There was something against Ryu players I experienced for the first time last night. If you plan on doing a step kick right after Ryu’s c.MK >>FB, watch out cause if he throws a c.MP it will stuff your step kick all the time. (btw… that c.MP, is that what you would call a frame trap? I hear that term get thrown around on these forums)
I kept getting hit with this. I hate my bad habits.
ya that cr.mp is part of his frame trap, one that i’ve seen ryu’s use is a j.lk to cr.mp - cr.mp sweep. its a trap because inbetween the cr.mp he can fake the link (which baits a reversal or jab happy rog) and the second mp still hits.
that is one of his many frame traps yes. it may not look like it but your at enough of a disadvantage that he can get his mp to active frames before you can get anything to active frames so if you stick something out bam, he’s caught you.
Guys. Playing against good Dhalsims is like very politely and slowly being slapped in the face.
Obviously Sim is a zoner; limbs, YFs, all that. I can get in sometimes, but teleport makes that change back to the zoning game quickly. Fireballs feel unsafe because as soon as I throw one, they teleport behind me and get a nice combo. FA’s can get me in SOMETIMES.
I feel pretty ok about losses I can learn from, but I’m not learning much here, only that what I’m doing ain’t working!
I’ve come across a few decent gouken players, and what works for me is f.mk at the begining of the round. They dont expect it and it get you in qiuck. Since gouken players love to focus, i mix it up with cross up tatsu and empty jumps that get me a free throw or five. Other than that i try not to jump too much. I would also like to add… I HATE RYU MATCHUPS.:nono:
Can’t seem to get a good setup against Blanka. I know how to block ultra, i know how to counter and F.MK after some normal rolls, but what’s the best strategy to put pressure on the Blanka player? I always seem to be countering or waiting for an oppening or a whiff…I find that if i try to put too much pressure i get punished too easily…am i missing something?
Not sure if I’m doing this wrong or not, but I often seem to have a problem catching people jumping in with the ultra if they’ve dropped below a certain point (trying to get the full 500 damage ultra, not the terrible 280 one). Is this even possible on an empty jump?
Also, I noticed a couple of great opportunities for landing an Ultra today while online. First of all, if a Zangief is trying to Belly Flop on you you can land a full Ultra on him. Secondly, you can counter Abel’s Rekkaken (his special 3 hit combo) with a full Ultra after the second hit (not sure if you can do this after the first or on EX though).
Ken’s ultra is pretty slow for an anti-air. It has 10 frames of startup, compared to 4 for the MP shoryu and 3 for the HP one. You really have to have balls to use it like that, because if you fuck up and your reactions were a little off…you’re prolly dead.
Also, against empty jumps, it is possible, but you recover more quickly from an empty jump so the ultra has to be timed so that it starts up when they’re at the peak of their jump. Basically it’s impossible unless you’re looking for a jump and only a jump.
For Ken’s ultra as AA Mariodood got it dead on. For the ultra to connect you need to do it at the peak of their jump which pretty much means you have to focus on catching a jumpin. I’ve never done it against an empty jump but I did it 4 or 5 times against some lame attack jumpins.
Sometimes that’s the only thing you can do. Keep in mind that you can jab their Blanka balls, punish any blocked rainbows with a step kick or a grab, punish the slides. Just don’t let them get away with anything.
On knockdown go for the LK crossover, it’s pretty damn safe once you know the timing of the jump and the distance to kick at. Their rainbow balls will whiff and electricity will get stuffed. Wakeup ultra will usually miss too.
Alright, thanks, I’ve just been looking for good openings to try to use the full Ultra, it seems like such a waste to FADC it. About all I get it on are other whiffed ultras, and the two mentioned above.
a much safer way to incorporate your ultra into AA’ing is to use a late f.srk > fadc > full ultra (if they are jumping in but not yet on the ground you don’t need a CH to hit full ultra after fadc) chaos uses this a LOT… really makes people think twice about jumping at you lol.
Yes, that’s true, or you could work on your reaction.
If you can reversal a blocked sweep on block in third strike than you can hit an opponnent out the air with your ultra in sf4 to.
It really aint that hard if you try to master it.
I can hit sagat’s and even balrog’s empty jumps so with that said you can hit annyone since you only get more time…
Don’t worry about the full ultra so much. I was starting to get srk-fadc-partial ultra more often and I found at the beginning it hurt my game a lot. I was fishing for those fp.srks which usually lead to some really bad whiffs and punishment. A friend of mine (a really good SF player) said that it helps sometimes to just forget about the fancy stuff and work on making your gameplay more solid. It definitely does help.
Also, he told me if I get a chance to FADC the partial ultra then just do it, you may not get another chance to use it anyways.
Finally, you can get AA SRK -> full ultra. I think if you hit them with the MP.SRK at the peak of their jump it will give it to you.
I faced a Dhalsim today and just got absolutely stomped. How do I deal with the FB -> Teleport -> Punch xx Kick xx Yoga Flame combo over and over? I tried Kara Tatsuing out, and it worked a few times, but I kept getting dragged back into that position. Do I just need to SRK as soon as I see the teleport go off?
Also, I faced my very first Vega today, I was completely clueless on what to do and nearly got perfected. Any general strats on that?
I think sim is a lost cause. I get wrecked by any I face. Sometimes you can hit their jumping attacks with an air tatsu, but sometimes not. This is one matchup I don’t really understand. Hopefully someone else can give some tips.
For Vega, keep moving, shoot some slow fireballs (LP) or tatsus on their wakeup to catch them in a backflip. Mix that up with throws and crossovers.
For his walljumps, keep moving around until he’s close to hitting you then focus->dash->srk him. The way this works is you keep moving so that he won’t go for an Izuna Drop then hit MP+MK to focus his slash. Once you focus his slash you should know which side he will eventually land on so keep holding MP+MK and then dash towards him and then do the shoryuken motion and release MP and MK.
So let’s say Vega slashes you on the player 1 side (left side of the screen), the button inputs will look like this (written backwards to be the same as SFIV training mode):
:d::db: and release :mp::mk:
:l::l:
:mp::mk:
This works because the second :l: is counted as the first motion of an SRK (forward) so you don’t need to do another :l: for the SRK to come out. Thanks to negative edge, releasing mp and mk counts as pressing them and since there is no special move for SRK+MK then you get SRK+MP.
Sim isn’t that bad. You just have to stay on him, and learn his tricks. Watch for the instant overhead. Jab reset all teleport attempts, and try really really hard to kill him before he gets a super, because that shuts alot of stuff down. You got to play Sim alot before you’ll understand that match up.
Block fireball, focus fierce punch… if you’re close enough you can FA and clip one of his limbs. You really have to outplay the Dhalsim player though, which is what makes this match-up hard… empty jump-ins and “random” light shoryus usually get me by against the average arcade sim player, but facing a good one will make you cringe at the amount of times you have to guess your way out of a situation. Once you corner Dhalsim though, just remember to be moderate on the amount of pressure you apply. If you get too ahead of yourself, it’s giving him a free teleport escape.