New matchup thread being made....rejoice!

i can actually help you on fuerte!..throw hado to bait him into jumping off the wall into a flying elbow or that flying frog leap…in which u can punish with a sweep…he dependings a lot off jumping off the wall…also they tend to do that running slide…everytime he runs forward just know that it can come and be ready to block it and punish it…just try not to jump a lot as he can running slide under your hado…hope that helps

i did…my question was more so of how to zone against him…i was just informing you what i had most of a problem with while playing blanka

Aight then, so throw occasional fireballs so that he can’t know when to ball through. Take care when zoning, and don’t throw too many fireballs at half screen since he can slide right under. HK is good for pressure, but like you noticed the 2nd hit will not always connect so I tend to just poke with it and tele out or block afterwards to see what his reaction was.

Practice punishing the ball with ultra so that once he learns that’s not going to work, merely HAVING your ultra will force him to change his gameplan.

for the rainbow ball just pay attention to where hes going to land - watch out for the crossup. If he EX’s it then I generally just tele out since he has control of it and I dont even want to deal with it. You still win in that situation since he burns meter.

After locking down those two options, don’t jump and the vert ball is no problem; so now all he has are his (pretty beasty, but manageable) pokes. FA owns these, and results in free combos. I start to throw out random FA’s but almost immedietely dashing out of them to bait the ball. if he throws it, block and ultra. if not, you’re pretty safe.

Always note what his movements are. if he moves then he has no charge and can’t do anything, so feel free to close the distance. By watching his movements you can know when it’s safe to throw out a Focus Attack, since he wont have his ball prepped. those are your target windows to throw out FA’s to catch any pokes; dash forward if safe to gain ground.

Other than that, low attack electricity; or I like to mp SRK FADC fp Shaku, makes them think twice before throwing out random electricity. Try to use the demon flip punch to look like you’re jumping in, but land short; hopefully baiting electricity. On knockdown, early empty jump in to short tele works to bait more electricity…ah but now I’m getting ahead of myself.

So yeah. Shut down his options by showing him what happens if you block ball/frustrate him using teleports to run away from any approaches he has when you have the lead.

Once you train him, its just a matter of punishing his pokes; he doesn’t have much more after that.

Hope that helps?

Just want to make a point on the Viper match. Contrary to the advice given, you should not look for anti air Ultra traps in this match.

If she hasn’t already used her Blazing Kick in the targetted jump, she can go into it anytime after the flash from an empty jump, or one where a normal jump kick has already whiffed. Using the Blazing Kick to float above the ground and ride out your invincibility before hitting you with the Blazing Kick while she’s still airborne.

This is only worthwhile if you’re looking to counter the EX Ground Smash, Super Jump, Blazing Kick approach.

Very true, OP updated. Thank ye much.

yes a lot…thanks :sweat:

actually against el fucktard or whatever you called him…lol… one thing you might wanna try is using your FA. It works rather well for a while until they realize they are getting hurt bad from it and start to grapple more… once this happens just start to neutral jump into a FB FADC combo upon their throws missing or jump back and HP if they are wall bouncing at you.

Also a lot of the time ppl using him don’t have the reaction time to start their move a tad early if you use your HK once you see the el fuerte is about a 1 1/2 HK distance away. You’ll end up hitting with the second hit on counter before he can throw out his move and get a combo ta boot :slight_smile: otherwise as already said… your trip is your friend. And you can pressure him with cross-ups rather easily compared to a lot of characters.

and about the HK against blanka. A LOT of the time ppl…if ducking…will NOT be hit by the second kick…which leads to them using a sweep on you. BUT… if you buffer a super or ultra during the frames of the kicks you can throw out your ultra the moment you see them start to flash that little footsie lol. And this works against almost ANY character (cept someone like Geif who uses lariat to punish more than sweeps…damn him…). So its press HK… if the first kick hits… prepare for a combo depending on the distance at which the kick hit… If the first hit is blocked than start buffering your demon. If the second hit connects… go into combo. If the second hit is blocked… its your move from there… block or demon. IF the second hit is DUCKED (whiffs)… then wait for the flash of foot and throw out the last part of the command for the demon. This makes blanka or anyone else second guess tryin to sweep you after a HK whiff (which means you get to throw this out a LOT more often…).

otherwise for blanka duggish said it all very well and its been said earlier in the thread :slight_smile:

and vega is not a bad deal at all. Anything where he bounces HIGH off the wall… just move forwards. Just fricken WALK forwards…lol. Everything will wiff you like mad and you get a free sweep easily fro wake-up. I saw sweep becuase you wanna keep the bastard locked down as much as possible. He is SCREWED by cross-ups because he doesn’t have a tool to block them. His charged kick does too far foward and he doesn’t have an anti-air while crouching OR standing…lol. and a cross up Also messes up his charges.

Another note…if he starts to use his backflip to get away from stuff… just take a step forward and use your HK. You’ll catch him the moment he’s able to be hit and get a nice little combo chance on him. HK messes with this guy a LOT. Also… feel free to FA almost at WILL against him. You almost always have time to back dash and block or backdash and keep moving if he does for something off the wall… if he pokes you with something quick then you can backdash without worrying about repercussions. And of course if he does anything else you get a FA combo on him. For that matter you can even FA his wall jump stuff … the only reason I didn’t say it earlier is because it generally safer to just move or teleport since he CAN throw and if he crosses you when you FA then your back is too him and you’ll have to dash forward and be ready to maybe have to block. As a final note… dont’ throw FB at him… pretty much AT ALL. you don’t need them and he can punish them to easily to make it worth your time. ESPECIALLY if he has Ultra or super available… I don’t know HOW many times I’ve seen someone playing chun-li or vega or someone like abel and they just kinda sit there waiting for you to fireball… and I just stand there doing NOTHING for about 5-10 seconds before they decide to move…lol.

Random stuff that may or may not have been covered.

VS. Cammy

  • vs an inexperienced cammy you can toss like hadoukens to get htem to go past it with a spinning back fist. When this happens, Demon is guaranteed if you input during recovery frames.

  • Crouching fierce is really good for beating out hooligan and spinning backfist.

VS. Abel

  • A mistimed/spaced roll to beat out Akuma’s projectiles can and should be slayed by a demon.

More crap later.

True, but good cammy’s stay away from these moves; they are too easily telegraphed to be useful.

True. I thought Hooligan was definitely used at least sporadically by good Cammy’s, but cool.

Even so, I figure why not have THAT much more of an edge vs a lesser experienced player.

Here’s something helpful.

When fighting Rufus, EX Messiah kick can always be punished fiercely. If he goes for the MK or HK options after the initial kick, you can shoryu early before hand. If you have EX, light shoryu fadc into red fireball for a good ass damage. If Rufus decides to do the LK follow up, Akuma has a guaranteed demon or BnB combo(use close fierce to start it up).

I also believe it is paramount to pressure Rufus hard during wake up when he has no EX meter. EX Messiah is the best wake up option he has. Without EX the advantage is fully in your favor when he is grounded.

If you watched Daigo’s match vs Justin, he used lots of st and close light punches to stuff dive kicks. Anyone else do this? I’m trying to implement it into my game.

vers is right… hooligan is actually used… it has its uses. The backhand not as much cuz the damn thing has no range (compared to hooligan) and is ALSO slow as hell. You see hooligan as a fireball anticipatory punish… kinda like akuma using EX demon flip.

FA against cammy and block low like a mutha fuker… she doesn’t have an overhead and she doesn’t do chip damage really… so…abuse that fact. Even a good player will use her spinning kick at distance sometimes… and for this reason… be charging FA a LOT. She really doesn’t give you a reason to NOT do this… at range at least. This way if she DOES try and use a spin at range you get a FA combo and if she trys to hooligan or spin fist you can just backdash like usual (i say back dash hooligan cuz its not worth risking getting thrown IMO). Its also irritating to watch you do that and will force cammy towards you…which is what you want to do cuz …with no projectiles… of COURSE she’ll have to come to you… but you want her to do it while being overly defensive. On the other hand I DON’T think its good to try and FA necessarily at close range… too easy to get spin kicked as a cancel.

i also don’t recommend using demon flip very often because she has a GREAT anti-air for those shenanigans. And don’t be doing air FB to space when she has ultra or super… I’ve looked foolish a few times when I first started seeing cammy online… The speed and distance on her super/ultra is amazing… And she can punish a teleport with it…so…watch for that as well.

punish pretty much anything she does with an ultra/super… And just be careful with your movement when she has an ultra.

I mean hooligan is beat by low block, she can’t really do anything about that. much less a well timed srk.

And I’m trying to stay away from strats that work vs lesser exp players, since in the long run that information may just hurt someones game. …my $0.02

you should mention…now that i notice it… that a whiffed lariat can be punished a full screen away with ultra. some might not realize that… just sayin

Fair enough man!

I need more help on the Bison matchup… I’m pretty good at stuffing head stomp attempts with neutral jump MK/MP now, but it isn’t enough to win. The mid-range footsies is where I start getting fucked up. If I throw out a poke at the wrong time, scissors beats me. ALMOST every time I whiff or even try and throw out a poke, I get beat by scissors, as well as my far HK. I figure I should try and keep Bison at bay, but its practically useless because for him it’s so easy to get near me, with empty devil’s reverse and his fast forward dashes. I can’t run away from him, and its very hard to do damage to him when he outprioritizes anything I throw at him mid-range. What should I do?

can someone watch my replay “vandc5” on championship leaderboard against sagat and tell me how to improve? i know i made quite a few mistakes… u can add me as a friend to make me easier to find in the list

rugi…sometimes you just have to wait for him and take the chip damage of his scissors. Try playing around with focus because it kills slide and back step early so that your baiting his scissors. That being said, keep the pressure on him as best you can once you get it. Mix different types of cross ups (j.mk, air-tatsu, and demon flip all cross if done properly) to find which the specific opponent is the most frustrated by. Crossing up in general is very good against bison. His anti-air for crosses is non-existant so all you have to worry about is bein TOO obvious with your cross so they can step and grapple you on miss. Once you get him into a block string mix up using FB and demon flip to finish it. He doesn’t have a lot to stop you from demon flip grabbing him without just simply using something to “dodge” it or using meter. Lay the pressure on THICK. Once you take a good little bit of a lead then you can back away and play defensive making sure to only throw occasional FB so as not to be destroyed by a teleport or EX stomp. (random comment to add… you can always try to SRK him if you REALLY REALLY feel he is about to scissor you… i don’t think you can SRK his EX on sight but with a little guess you can hand big damage AND make him lose an EX bar… and you can do it with an EX SRK if you feel safer that way… but in GENERAL this is risky and not recommended…just layin it out that)

Also learn where in HIS block strings he has tick throws or even simply is in throw range, this will help you guess as to when you are safe from a throw and can prepare for a jump in or scissors or whatever.

Be careful not to demon flip when he has an ultra and feel free to use long teleport to cross to the other side of him (as long as the end point isn’t in throw range) because this makes him drop his charge, which is honestly what you want.

I don’t recommend “Stuffing” his head stomp as much as takeing a step back and punishing him. This will lead to dealing more damage and forcing him to come to you more (which is what you ALWAYS want in SF4…no matter the character… the other opponent NEEDING to come to you). Also… try “poking” with FB more often against him. Stay a little bit farther away than you normally would for footsies…probably about the tip of your sweep range and bust out some hado on him. But don’t be reckless…this is still footsies your playing here…just a different brand of it. His EX scissors still goes through your FB so be a bit more careful when he has EX but really you are doing a few things by doing this. You are 1. chipping at him. 2. baiting a Head stomp (which you then backstep or dash to avoid and then punish if he doesn’t devil reverse) 3. stopping his ability to abuse scissors 4. making him possibly waste his EX bar only only getting okay chip damage (Ex stomp chips a lot… but you should be dodging that) 5. building up your OWN meter.

Having meter on him is a GREAT advantage because it stops him from using his MK or HK scissor which cuts on his range EVEN more… or if he DOES use them… you get a free super demon on punish with a full meter. It also allows for easier and safer jump ins/demon flip-ins by covering yourself from even a POSSIBLE headstomp by using air fb… and if they hit you get a huge combo. EX TATSU while not a great choice is always there for its little bit of chip after a cross up and it can be useful for re-cornering bison if he corners you. The last place someone wants to be against akuma is the corner with safe fireballs raining down on em. And with meter you get to FADC out of mistakes or into more mix-up at your own transgression. For that matter, if one of your FB at the end of a block string hits now all of a sudden you get a huge combo because you had two bars of meter and FADC originally only hoping for more pressure and more chip.

but yea… in short… DON’T keep him at bay… RUSH his ass. Only keep him “at bay” if you take a huge lead in health and are worried about taking an Ultra up the wazoo or something. And don’t be afraid to use your teleport ANY AND EVERY time he tries to cross YOU up. Bison is the MASTER of the tick throw so the less you have to deal with that and ambiguous crosses the better.

To Girn: this should belong in maybe… the video thread? or creat a thread (don’t flame me for the sugguestion plz ppl…) because I don’t want to get commenting to you about general things messy for a CHARACTER specific thread (anti-character thread that is). But I’ll go check it out and PM you some stuff if its still there.

nvm dont check its a horrible one… i did so many terrible things lol just forget it

wow that gives me a lot to think on. Thanks alot.

Not sure if anyone covered this… but against Cammy you can Ultra when she goes into her hooligan, at least it works for me. also, blocking a close ranged cannon spike can let you get yer FK >bnb combo.