp, you
can punish roll, backdash and focus backdash recovery, anti air ex.roll back > overhead and do frame traps. This is
especially effective vs people who focus backdash since OS’s wont catch them, it’s also fairly safe pressure as long as
you can react with the correct timing of cl.hp for each situation (not hard to confirm visually).

Cr.lk/lp OS cr.mk catches backdashes grounded for full combo. (slight delay) Will also tag hop backs airborne, loses to
EX.roll back > overhead.

Overall Sakura is very good at shutting down Rolento’s wakeup and making him block the initial jump in, use all the tools
depending on player habits. Also don’t always get caught up trying to OS him and doing the same setups every time,
especially if they have shown they are willing to block, use all your offensive tools and don’t be predictable.

Notable Unsafe Specials/Normals:

Roll is -8, either cr.mk xx srk or reversal mp.srk, alternatively interrupt it before it reaches you with cr.mk xx.

EX overhead smash is -5, throw/cl.hp/cr.lp punish.

Ultra 2 is -18 but can be hard to punish or unpunishable at further ranges, far.hp xx at point blank, cr.mk/walk up
cr.mk xx at slightly further ranges and hp.srk at ranges outside cr.mk range, jump over it if you can though for max
punishes, neutral jump it at point blank.

Matchup Notes/Extras:

Ex Mekong Delta Escape can be punished with jump.back hk/mp.

You can time jump ins to catch both his reversal hop back and reversal overhead smash.

Cr/cl.hp can beat out most pogo mixups, cr.hp more reliable.

Cr.hp his non EX overhead smash on reaction.

Crouch tech with cr.mp instead of cr.lk, he can’t do knife frame traps/overhead that typically beat cr.lk.

[/spoiler]

Rose

[spoiler]Optimal Combos:

cl.hp, cr.hp tatsu loop. (works off anything)

cl.mk, cl.hp, cr.hp tatsu loop. (works off any raw cl.mk, after ex.srk FADC/jump in and after focus crumple > lk.tatsu)

cl.hp, cr.lp > cr.mp tatsu loop. (works off ANY cl.hp, best easy mode srk combo)

cl.hp, cr.lp > cr.hp tatsu loop. (works off any cl.hp vs crouching Rose, after focus crumple > lk.tatsu and srk FADC)

Ex.Tatsu/Corner Setups:

jump, cr.mp, j.hp (fake crossup) / j.mk (crossup)
Do Otoshi a LITTLE bit delayed and whiff 3rd Otoshi.

F.Throw:

TBA

Option Selects:

Jump in OS sweep/lp.srk/mp.srk catches backdashes, mp.srk no quickrise setup requires lp/mp.srk OS as sweep whiffs.

cr.lk/lp OS lp.srk/st.hk catches backdashes, do OS st.hk as fast and as meaty as you can or she may recover, if Rose does
ex.soul throw then you can punish with lp/mp.srk after your hk whiffs. Both lose to ex.spiral.

cr.lk OS sweep in the corner catches backdashes and blocks ex.spiral, just make sure you don’t do a super fast chain and
you will be able to block it.

OS ex.srk off jump in cleanly beats ex.soul spiral and backdash but hits backdashes airborne.

Jump in OS u1 beats backdash AND ex.spiral, doesn’t work off mp.srk no quickrise setup, ex.soul throw avoids it and can
punish.

Very late EX.srk with 3 meters as a hard read on her wakeup can be a viable alternative to option selecting as you can time
it to beat both backdash in grounded frames and ex.spiral, good if you know they like to do something on wakeup or as a
last ditch attempt. Mp.srk FADC u2 is also decent if you have a read on a backdash in a similar manner.

Notable Unsafe Specials/Normals:

Lk/mk/hk/ex.soul spiral: -8/-6/-4/-6. If done close punish with cr.hp/st.lk/st.lp/cr.mk xx, make sure to cr.hp
really poorly spaced spirals.

If you’re sure an ex.spiral is coming then jump back hk/hp is a big punish.

Matchup Notes/Extras:

Her cr.hp is kinda weak to empty jumps, space an empty jump in right to cause it to whiff and can then get a free combo.

Her cl.mk is 0 on block, can challenge after it with jabs/shorts, plink cr.lk is good, cl.hp won’t work you get far.hp
instead, point blank she can throw after blocked cl.mk though, st.lk xx lk.tatsu might be a good option since you can’t
combo into anything off cr.lk if she does further range cl.mk.

Her far.hk and far.mk obliterate cr.mk in footsies, you really only want to use cr.mk aggressively or to whiff punish
slide, otherwise far.hk and cr.mp are better buttons vs Rose and for whiff punishing far.hk/mk.

Slightly delayed lk.tatsu on her wakeup (about same timing to catch crouch tech) goes over ex.soul spiral, you can then
punish with lp/mp.srk (be ready) or cr.mk xx if you do lk.tatsu from further away but srk punish is more reliable. Lk.tatsu
is pretty good in general on her wakeup since it’ll be cr.tech, ex.spiral and focus backdash but remember to mix it up with
backdash OS’s too and all your other options, don’t be predictable.

You can counter hit focus crumple her between cr.mp/cr.mk etc. xx lk/mk/hk.spiral, good if they are predictably spamming it
or doing cr.mp xx spiral after a blocked spiral.

Meaty cr/st.lp recovers in time to block ex.spiral, in the corner you can do cr.lk and slightly delay cr.lp to both block
ex.spiral and catch backdash grounded for a punish.

Can jump over U1 for jump-in punish.

[/spoiler]

Rufus

[spoiler]Optimal Combos:

cl.hp, cr.lp > cr.hp tatsu loop. (any cl.hp, easy)

cl.hp, cr.hp, st.lk tatsu loop. (any cl.hp)

cl.mk, cr.hp, cr.hp tatsu loop. (any cl.mk, add st.lk if he is standing)

cr.lk, cr.lp, cr.hp xx lk.tatsu, st.lk xx srk/ex.tatsu (hit confirm off any cr.lk)

cr.lk, cr.lp, cr.mp xx lk.tatsu, cr.hp xx srk/ex.tatsu (standing only hit confirm)

Ex.Tatsu/Corner Setups:

Jump, dash, j.hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away (but no rush) and do not whiff 3rd hit.
Midscreen after ex tatsu, dash, sweep, cr.lk, j.hp (unblockable)

mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup)

F.Throw:

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

Cr.lk/lp/jump in OS lp.srk/cr.hk catches backdashes.

Cr.lp/lk OS cr.hk catches backdashes AND recovers in time to block EX.messiah, probably better to use cr.lp as it’s
tight timing with cr.lk to recover in time to block. Also if he tries to reversal snake strike cr.lp will air reset him
and put him back in the same situation but it will avoid cr.lk and your sweep will whiff leaving you at negative frames.

Jump in OS ex.srk will cause ex.messiah to whiff and beats backdashes.

Notable Unsafe Specials/Normals:

EX.messiah, you can st.hp in between followups to beat whatever he does besides late lk.ender, you can also
neutral jump.hk (hold up during ex.messiah) and will beat anything he does besides no ender/late lk.ender (if he does late
lk.ender then be aware if you neutral jump then he can juggle into u1 meterless), you need to do nj.hk really early to
punish low ender. Non reversal U2 (kicks) beats anything he does but may trade (still get full hits) so be wary
if you are very low on health.

Cr.hp is -14 on block but almost unpunishable, hp.srk will punish anywhere up to ~1.5 big training mode blocks away but
always needs to be FADC’d into cl.hp (even from point blank) or the last hits miss. Also weak to focus/focus dash through
cr.mk xx.

Cr.hk is -6 but unless he is right next to you then you aren’t gonna punish it.

Target combo is -8, free punish with cr.mk/st.lp/lk/cr.hp etc.

Matchup Notes/Extras:

Lk.tatsu on his wakeup is fairly low risk, delay it slightly so EX.messiah won’t catch it grounded. Reversal EX.messiah
will hit it airborne for 64 damage.

Can reversal EX.srk/ultra in between cl.hp/far.mp xx galactic tornado, can also interrupt far.mp xx galactic tornado with
cr.lk or cr.hp although the timing is kinda tricky, dont hit a button too early. (cr.lk easier)

Kinda weak to focus attacks?

Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).
[/spoiler]

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 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

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:

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:

Cr.hk is -14 on block, can punish with cr.mk xx or hp.srk if out of range.

Hp.srk and mp.srk can be punished by neutral jump hk, mp.srk punish is kinda tight so do the nj.hk fairly early.

Matchup Notes/Extras:

Cr/st.lk/cr.mp are good footsie tools vs Ryu as they can whiff punish his cr.mk so buffer with srk.

Can get some mileage out of st.hk, use as an aggressive poke rather than a whiff punish, he can’t whiff punish it with his
cr.mk but can get a difficult whiff punish with sweep.

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).

[/spoiler]

Sagat

[spoiler]Optimal Combos:

cl.hp, cr.hp tatsu loop. (all you get off raw cl.hp vs crouch)

cl.hp, cr.hp, st.lk tatsu loop. (standing sagat/srk FADC)

cl.hp, st.lp > cr.hp tatsu loop. (standing sagat/srk FADC/lk.tatsu on crouch)

st.mk, cl/cr.hp, cr.hp tatsu loop. (jump in/ex.srk FADC/focus attack > lk.tatsu) (cl.hp on standing/cr.hp on crouching)

note can combo directly into otoshi off any cl/cr.hp

Ex.Tatsu/Corner Setups:

BackjumpHP, dash, j.hp (fake crossup)/j.mk (crossup)
Do Otoshi straight away (no rush though) and do not whiff 3rd Otoshi.

After meterless otoshi combo (cr.hp xx otoshix2) do dash, dash, cl.st.mk, j.hp/j.mk.

dash fwd, fireball, j.hp/j.mk 50/50 (if no quickrise whiff cl.mp and repeat 50/50)

mp.srk, nj.hk (no quickrise), dash, j.hp (fake crossup)/j.mk (crossup)

F.Throw:

walk back ~4f, delay j.hp by ~2f. OS sweep for backdash.

(corner) Dash fwd, jump forward hk HITS IN FRONT and land IN FRONT

Option Selects:

Cr.lk/lp/jump in OS cr.hk/sp.srk catches backdashes.

Notable Unsafe Specials/Normals:

Low tiger shot is -7 on block but only if he does it or cancels into it at very close range, reversal mp.srk will punish
very badly spaced low shots.

Hp.tiger uppercut can be punished with jump fwd.hk from any range for max punish, all versions can be punished by jump
fwd.mk from any range (will crossup at closer ranges on mp/lp versions) and you can do cl.hp, cr.hp tatsu loop.
Alternatively you can lvl 2 focus crumple punish ANY tiger uppercut, may do slightly less damage but easier punish.

Matchup Notes/Extras:

Try and walk him down and threaten jump ins, focus fishing is decent since his tiger knee whiffs over Sakura’s focus, vs
Bonchan I’ve seen Humanbomb win by almost only walking forward and focusing/occasionally jumping in.

Approaching with hk/EX.tatsu is a good option occasionally, dont become obvious because Sagat’s will buffer DP looking for
it or a jump, that’s why you have to mix them in with just walking forward and hitting normals too.

Fuzzy instant overheads.

Can low profile his tiger knee with focus, as long as he aims for only the last hit to tag you it seems focus
will low profile it (first few frames of focus startup animation will still get hit though). Ex.tk is much harder to low
profile, it is still possible if he does it from max range and you focus at the right time but it’s not really worth going
for, also there’s a very small window to actually crumple the recovery of ex.tk.

A decent tactic vs Sagat’s pressure on your wakeup is to block one cr.lk (with cr.tech) and then mash backdash, good Sagat’s can OS off cr.lk but it doesn’t chain into anything so they can’t make a true blockstring off it allowing you to backdash to safety.

Block tiger knee standing, will almost always(?) be punishable if stand blocked.

[/spoiler]

Sakura

[spoiler]Optimal Combos:

cl.mk, cl.hp, st.lk tatsu loop. (works off anything, ideal focus crumple > lk tatsu combo)

cl.hp, cr.hp, sl.lk tatsu loop. (works off any cl.hp on crouching, also crouching/standing srk FADC and jump in)

crossup j.mk, cl.hp xx lk.tatsu (meaty), cr.mk xx hp.srk.

cr.lk > cr.lp > cr.hp xx lk.tatsu (meaty) > cr.mk xx hp/mp.srk (standing Sakura)

cl.mk x3, cr.hp/cr.lp > cr.mp xx (crouching sakura, works off ANY cl.mk on crouching. raw, ex.srk FADC, lk.tatsu > cl.mk etc.)

cl.hp, cr.hp, cr.mk tatsu loop. (punish combo only for her srk)

Ex.Tatsu/Corner Setups:

nj.hp, cr.mp, j.hp (fake crossup) / j.mk (crossup)
Do Otoshi straight away. Do not whiff 3rd Otoshi.

Alternate Unblockable: dash, lp.shouoken, j.mk
Do Otoshi very delayed and do not whiff 3rd Otoshi.

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) (do j.mk as late as possible for crossup)

F.Throw:

(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) also blocks EX.srk

cr.lk/lp OS st.hp catches backdash grounded for full combo. (slightly delay OS) also blocks EX.srk

Notable Unsafe Specials/Normals:

Ex.srk has a long startup, meaty cr.lk/lp will recover fast enough to block in time.

Matchup Notes/Extras:

Crossup lk.tatsu:
Hp.srk FADC walk forward a tiny bit, lk.tatsu.

(in corner) backthrow > jump.fwd > (if DWU) crossup ex.tatsu.

[/spoiler]

Seth

[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 except after raw lk.tatsu/raw non counter hit cl.hp on standing seth)

cl.mk, cl.mk, cr.hp, st.lk tatsu loop.

After ex.srk/jump in, cl.mk x3, cr.hp, cr.lk tatsu loop.

cr.lk, cr.lp, cr.hp/mp xx lk.tatsu, st.lk xx (meterless hit confirm, cr.hp for crouching/cr.mp for standing)

Ex.Tatsu/Corner Setups:

BackjumpHP, dash, j.hp (fake crossup)/j.mk (crossup)
Do Otoshi straight away (no rush though) and do not whiff 3rd Otoshi.

dash fwd, fireball, j.hp/j.mk 50/50 (if no quickrise whiff cl.mp and repeat setup for unblockable j.hp)

(midscreen reset) ex.tatsu, earliest j.lk reset, walk.fwd 3-4 frames, j.hp (you get a weird backjump.hp, avoids reversals)

mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp/hk (fake crossup)/j.mk (crossup)

F.Throw:

walk back ~3f, delay j.hp by ~2f. OS sweep for backdash and jump/walk forward for teleport.

(corner) Whiff cr.lk, jump forward hk is a FAKE CROSSUP

Option Selects:

Can chase teleports with OS jump and catch their recovery frames with j.hk, alternatively you can just react to teleports
with mp/hp.srk or even reaction walk up cr.mk/cr.hp.

Cr.lk/lp OS st.hk/lp.srk catches backdashes.

Jump in OS cr.hk/lp.srk catches backdashes.

Notable Unsafe Specials/Normals:

Cr.hk is -9, punish with cr.mk xx or mp.srk

Cr.hp is fairly unsafe but hard to punish unless he does it close up, weak to focus.

Spin kicks are all -24, you can walk up and punish with whatever unless he does it raw and spaces it to hit at the very
tip in which case walk up cr.mk xx

You can visually react to tanden engines and jump in for a huge punish but usually requires very good reactions or
you have to specifically look for it.

You can punish hp/mp.srk with nj.hk if he does it point blank, have to get the nj.hk to hit pretty early though so you
can only get cl.hp, cr.hp tatsu loop, alternatively when going for a simple cl.hp punish on his srk make sure you slightly
delay the cl.hp so that his hurtbox has normalized and you can get the max punish possible.

Matchup Notes/Extras:

Use your vastly superior walkspeed to get into good ranges, inching forward is strong vs Seth, try to get into ranges
just outside cr.mk range and walk him to the corner, be ready for random jump ins/dash up.

J.mp is a good anti air vs Seth, especially vs his divekick which he can switch up timings to beat cr.hp.

Jump over his u1 if he does it randomly, neutral jump if he’s point blank next to you.

[/spoiler]

T.Hawk

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop (any cl.hp).

cl.hp, st.lp > cr.hp tatsu loop (easy, any cl.hp).

Ex.Tatsu/Corner Setups:

Backdash, lk tatsu, j.hp (fake crossup) / j.mk (crossup) (do it late or it lands in front)
Do Otoshi straight away and whiff 3rd Otoshi. End up in the front if done correctly.
Alternate setup: jump forward, dash, j.hk (fake crossup lands in front) / j.mk (crossup)
Do Otoshi straight away and do either for the 3rd otoshi.

F.Throw:

(corner) Dash fwd, jump forward hk HITS IN FRONT and land IN FRONT

Option Selects:

cr.lp/lk/jump in OS cr.hk/lp.srk (be wary of ex.spd beating safejumps).

Cr.lk/lp OS cr.mk catches backdashes grounded for full combo. (fastest+delay)

Notable Unsafe Specials/Normals:

Cr.hk is -7 punish with cr.mk xx or mp.srk.

All condor spires are unsafe on block AND hit apart from ex which knocks down and is -3 on block for a risky 1f punish.

Condor dives are very unsafe, punish with hp.srk or walk forward cr.mk xx hp.srk.

Ex.condor dive is punishable by reversal hp.srk OR dash up mp.srk for more hits and more damage.

Can cr.hp all dives out the air on reaction and beat them clean.

Matchup Notes/Extras:

Any light/medium cancelled into lk.tatsu beats SPDs.

Anti airing with srk is a good idea vs T.hawk.

If you go for a meaty throw on his wakeup and you aren’t OSing a backdash you can actually react to him backdashing
with neutral jump/backdash etc., since T.Hawks like to backdash SPD then you should either neutral jump to punish the SPD
or at least backdash to get away.
[/spoiler]

Vega

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop. (works off any cl.hp)

cl.hp, cr.lp > cr.hp tatsu loop. (any cl.hp)

cl.mk, cl.hp, cr.hp, st.lk tatsu loop. (works off any cl.mk except after lk.tatsu on standing Vega, focus > lk.tatsu works)

cl.mk, cl.hp, st.lp > cr.mp tatsu loop. (works off any cl.mk, no ex.tatsu off cr.mp)

Ex.Tatsu/Corner Setups:

N/A

F.Throw:

Ambiguous jump ins pretty much always force him to block, watch for U2, empty jump bait U2.

Option Selects:

OS is kinda risky due to backflips, you can react to backflips with cr.mk xx or walk forward and start a combo.

OS’ing/reacting walk forward is pretty good.

Notable Unsafe Specials/Normals:

Matchup Notes/Extras:

In order for him to anti air with his U2 the opponent must have actually pressed a button in the air so empty jumps will
always block U2.

After a blocked rolling crystal flash Vega is -2, cr.mk will counter hit him out of anything UNLESS he does either df.hk
or walk back cr.mp/mk/sweep etc. in which case he can whiff punish your cr.mk. Focus attack beats any button he presses
except cr.mp xx ex.barcelona, st.hk only hits once on your focus and you can crumple him in between cr.mp xx roll. Also
remember blocking, backdashing etc. are options here don’t always get caught up trying to beat him outright.

J.mp is good to hit his ex.barcelona out the air, cr.hp is a good anti air vs it on the ground.

If Vega tries to cr.mp xx Ex.barcelona out of the corner chase with air tatsu > hp.srk (still works fine in USF4) OR
jump fwd.mp (delay j.mp slightly) > ex.otoshi, j.mp in case he comes back and ex.otoshi immediately upon landing to punish
recovery. This also works midscreen and j.mp will usually hit him behind you as long as you do it immediately (need to do
j.mp immediately midscreen as opposed to delayed if he’s escaping the corner), ex.otoshi will usually punish but there may
be certain scenarios that it wont but you will still chase him down and force him to block or backdash/flip the otoshi.

[/spoiler]

Yang

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop (any cl.hp).

cl.mk, cl.hp, cr.hp, st.lk tatsu loop. (any cl.mk on standing).

(standing only) st.mk x2, cr.hp x2, cr.mk xx hp.shouo’ (works after jump in/ex.srk FADC/focus crumple lk.tatsu).

(standing only) st.hp, cr/st.lp > cr.hp, cr.mk tatsu loop (works after any srk FADC/jump in/focus crumple lk.tatsu).

(after crossup j.mk) cl.mk, cr.hp, cr.hp, cr.mk tatsu loop.

cr.lk, cr.lp, cr.mp xx lk.tatsu, cr.hp xx lk.tatsu, cr.mk xx (works vs standing and crouching)

From any cl.mp on crouching Yang you can combo into cr.hp xx lk.tatsu, cr.mk xx srk. Good for counter hit fishing, even
cr.lp, cl.mp will get you the combo.

Ex.Tatsu/Corner Setups:

Backjump, dash, j. hp (fake crossup) / j.mk (crossup) (a little delayed if necessary)
Do Otoshi straight away (no rush though) and whiff 3rd Otoshi.

dash fwd, fireball, j.hp/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 (fake crossup)/j.mk (crossup)

F.Throw:

walk back ~6f, j.hp. Kinda hard to time properly. OS lp.srk for backdash, will also catch lk.upkicks but may
want to not OS to get a full punish on lk.upkicks, OS throw for ex.teleport.

(corner) Whiff st.lk, jump forward mk is UNBLOCKABLE
(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

Jump in OS throw to catch ex.teleport.

Cr.lk/lp OS lp.srk/st.hk catches backdashes.

Jump in OS lp.srk/cr.hk catches backdashes.

Notable Unsafe Specials/Normals:

Upkicks FADC forward is -4 for a free punish/throw

Matchup Notes/Extras:

If you block both hits of his lk.upkicks (e.g. after a safejump) you can reversal lk.tatsu to hit perfectly
(can then follow up with st.hp, cr/st.lp > cr.hp, cr.mk tatsu loop)

Focus after blocking first hit of slashes might be a viable tactic, pulls your hurtbox back out of cr.mk range and can
crumple dive kick attempts or even anti air empty neutral jumps.

Cr.lk/cr.mk are good whiffpunishes for his cr.mk, also it’s very hard for him to whiff punish these buttons with his own
cr.mk.

Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).

[/spoiler]

Yun

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop (any cl.hp).

cl.mk, cl.hp, cr.hp, st.lk tatsu loop. (any cl.mk on standing).

(standing only) st.mk x2, cr.hp x2, cr.mk xx hp.shouo’ (works after jump in/ex.srk FADC/focus crumple lk.tatsu).

(standing only) st.hp, cr/st.lp > cr.hp, cr.mk tatsu loop (works after any srk FADC/jump in/focus crumple lk.tatsu).

(after crossup j.mk) cl.mk, cr.hp, cr.hp, cr.mk tatsu loop.

cr.lk, cr.lp, cr.mp xx lk.tatsu, cr.hp xx lk.tatsu, cr.mk xx (works vs standing and crouching)

From any cl.mp on crouching Yun you can combo into cr.hp xx lk.tatsu, cr.mk xx srk. Good for counter hit fishing, even
cr.lp, cl.mp will get you the combo.

Ex.Tatsu/Corner Setups:

Backjump, dash, j. hp (fake crossup) / j.mk (crossup) (a little delayed if necessary)
Do Otoshi straight away (no rush though) and whiff 3rd Otoshi.

dash fwd, fireball, j.hp/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 (fake crossup)/j.mk (crossup)

F.Throw:

Not worth going for jump in setups as his upkicks are almost impossible to avoid.

(corner) Whiff st.lk, jump forward mk is UNBLOCKABLE
(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

Cr.lk/lp OS lp.srk/st.hk catches backdashes.

Jump in OS lp.srk/cr.hk catches backdashes.

After blocked bad divekick, cr.tech/cr.lp, st.lp+st.hk OS. Techs throws, catch backdash, cl.hk beats re dive-kick/neutral
jump.

Notable Unsafe Specials/Normals:

Lunge punches are all punishable unless very well spaced, punish with cr/cl.hp/st.lk

Ex.shoulder is -6, punish with cr.hp/st.lk

Matchup Notes/Extras:

Divekicks are pretty hard for Sak to deal with in this matchup, jump back hk/hp can be decent but you give up free ground
to Yun although they are fairly low risk as you will probably either hit him, whiff or get air reset at worst. St.jab
is ok for obvious divekicks, st.hp does the same job for more damage albeit higher risk, delay divekicks really cause
issues, srk is a decent anti air for them (srk is probably a better AA than cr.hp in this matchup since divekicks kinda
shit on cr.hp) but can get stuffed by instant divekicks, far.hk is actually pretty useful for neutral jumps that are
gonna land at the tip of your st.hk range, it’ll tag jumps as well as delayed divekicks but don’t do it too early or
delayed divekick will beat it clean, also don’t forget focus is a legit anti air for divekicks albeit risky.

Can get counter hit lvl 1 focus crumples between st.mp/cr.mk xx lp.shoulder, worth fishing for occasionally. Also you can
lvl 1 focus the shoulder and if they ex.red focus (some yuns yolo red focus even on block be wary) your focus will crumple
his red focus in startup. Also you can backdash between the shoulder and red focus on block and punish with cr.mk xx srk.

Hk.upkicks is 8f startup so meaty jab is safe (e.g. hp.srk, whiff lp.srk, meaty lp) can OS sweep.

After blocking lp.shoulder, st.hk beats his st.hk and divekick attempts, loses to st.mp.

Also reversal lp.srk will beat anything he does after blocking lp.shoulder, either use it if they are predictable or FADC
it.

Midscreen if you walk back after blocking lp.shoulder then anything he throws out will whiff so you can do stuff like
walk back cr.mk xx to catch him trying to press buttons, after getting hit midscreen walking back will avoid st.mp but
far.hk will reach, watch out for Yuns who try to dash up cr.mk after shoulder, in general walking back after lp.shoulder
midscreen is a decent tactic and you can react to stuff he tries after it, can reaction whiff punish far.mp/far.hk and
anti air jump ins, remember to use all your options and not become predictable, backdashing, blocking and jumping
are all viable here too, try to get a read on what he likes to do post shoulder and respond accordingly.

Can FADC through his shoulder blockstrings and apply pressure with cr.hp, st.lp/lk, cr.lp (Sakura is at frame
advantage after FADC through shoulder).

Can focus absorb st.mp xx lp.shoulder, get counter hit and cause his ex.red focus attack to whiff allowing for a full
punish, very risky but huge reward and they lose 3 meters.

After blocking 1st 2 hits of his Ultra you can red focus the last 2 to get lvl 3 crumple.

Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).[/spoiler]

Zangief

[spoiler]Optimal Combos:

cl.hp, cr.hp, st.lk tatsu loop (works off any cl.hp except raw cl.hp on crouching so cancel cr.hp or use below combo instead)

cl.hp, cr/st.lp > cr.hp tatsu loop (ez-mode, works of any cl.hp)

Ex.Tatsu/Corner Setups:

BackjumpHP, dash, j.hp (fake crossup)/j.mk (crossup)
Do Otoshi straight away (no rush though) and do not whiff 3rd Otoshi.

mp.srk, nj.hk (no quickrise), whiff cr.mp, j.hp (fake crossup)/j.mk (crossup), safe from reversals, lariat whiffs, ex.green
hand will get him out the corner but OS U1/ex.srk (input in normal direction as if you didn’t jump over him) will beat any
escape attempts.

F.throw:

(corner) Whiff cr.lk, jump forward hp is a FAKE CROSSUP

Option Selects:

Cr.lk/lp/jump in OS cr.hk/lp.srk (be wary Zangief can beat safe jumps with ex.spd).

Cr.lk/jump in OS u1 beats backdashes.

Cr.lk/lp OS cr.mk catches backdashes grounded for full combo.

Notable Unsafe Specials/Normals:

All his greenhands except ex are unsafe on hit and block. If you get hit/block a normal greenhand proceed to punish
with cr.lp, cr.hp etc.

Df.hk is -11 punish with mp.srk or cr.mk xx

Cr.hk is -5 which is a 1f punish with cr.mk or 3f punish with st.lk if he is in range.

Matchup Notes/Extras:

Any light/medium cancelled into lk.tatsu beats SPDs.

You can option select jump vs his jump ins by holding back to block and then moving to up/upback as he lands to avoid SPD,
neutral jump allows a full punish, jump back you can punish with hp/mp.srk, hp.srk is tight timing and mp.srk doesn’t hit
fully but you can FADC cl.hp for big damage.

You can also option select jump after blocking a jump in, if he wants to do jump in into cr.lk blockstring to stop you
backdashing/mashing/jumping etc. then you can initially block low then go to up back after leaving blockstun from the jump
in so you wont get grabbed and then back to downback if he goes for cr.lk etc., obviously this can lose to frame traps or
non tight blockstrings but it removes the jump in into low/throw mixup.

Fwd.throw, lp.srk, jump back hp is an instant overhead/beats lariat.

(corner) ex.tatsu, dash, sweep, dash, cr.mk, jump back hp is an instant overhead/beats lariat.

If you go for a meaty throw on his wakeup and you aren’t OSing a backdash you can actually react to him backdashing
with neutral jump/backdash etc., since Zangiefs like to backdash SPD then you should either neutral jump.hk to punish the
SPD or at least backdash to get away. Don’t jump forward unless you KNOW 100% they really like backdash SPD, if they simply
backdash and do nothing then it’s a free anti air. If you neutral jump you can still punish SPD attempts and the only thing
he can do is far.hk which can trade/lose to j.hk too. Basically every time you try to meaty throw him, be ready for the
backdash.

Mp.srk safe jump j.hk works on him as long as he doesn’t have meter for ex.spd, he can’t u1 the safejumps either, beats
both lariats for counter hit, OS sweep/u1/srk etc. so he doesn’t backdash spd.

Ex.tatsu, otoshi x2, lvl 3 hado, j.hk is a good setup vs gief midscreen if it’s a blockstring, they like to
crouch and AA with lariat so this setup can catch them crouching.[/spoiler]

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Safe Jumps

[details=Spoiler]Universal 4f safe jump against characters with normal wakeup timing:
Ex.tatsu (corner), Do Otoshi straight away and whiff 3rd hit, dash fwd, lp.srk, nj.hk (4f safejump).

Universal 4f safe jump against characters with normal wakeup timing (DWU):
Ex.tatsu (anywhere), Dash fwd, latest possible sweep, dash fwd (react to DWU message), nj.hk (4f safejump).

Mp.srk, hold up forward, j.hk/hp (5f safejump). If no quickrise immediately whiff cl.mp, nj.hk (4f safejump).

(Cammy/Sagat/Decapre) Mp.srk, hold up forward, j.hk/hp (4f safejump). If no quickrise immediately whiff 2x chain st.jab,
nj.hk (4/5f safejump).

Hp.srk (no quickrise), whiff lp.srk, whiff throw, nj.hk (5f safejump).[/details]

Fwd Throw Safejumps

[details=Spoiler]Safe j.hp after forward throw. mix in j.mk/empty jump low etc. when they stop reversaling to add ambiguity.
Whiff st.lk 1f before listed timing for DWU.

VS Seth walk back ~3f, delay j.hp by ~2f. OS sweep for backdash and jump/walk forward for teleport.

VS Sagat walk back ~4f, delay j.hp by ~2f. OS sweep for backdash.

VS Dudley walk back ~7f, j.hp. OS lp/mp.srk to catch ducks/backdash.

VS Ken might not be even worth going for as it’s almost impossible to stop his mp.srk autocorrecting?

VS Ryu/E.Ryu walk back ~7f, j.hp. OS sweep for backdash/forward dash (he can fwd.dash out of mistimed setups)

VS Cammy walk back ~3f, delay j.hp by ~3f (basically aiming to hit her right on the top of her head) and OS lp.srk
for backdash/dash under and also to chase down canon spikes to put you in good range to punish.

VS Viper walk back ~3f, delay j.hp by ~3f (basically aiming to hit her right on the top of her head) and OS lp.srk for
backdash/EX.seismo/hp.tk until they start doing hp.tk feints.

VS Ibuki 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.

VS Oni walk back ~6f, j.hp. OS sweep for backdash (tight timing to make his srk whiff)

VS Guy not worth going for as it’s too hard to avoid ex.tatsu unless he has no meter.

VS Yun not worth going for as it’s almost impossible to avoid upkicks.

VS Akuma walk back ~4f, delay j.hp by ~2f. OS sweep for backdash until he teleports.

VS Guile walk back ~6-7f, j.hp. OS sweep for backdash, also any mistimed setups are pretty much always safe anyway.

VS Fei Long walk back ~5f, delay j.hp by ~2f. See ambiguous j.hp section for OS’s.

VS Bison walk back ~8-9f, j.hk. Safe jump and puts you at a range to punish EX.psycho with reversal hp.srk.

VS Adon maybe not worth doing as it’s very hard to avoid his srk and get the j.hp to hit.

VS Elena walk back ~4f, j.hp. OS lp.srk for backdash/dash under.

VS Decapre walk back ~6f, j.hp. OS sweep catches backdashes but won’t get full punish on stinger so only OS when you have
a read on their backdash.

VS Yang walk back ~6f, j.hp. Kinda hard to time properly. OS lp.srk for backdash, will also catch lk.upkicks but may
want to not OS to get a full punish on lk.upkicks, OS throw for ex.teleport.

VS Honda it’s 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.

VS Juri walk back ~4f, j.hk. Avoids EX.pinwheel and she can dash under ambiguous setups so stick to this or grounded
pressure.

VS Gouken walk back ~5f, delay j.hp by ~2f. Avoids ex.tatsu but loses to parry, OS sweep for backdash.

VS Gen walk back ~4f, delay j.hp by ~2f. OS sweep for backdash.

VS Dan walk back ~4f, delay j.hp by ~2f. OS sweep for backdash.

VS Poison not worth doing, too hard to get all her dp’s to whiff.

VS Balrog walk back ~4f, delay j.hp by ~2f. Avoids all reversals, probably best to OS sweep for backdashes/EX.dash straight,
other EX.rush punches can get him out but you can mix in empty jump throws (if you go for empty jump throw then don’t delay
the jump) or just let him waste the meter, also watch for focus backdash.[/details]

Corner Throw Setups

[details=Spoiler]Sakura fwd throw in the corner, whiff throw instead of listed normal for DWU.

Whiff st.lk, jump forward mk is UNBLOCKABLE on: Cody, Chun Li, Guy, Ibuki, Yang & Yun, Blanka (with different timing).

Whiff cr.lk, jump forward hp is a FAKE CROSSUP on: Ryu, Ken, Akuma, Fei Long, Cammy, M.Bison, E.Honda, Yun, Yang, Gouken
Akuma, Gen, Dan, Sakura, Oni, C.Viper, Evil Ryu, Zangief, Blanka, Rufus, Balrog, Adon, Poison, Decapre.

Whiff cr.lk, jump forward hk is a FAKE CROSSUP on: Seth, Cammy.

Whiff cr.lk, jump forward hk HITS BEHIND but lands IN FRONT on: Dee Jay.

Dash fwd, jump forward hk HITS IN FRONT and land IN FRONT on: Sagat, T.Hawk.

Whiff st.lk, jump forward hp is a FAKE CROSSUP on: Makoto.

Whiff cr.mp, jump forward hp is a FAKE Crossup on: Hugo.

Mk.tatsu crossup after backthrow in corner > dash > mk.tatsu (3f advantage on hit).

Works on: Blanka, Chun-Li, Elena, El Fuerte, E.Honda, Ibuki, Makoto, Poison, Rufus, Yang, Yun.

Also after backthrow in corner you can do jump.fwd, lk.tatsu. Catches non DWU who try to stand/crouch tech and gets
meaty tatsu on DWU (+2 on block?) (also makes Decapre stinger whiff on DWU).[/details]

1 Like

Option Select Normals

[details=Spoiler]Cr.lk, cr.lp~cr.mk OS (hits grounded) xx srk

Can do off perfect meaty and fastest chain (slight delay works too):
Zangief, Gouken, Cody, Fuerte, T.Hawk, Dee Jay, Adon

Needs slight delay (2f-ish) on either the cr.lk OR the chain :
Ryu, Ken, E.Honda, Akuma, Sakura, Oni, Abel, M.Bison (can also block EX PC), Rolento (beats hop back too), Poison

cr.lk/lp, st.lp~st.hp OS (hits grounded) xx

Ryu, Ken, Abel, Zangief, Dudley (fast OS), Cody, M.Bison (can also block EX.PC with slighty delayed OS), Rolento
(beats hop back too), Poison (fast OS), Sakura (can also block EX.SRK with slightly delayed OS), Akuma, Dee Jay,
Gouken (delay OS slightly), E.Honda (delay OS slightly), Oni (delay OS slightly), Guile
[/details]

1 Like

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Just made and account to say thankyou, really helpful stuff.