OPENING GAMBIT! - An opening moves thread

It would’ve been nice if you had qualified your statement with this information first. I was beginning to wonder about your skill level. :slight_smile:

well if you gamble against an unsafe opener with your own unsafe opener worst case scenerio is you eat dp. then you swallow it and reassess your opponent. lol

but all the other incidents are reactive. I’m not psychicing anything. I’m profiling the player and reacting faster and countering better because I’m expecting a particular set of events. everybody should learn to play ryu to learn how to do this. the classic fireball trap is built on this very concept.

I find a lot of players who don’t understand how to play shoto can’t profile/read/predict opponents at all. they just fucking rush and guess non stop.

classic scenerio are those who think dp on wakeup is a good idea. Luckily those same players get baited out by walk in stutter step 95% of the time.

Agreed. Counter-attacking is just my nature or something.

However, if my opponent tends to open with the same shit frequently, I may start the round differently if I’m not anticipating a bait.

I main Fei

I usually wait just a split second and block at the start of every match to see if my opponent will do an opener so I can punish it, and then if after that split second they don’t do anything I’ll make some sort of advance. It depends on what they are doing (crouching jumping backwards etc.) but this is how it usually goes. On occasion I might start with a Rekka against anyone, but usually not until the second round after I’ve gotten a feeling for how they play. I NEVER jump in first thing.

Ryu

I try to CW him if he doesnt jump away, lk CW if I think he’s doing a hadou, or mk CW otherwise. If he jumps away I used various strengths of CW and creeping to move into my effective range.

Ken

He loves to shoryuken so I use mk or hk CW to land on his head, but it seems like this can’t really be done on reaction, you just have to call it.

Blanka

I always block low with Blanka, because they tend to either do his sliding punch or his ball, which I can punish upon block. My strategies against Blanka are developed on the fly depending on how the player plays, usually I tend to be a reversal turtle with him

Geif

lk CW followed by lk hot kick. This is actually the crux of my entire Geif strategy lately, Use a CW so you end up at max possible range when he blocks or eats it, then hot kick for more damage or to push him away. It’s been working pretty well so far, but it makes me look like a bitch.

DJ

Like Blanka I usually wait with him since I tend to get countered a lot by DJ players. I suck at this matchup but if I do decide its safe to move in I use CW to do it.

Dic

Wait and see if he jumps away then hk CW him if hes in range. I CW all over the place in this matchup

Sagat

I often rekka on this matchup because Sagat’s seem to fall for it a lot. lk CW doesnt hop over his high fireball so I never risk opening with it. I also do standing Feirce as an opener in this fight.

Boxer

I always wait and block to see if he will do a headbut first thing. If he is walking backwards I wait for it and counter with lk hot kick, if he is crouching I often just crouch with him hoping he will crack first and either whif or forget about the headbut. If he stays there too long I might CW at him

Honda

I don’t usually wait in this fight, I usually just open with an lk hot kick. It’s dangerous I know, but it will stuff his headbut if he does one and it recovers fast enough that he might not counter it properly. Everything is risky in this fight so its worth it to take the risks.

Claw

I usually jump away from him. His priority > Fei but at distances it seems like you can stuff his aproach with CW’s and if it doesnt work I bait his flip kick and counter it.

Guile

I lk CW. Guiles never seem to open with flash kick but they use sb and low pokes all the time. lk CW beats those and puts me on top of his ass right from the start of the match.

Chun

I hk CW a lot. I don’t really have any reason for this it just seems to work and I always end up with a hot kick juggle

Cammy

I block because her specials seem to stuff Fei’s if you aren’t countering them. Sometimes I start with a standing feirce. I don’t cw because Fei often goes right over her and ends up in an awkward position

Hawk

I treat hawk like Geif, but I wait to see if he will do his antiair before I try anything.

Akuma

I curse at capcom and then treat him like Ken. Most PSN Akuma players suck so this works surprisingly well.

Main: Dictator/Ryu

With Dictator, I just hold d/b during the Round 1, Fight sequence and wait to react. I always assume my opponent is competent, and taking a stupid risk for the sake of it is not worth it. It’s easy enough to react to whatever the opponent is doing. If they don’t attack right away, you can walk up a bit and start the pressure stuff. Against a charge character, a lot of them often jump back, meaning you don’t really have to move and can start your headstomp/DR stuff. Against Blanka specifically, you can usually try to spam st.lp, though jump back lk works against the up ball and Blanka ball most of the time. Sometimes it works a little strangely, and he lands from his Blanka ball while you’re in the air, and you’ll eat electricity or a bite.

Basically, you want to avoid getting knocked down as Dictator. One stupid mistake that occurs right at the beginning can cost anywhere from 1/3rd of your life to an easy KO by your opponent. How many times do we jump back against Honda only to mistime the HK as we come down, eat that torpedo, and are basically already cornered against a Honda that’s going to try to cr.lp Ochio you? Bad idea.

Obviously, changing it up every once in a while is doable, but I don’t really play the character, I play the opponent. I don’t care if it’s Blanka or T Hawk, I just watch my opponent’s patterns and anticipate certain moves. I’m not guessing, I’m just waiting for something specific and react rather quickly. It’s easy to punish certain moves when you’re expecting them. T Hawk jumpins, for example, are super easy to punish with Dictator, assuming your spacing isn’t doodoo.

With Ryu, I am usually in neutral position when I start a round. A lot of characters can punish a Round 1, Fight hadouken if they’re expecting it, or the random opening dp.

Against Honda, cr.mp is not a bad option to start the round. It beats his HHS, his torpedo, and it gives you enough time to jump back lp/lp dp if he goes for the buttsmash.

This seems like a bad idea to me, i would rarely open with the same move in round 2 as i did in round one, unless i thought it was foolproof, that they had nothing to beat it or just weren’t quick enough.I generally guess what they’re gonna do at the start of round 2 based on their playstyle, reflexes, and cleverness in round one.

For example if i’m dictator, and i’m playing an uber defensive ken who used nothing but standoff fireball-dragon punch traps in round one and didn’t pull off a single risky psychic DP, my instinct tells me that he’s going to try to put some space between us in round 2 to try the same shit again, so i’ll be expecting a jump back , and i’ll counter with a fierce crusher or something like that to catch him in mid air and get in close from early in the round.That’s not my normal opener against ken, it’s just the one that i have the most confidence in based on what i’ve seen so far.

Likewise, if someone’s kicked the living crap out of me in 20 seconds in round one, i’ll be expecting them to come at me pretty hard at the start of round 2 to try to keep the momentum up, so i’ll pick the move i feel it’s most likely for them to open with to keep the pressure on and i’ll choose something that beats it cleanly.

Round one for me is usually pretty “by the book” ie: i use one of a couple of standard openers i would always use on that character because i don’t have a read on my opponent’s style of play or skill level yet. Round two is where reading my opponent’s playstyle and adapting my choice of opener to suit it comes into play.

cr.jab, jump back jab/fp, st.rh, psychic dp. thats it.

oh yeah, or walk up low forward/st.forward. sick poke

are you fucking retarded?

you’ve just told me that what I said in my post is a bad idea and then you go and regurgitate what I said and call it your idea as though to prove my idea wrong. Brilliant reading comprehension.

I lol’ed.

Theory Fighter. Serious Business.

I think I’m just going to use a random generator from now on.

fuck. thought I’d add something useful to this thread.

blanka vs.

gief:
a) low fierce
b) back dash
c) jump back

honda
a) electricty
b) straight jump up/back + short
c) s.short

chun li
a) jump forward
b) block/wait more often than anything else

ryu/ken
a) wait with charge

boxer
a) slide
b) hop back

claw
a) hop back + db charge
c) wait + db charge

cammy
a) hop back + db charge

dic
a) jump back short/fierce
b) s.short

guile
a) slide
b) low forward

dj
a) slide
b) it really doesn’t matter you’re gonna get raped anyway unless they suck

Well fuck, given those choices I’m gonna slide, then. lol

well to be honest, dj might jump back for space in which case your best bet is to try and dash up ball or whiff strong ball then xup short attempt. or he might mash low strong or low jab in which case you might try and max range sweep it.

but it’s such a rough matchup. slide, whiff ball xup attempt is really the best chance you have to win. as soon as dj gets space you’re fucked unless he fucks up really really hard.

Jeez pal, devensive much??

All i was disagreeing with was

Relax FFS.

My point was, that seemed like a bad idea to me, because my round 2 opener is rarely the same as my round one, for the reasons i posted.By countering what you saw in round one from me you’re gonna take a hit from something ompletely different round 2.The rest of your strategies in your posts seem 100% solid.

Thanks for the compliment about my reading comprehension BTW:rolleyes:, it was nice of you to slip that in amongst all the pointless, hostile flamewar bullshit.I’ll make a point of not bothering to discuss your posts in future, to save you the trouble of flaming me next time.:chainsaw: