New matchup thread being made....rejoice!

Is fighting Ryu a turtle game? I fought one for a few rounds and all I could do was poke, spam fireballs and keep the hell away. When I try to get aggressive with one…game over.

I think vs Ryu you can play a ranged harassment game. Fireballs from far away, demon flip punch to drop in right outside of DP range, cr.MK xx fireball and then teleport out or keep applying pressure as the situation dictates. In close I feel we still have the advantage, but it’s not worth eating a reversal DP.

all in a nut shell there.

would like to stress the range that should be kept on her. as long as you are outside her cr.mk or atleast gouki’s s.mk range, you are safe from almost all of her attacks, even a counter spike.

when i play (me)cammy vs gouki, i usually do lk spiral arrows to get into cr.mk range and toy with gouki until i can get a pick or EX dive kick, dive kick, hp, counter spike. gouki’s hp (health?) is so low that 1 of cammy’s BnBs makes a big difference.

this is me(cammy) vs gouki: [media=youtube]cCYETDXLRgM&feature=channel_page[/media]
note: this is when console first came out, so i was only playing cammy for 4 days. now everyone knows cammy, so it woul proll be different.

round 1 is what you should do vs cammy. he lost his roll and tired other shit round 2/3.

note: this vid is old, take that into consideration too…

Gouken

Srubbyish 2000bp level

On red fireballing i noticed lots of Gouken like to bate so they can do the fist rushing thing or the gouken version of demon flip.

Fist rushing easy just make sure you out of range

But i noticed if you Ex red fireball at full srceen gouken counters as expected with the demon flip thing due to the faster recovery with ex you have time to block then combo back etc

Worked quite well for me

you can use the LP red fb as well to cut down on recovery, and it costs no ex bar. better just to save ex for ex tastu, ex hadou/air hadou, fadc, and super.

vs. Ryu:

First, I have to admit, I just got my ass handed to me by Ryu. (ManGuyDude805 on XBL. Dude was good.)

However, maybe I’m crazy, but I swear I couldn’t avoid a focus attack. I know they can be timed well, but this was legitimately every time I got up. Maybe the game was latent or lagging. I couldn’t jump, couldn’t do anything to not get hit. This ever happen to anyone else? I mean, if the game wasn’t lagging (and I’m not so arrogant as to think that I couldn’t have just fallen for this easily 20 times just now) does anyone have an answer? It was only against his Ryu as well…I played his Ken, and Akuma, no problem there.

Even perfectly timed, it has to hit you as soon as the first frame you recover. As far as I know; if you’ve correctly done a reversal Shoryuken, it should have made you invincible from that first frame and beyond. Same deal with the reversal teleport.

The Ryu match should be quite straight-forward as the match video source has a tonne of vids vs. the best Ryu’s. Just stick to mid ranges and play the fireball game, don’t put yourself in a place where you can be hit by one of his big reversals or anti-airs. Double Roundhouse and Kara Ultra focus killing gives you a slight advantage in ranged footsies, just don’t dwell on it.

The Momochi style is ideal, all he did was fireball zone, even after landing throws. Momochi had a nice trick here when jumped in over a fireball outside Shoryuken range where the sweep is so popular for hitting you landing. He’d jump to this place where the sweep came out and used the EX fireball just a bit before he landed to hover above the sweep and hit it with the fireballs to go into a big combo.

alright i have a question…this is driving me crazy. Against el fuerte how do u get out of his super…besides jumping backwards(the only way i know)? If there are any other ways

Any tips against Guile and Blanka?

I started having trouble against Sagat players but finally got around him. Basically if Sagat wants a FB war then let him. Get the motion going then change it up with a demon flip and repeat until he changes his tactics. If he starts to jump around to or away from me then I usually go for an AA either DP or Ultra.

But now that I’ve got around Sagat, more and more Guile and Blanka players have been kicking my ass. Most Guile players would at first get range and play a lil fb to sonic boom match then would start to jump after sonic booms til he gets the sweep range and rapes me. If I do the opposite and get near him all he does is crouch so I cant sweep, dive kick, HK or anything. Now thinking about it maybe I should hop back and forth doing cross ups until he fucks up. Anyway yeah most guiles does that when I get near…crouches and rapes.

Now Blanka…I seem to have a tough time with him as well. Start of the match, I usually play it safe and watch what he does. Most players go for the instant ball and if its the over head one then I go for a combo. I know my FB beats his ball but as soon as they get the lead they like to hide and turtle. If I try to get near for a combo he abuses the electricity crap. Any tips with these 2 fucks?

You can cr.HK between Guile’s double sweep IIRC. A tatsu will also hit Guile if he decides to go for the second hit. This should discourage Guille to sweep entirely. At long range you can just fb spam him, he can’t sonic boom as fast as you ca fb, and when he jumps in eventually you can AA.

Not really the case for competant Guiles. The first hit of his double low sweep is identical to his cr.MK. So as you can imagine, mixing that around can irritate opponents in all kinds of ways.

Guile’s aren’t going to go into matches against Akuma and try to win fireball fights. The point of his Sonic Booms being charges and having rapid recovery is that he can throw a fast or very slow one and follow it along the screen to apply pressure on you as you block or he’ll jump over it to punish you as you use your fireball to null his. If this is happening in games, make sure you identify it and apply appropriate counter measures rather than getting caught like a lemon. When in doubt, the most simple method is to teleport through it to the other side.

Monitor the frequency of the attacks you’re taking and escape with a teleport when you need to because the stun damage on his normals adds up quickly. Be cautious with the usual use of jumping their fireball and stalling with your air fireball at mid range because there’s a contrast between fast and very slow Sonic Booms that can often catch you out. With a little anticipation, his EX Boom is fast enough to beat the red fireball charge even from the back of the field, so try not to get predictable with that.

The main thing for Guile is keep in mind that Akuma always has dozens of options, while Guile has hardly any. He sure wishes he had an AA Ultra, he needs a two second down charge for basic anti-air without having to use simple normals. He often has just two answers to choose from when put in pressure situations and constantly has to have them both prepared two seconds in advance.

Akuma can control the fight from the back of the field. You can beat him on fundamental play alone, then there’s an awful lot of extra strats spare to mess around with.

Risky, as it depends on the range at which you blocked the first hit. I prefer to just use LP srk or ultra if I have it, as there isn’t anything to think about with those.

They are distinguishable, if you’re attentive you can tell the difference and counter.

Is it a good idea to poke back with cr.MK in between a Guile sweep? And yeah, the animation between the cr.MK and cr.HK is different if you pay attention. Maybe the ex fireball’s more useful in this fight to force jump ins from guile?

seems to me that akuma is the only character that forces sagat to play the game so i picked him up. i mainly try to throw fireballs and runaway all day kinda gay i know but sagat is hella gay. my question is if akuma blocks a TK that hits twice can Akuma Dragon punch it for free. the recovery on it seems really weird and sometimes i’m able to jab him other times he just blocks…could be my timing. After i hit with an SRK i usually just jump away FB…land and try to get full screen so that i can drop a red fireball and get back in the lead.

also if the sagat player throws out the TK trying to close distance and it whiffs should i be dragon punching that on reaction.

It depends on the Sagat player’s spacing for TK. It’s safe on block / has very little recovery if they only land the 2nd hit of the knee. If they just blindly throw it deep into you, then you can punish, although I prefer throwing since it allows for a mix-up on wakeup. Don’t have the frame data sitting in front of me, but yeah short TK is pretty hard to stop if the Sagat is decent.

any tips for blanka turtles? i kno what i can and cant punish…but how should i approach the situation…if all he does is walk back and randomly ball the whole time…i also cant seem to throw him cuz hes so short =/…hiting him with both hits on the F.HK doesnt seem to work most times even from close range also…soo wat combos are best to use on him as well?

Blanka who random ball while walking back are pretty easy. If it’s his ex ball teleport through it if you can react in time. If he’s just using regular ball you can use fireballs. I’m not sure how close he is so it really depends, but from opposites sides of the screen this works pretty well. Personally, I would probably try to close the distance and see how he does in this situation. See how he reacts to some block strings + throw attempt or block string to a cross up. My feeling is that even though these strategies aren’t always safe on Blanka, they might work because this type of Blanka sounds pretty weak. The best ones I’ve fought are in my face comboing in ball and electricity etc.

And make sure you punish a blocked ex ball with ultra

im having major trouble with blanka and vega and el fuckface any tips?

Update coming soon.

As for your Q’s:

Check the last couple pages for blanka tips, if you need more we can go more into detail

Vega can’t handle pressure, and if you can’t deal with his wall dives just tele out. he can’t do ANYTHING about it.

Fuerte…I dunno. lol.