After a landed ultra, do a mp SS then immediatly jump forward and dive kick at the peak of your jump. If bison does a reversal HS you go right under him. If he does ex PC you cross him up. Ex DR i dont know about. Bit i think its pretty safe. Check out the kindevu match street battle 5. Around 1:45.
She just plays the defensive game vs me and I can’t seem to find a way in. I walk towards her she uses Fierce Punch to poke, uses her fireballs to zone me and use her Fierce Punch or slew of kicks to beat me clean on any jump in attacks.
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I don’t even bother focusing his limbs. It gives him too many options IMO.
I just work my way in slowly. By walking in and blocking sporadically. I block high almost always unless he tries slides cus Dhalsim can use jumping Fierce Punch to hit you if you’re crouch blocking.
Eventually you’ll get him in the corner or if he messes up his timing and spacing with a bad placed fireball you can jump in on him and go to WORK! 2 or 3 combos and he’s done. If he’s in the corner you can use dive kick mix ups all day and unless he’s REALLY skilled; he’ll have a hard time getting outta the corner.
I dont know if this is a training mode glitch, but when zangief does his EX running bear grab, regular messiah kick seems to bypass his super armor and hit him clean (allowing you to do the lk follow.up + FADC + Ultra)
I’ve been having good success against El Fuerte by doing MP Snake Strike upon wakeup. That stops both the press and the throw. Mind you, that does still leave you vulnerable if he sees it coming or goes for a slide or something else instead.
Bison’s Forward and Roundhouse are seriously nasty moves, and getting kept out by these can really suck, here are some options (your best bet is to go into training mode and set a bison to holding back, alternating randomly between mk and hk spam, to see which ones work where)
Ex Messiah due to invulnerability, but on block watch out for that ultra if you try to mix up the mk/hk followups
Far mk, if the boot region of your extended leg hits his leg this can beat his spam
Far lp, this one is probably the safest but also the least damage (20 damage is almost not worth the risk)
Far mp, much better damage but you have to hit his leg with your fist so the spacing can be tight
Crouch mp alternating with small steps forward to get on can work.
You can also try far hk at certain ranges, if he is straight spamming this can actually counter hit his next attempted mk/hk, and can follow up to an ultra, great risk reward here surprisingly.
The key to remember is that these moves both have significant recovery even though they seem pretty safe to throw out (14/16 frames for mk/hk), and Bison gets very little for whiffing them even if it’s keeping you out, don’t get hit randomly just because you want to get in sooo bad.
For Vega, it depends. His horizontal walldive on block (the punch version) can be swept or EX GT’d, while the kick version walldive slash followup can, at best, be Ultra’d if he lands close enough to you, whereas max range crossups with are safe on block (but these are the ones you can jump back fierce).
For Zangief, it depends on what he’s doing. All of Rufus’ pokes have pretty poor priority, for example Zangief becomes cr. fp immune if he is cr. lp spamming (practically). The best priority ones IMO are far fp, far mp. However, max range cr. hk, far mk, and to a lesser extent cr. fp and even far hk are important to utilize when you see the opportunity. Watching Justin Wong vs Ed Ma’s Zangief is a pretty interesting example of winning with Rufus’ pokes.
For another difficult matchup, Blanka. It blows my mind how poorly I do in this matchup and I think it’s just because Blanka shuts down so many of Rufus’ options. You really have to do damage in every opportunity (e.g. EX GT max range slides, cr. mk EX GT them if they’re closer, locking down the air with (EX) snake strikes and cr. mps) and play super defensively if you have the lead. One thing that really blew my mind was when I would try to divekick, st. lk, st. hp Blankas, and having the st. hp whiff completely even though I was in range. Going into training mode it looks like the st. hp whiffs on crouching Blanka if it would have hit, but if it is too late to combo it will block. However, st. lk, st. mp, HP GT does fully combo on a crouching Blanka. So be warned.
Another thing to note on the topic of maximizing your punish. If you are backed up to the edge of the screen, you can always jump RH to ultra or EX SS rainbow balls, in fact at the edge of screens (either due to max range or corners) you can walk back towards the edge to prevent any ball from crossing up. However, if you aren’t quite at the edge, you can be crossed up, and rainbow balls that actually crossup can’t be jump toward RH, you must jump back RH, which only does 90 damage and can’t be followed up. It is determination of these instances that one must use as a litmus test for when it is appropriate to focus absorb the rainbow ball and dash to a throw instead of the more damaging options.
Again, Blanka’s one of the characters who benefit the most from online latency. However, the trick with divekicking Blankas is doing it when they’re not expecting it, and doing it quickly enough that they don’t get a chance to do the motions. Never do it on wakeup, for instance, unless you know they’re not going to electrify… Or you know how to time/place your divekick so it beats electricity. I’ve done it, though I don’t know how to do it reliably yet.
Blanka still kicks my ass online. Just gotta get in more practice, though the unpunishable-due-to-latency Blankaballs still make for a frustrating time. I guess I might try to find some way to reliably jab him out of’em… That said, now that I know how to punish his Ultra, I’ll be muuuuch better off. He used to be able to throw those out for free.
keep at a distance and short dive kicks to beat out s.hp.
j.hk beats out j.hp.
bait out dp’s with short divekicks
a well timed ex snake strikes will make them think twice about those divekick shenanigans
neutral jump to get hit by the sonic boom and not the ultra
j.hp will sometimes keep you in the air long enough to only get hit by 1 hit of the super. then just wake up ultra and it will hit them.
in general just be really patient. take advantage of the fact that rufus has lots of health and seth doesnt. a couple combo’s/counter hits and you most likely have them on the ropes.
Hey guys, I need a little help here. I’m working on a big compendium of meaty options and option-selects for Zangief that I need some peer review on. Gonna make a video on it soon, but I wanna make sure that there’s nothing wrong or missing on it. If you can find something wrong with this section or something new I haven’t thought of, PM it to me and I’ll put your name in the video’s credits! Here you go (and if there are any terms you don’t understand, check that link out for clarification):
Rufus
-----Best meaty: Safe jump splash either side cr. jab; Cr. jab
----------Ex messiah: Block; Block
----------Dragon punch: Whiffs over; Whiffs over
----------Super: Block; Block
----------Ultra: Block; Block
----------Backdash: Loses to splash; Loses to jab
----------Focus attack: Loses to jab
----------Focus backdash: Loses to jab; Loses to jab
-----Best meaty on quick stand: #1, #2
-----Post-throw
----------Neutral throw: Safe jump splash cr. jab or empty jump cr. short
----------Regular spd: Jab hand
----------Ex spd: Walk up safe jump splash cr. jab
----------360k: Regular/short safe jump splash cr. jab or regular/short empty jump cr. short
-----Grounded jab o-s sweep: Regular
-----Ex spd useful: Yes
-----Best ways to punish
----------Messiah: Ex hand just before enders, if doesn’t come out because still in block stun, 720 or 360k
---------------No ender: Loses to ex hand
---------------Lk flash kick immediate: 720, 360k on block
---------------Lk flash kick delayed: Loses to ex hand
---------------Mk sweep: Loses to ex hand
---------------Hk overhead: Whiffs over
----------Dragon punch: Kick lariat, 360k, spd
----------Super: Ex hand on reaction; mash 720 or 360k immediately after blocking
----------Ultra: Ex hand on reaction; mash 720 or 360k on block
-----Comments: Finally, a solution to messiah kick! Rufus can do one of three enders immediately, can choose to delay his enders, or can choose not to do an ender at all. If he chooses any of those options except for immediate lk ender, ex hand wll either beat his choice or whiff harmlessly under it (you’ll be safe, but you also can’t punish him). If he does immediate lk ender, then that keeps you in block stun and you can’t hit him with ex hand. If he does do immediate lk ender, then that’s fully punishable on block, although you should wait to make sure the Rufus player doesn’t fadc back out of danger. You can always do ex hand at the same time, just as the actual messiah kick ends (ie right before the enders), and regardless of what the Rufus player does you’ll always be safe and in most cases you’ll make him eat damage, a knockdown, and meaty games. Ding! Ex messiah solved.
I do think, though, that mixing up between a mashed/delayed lariat and simply just blocking is Zangief’s best option after a blocked Ex Messiah. In the worst case scenario, you lose to delayed flip kick, but more often than not, especially if you delay the lariat, you’ll trade or beat it.
More importantly, if the Rufus goes for any of the other options (doing nothing, immediate flip kick, MK or HK ender) he gets hit and knocked down with really good frame advantage for Gief to set up a cross up meaty/cross over grab mix-up.
Ex Hand at worst ends in a draw situation if the opponent does the overhead follow up, but I don’t think its the better option for two reasons:
Most Rufuses will go for the overhead, which makes sense, since it avoids being SPD/FAB/Ultraed after the first part is blocked. So the overhead isn’t just ‘another’ option… Its one of the two options that you’re going to see the most of (the other being delayed flip kick).
It uses meter. Now I know Gief builds meter easily, but why waste a stock when Lariat has a payoff schedule that’s arguably as good as Ex Hand? Especially since this the Gief side of this match up, IMO, boils down to how good Gief is at hit confirming Ex Hand off pokes.
I know it doesn’t really fit the theme of your vid, since it isn’t an option select. It is what gives me the most problems though, as a Rufus player.
Is there a foolproof way to punish blocked MP/HP tatsumaki from Ryu. This leaves him at -2 on block. If i’m going for a throw, he can tech. If i’m going for a light, he can srk my belly.