to use HAV’s phrase, I am about to hit up each character with a drop of juice…take it with a grain of salt, but this is the basic sense of SF4:
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a) characters that have to move forward to deal chip:
Abel ? do your chip, keep him out and you?re good?watch for roll; punish bad wheel kicks
Balrog (Boxer) ? do your chip, keep your ground with low forward, or go full-screen and build meter?neutral jump dash punches
Blanka ? do your chip, keep your ground and build meter?punish blanka balls
Cammy ? take advantage of focus and your easier ability to chip?punish spiral arrow
Dan ? keep him out and you?re good
El Fuerte ? do your chip, keep him out and you?re good?watch for ex run (cw) and jump away to avoid guessing tostada or slide
E. Honda ? hold your ground, do your chip, keep him out and you?re good?punish torpedoes; focus butt slam
Fei Long ? get the lead and keep him out and you?re good?low forward and neutral jump for rekkas and have an anti-cw ready
Gen - keep him out and you?re good?punish wall-dive
M. Bison (Dictator) ? get your chip, go full-screen and remove his ability to walk back and make you guess lk scissors?punish stomps
Rufus ? keep him out and you?re good?or rush him down pre-messiah
Zangief ? keep him out and you?re good?punish green hand
b) characters that have to charge to deal chip:
Balrog (Boxer)
*E. Honda (w/o hands)
Guile
M. Bison (Dictator)
Vega (Claw)
*these characters are either operating from back or down and back?when going offensive make use of low shorts and sweep vs back and f+mk vs down and back
The Projectile Gang:
Akuma
Chun Li
Crimson Viper - seismo gets my vote…tho it is rather weak, it is an option; although, you typically won’t see defensive Vipers of this sort
Dhalsim
Gouken
Guile
Ken
Rose
Ryu
Sagat
Sakura
Seth
Now, jumping at most of these characters is bad. We all agree on that, so that is clear. The ones that aren?t AS bad are the ones that don?t leave you knocked-down after being anti-aired. They are:
Chun ? unless she meets you in the air or manages to sweep your sorry butt =P
Dhalsim
Gouken ? if you?re going to jump, jump empty; j.strong is a KND option as well
Guile ? unless you get flash-kicked (but that was a VERY bad jump anyway); or air thrown
Rose ? unless she soul throws you
Sakura
Alright, now that that is out of the way we are presented with the real issue.
If we were Cammy, we could just go full-screen and focus absorb fbs for our really good ultra and tk spikes very quickly to build meter for our really good ex spiral arrow?but we?re not. As Fei, our ultra sucks dooky as anti-projectile and we don?t have the leisure of quickly building meter without leaving ourselves wide open to attack (by the very thing you are trying to get around more than likely). Now, a very common fact is that most characters that shoot projectiles are in negative frames right after shooting. This is good news to us, because we can do reversal rekka and get our chip in this way. As we continue the fight, we then gain EX CW and eventually super (which is REALLY good for us).
Exceptions: Gouken and characters with slow fbs that they can walk behind (Chun, Dhalsim, Guile, and Seth to an extent)
*which means, other characters will do this as well: throw slow fbs up-close to thwart your reversal rekka strat?counter to slow fbs? Rh and ex cw
If they are moving away, they are giving up ground and cornering themselves. Let them do so. The ones you want to be ESPECIALLY mindful of when you have them cornered would be Akuma, C. Viper, Dhalsim, Ken, Ryu, Sakura, and Seth. Be aware of how they try to get out of the corner outside of normal means.
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Other than that, the rest is really up to your decision-making, execution and reaction time. Anti-air when given the opportunity! Improve your poking and middle game! Take advantage of oki and baiting there-in! Improve your inside game and be mindful of reversals and windows in your strings where they are possible.
*if you want a stronger window to pull of your rekkas on-block, try these:
**needs more CW =)
- chain low shorts, link low jab xx jab rekka (your low jab can get reversaled)
- cl.s.jab, low strong, low jab xx jab rekka (pretty tight)
Outside of those, if your opponent is trigger-happy, implement ‘the pause’ or the back-dash into your game…or we will just keep shooting given the opportunity
Drop of juice
edit: 1st post was also updated with a bit of info…now back to Tekken 6 :party: