Not sure if this is 100% true, but c.hp beat/trade with Chun st.hp I need some one to test this because I lack Chun competition (only one friend of mine has a decent Chun and he doesnt play 3rd Strike any more)
I will check that out next time me and the guys get together.
vs. urien
The thing with this guy is to make sure to keep pressure on him. once you get a knockdown on him make sure to attack. defending against him has basiclly always led to my death. i use shin against him. a good thing to think about when facing urien is that most urien players will do a headbutt on wakeup. Also, by pressing urien one doesnt give him enough time to plan his partitions that well.
Ryus cr. roundhouse sometimes feels heavy when you want to punish uriens blocked tackles with it. ex hados are a must have against this guy since they will heavily disturb his rythm.
urien is weak against crossups once you kill his headbutts by a couple of parries.
over and out.
If you have some meter to burn: fierce, ex joudan geri, early ex tatsumaki, fierce shoryuken. Works only in corner. Tried it on Ken.
Also towards mp, ex hadouken (no combo) is good because when your opponent gets used to it you can mix it up with throw and c.forward
towards fierce,random ex shoryu is good too, if you use it rarely
Updated with a matchups list. Submit matchups, tactics, and if possible a ratio of possible win-to-lose (does Ryu lose to Chun-Li 6/4, does he beat Sean 8/2? etc.).
Enjoy.
ex tatsumaki is punishable by ken’s sa3, right?
against chunli, you can abuse far cr.RH when she don’t have a bar full.
and on urien, i saw lots of people abusing cr.forward xx hadouken when they know that the opponent is not red parrying it.
yea ken can sa3 after ex tat… bleh but thats the only character
w/c one do you guys use for hit confirming sa2, cr.lk2x or cr.lk,cr.lp?
or it doesn’t matter…
i still think cr.lk,cr.lp is better…
Chun is probably 7-3 for Chun or might even be 8-2 she is a beast :sad:
the way i fight chun is just turtle her out and block… whenever i get in i go for kara throw games… and jumpin mind games i mix up the crossover hurricane kick and once she gets used to blocking cross over i jump in with the most damaging combo of choice to kill her off… other than that u can’t match her game on the ground so just block and parry when u know what she’s gonna do… i watch ryu’s get owned by chun cuz they try to poke at her for some weird reason and eat alot of fp’s and c.mk super all day
eddie that is actually very sound advice :tup:
cr. short x2
why? i think they are better for mixup-games and basiclly more safe. :tup:
my reason is because cr.lk x2 at max distance won’t connect (that is if ur using sa2),while cr.lk,cr.lp surely will connect(except if you’re not fast enough to cancel the sa)…
Yeah, on max distance it whiffs. you are right about that. but im just so used to shortx2 'cause of the mix-up games. I feel that is keeps your opp. crouching in fear of shin always giving you some adv.
c.lk, walk back alittle 90 percent of the time they will try to tech throw in fear of karas, c.mk,shin to finish em off hehe :badboy: :badboy: :badboy: :badboy: :badboy: :badboy: :badboy: :badboy: :badboy: :badboy:
with the ppl I play that doesn’t work
:lol:
how come?
i’m guessing they’re either
a) super good at detecting actual throw attempts or
b) super slow at detecting actual throw attempts :lol:.
one of my buddies does this ghetto thing with Makoto. he’ll Karakusa then intentionally make his s. fierce after that whiff then immediately bust out Seichusen. it works on guys that have quick reaction times because when they see the missed s. fierce, they think they can punish. it doesn’t work on me 'cuz i’m too slow to see that he missed the fierce :lol:.
regarding c. short x 2 or c. short, c. jab, i just find c. short x 2 into super much, much easier to cancel into. but yeah, seems like there’s a super good reason to practice c. short, c. jab 'cuz of the risk of whiffing Shinshoryuken (if you’re using that super). oh. grahf, with what you said about your opponent fearing mix ups 'cuz they’re gonna be crouching, both chains do start with a c. short, so it’s not like you’re sacrificing the low blocking. i doubt lots of people (if any) can cancel the 2nd hit of both chains after the first hit is blocked anyways. the chains only really work if you see the first hit connect.
also, i’m guessing that since s. short x 2 will make Shinsho miss at max distance and c. short, c. jab won’t, that makes it more viable as a kara throw set up at that range, yeah?
:rock:
My friend NEVER GUESS! that’s why that doesn’t work on him. Everything he does, Parry, counter throw etc is on reflex.
well u gotta train ur opponents mind that ur gonna kara throw em after a c.lk cuz he has to try to tech cuz u don’t have to walk in to kara throw so that means ur opponent can’t see a kara throw coming… just c.lk wait kara and it will reach and grab em… thus it makes an opening for the c.mk shin cuz its “on reflex” to tech u when ur in kara range… the trick is u have to train urself to hit confirm the c.mk shin or u’ll waste ur super… i got myself trained so that after a c.lk and the c.mk gets blocked the shin doesn’t come out but if it hits then bam!! ownage
another thing to use is s.mp link to shin cuz sometimes peeps know ur gonna go for a c.lk for shin set up and try to parry so the s.mp will hit em trying to parry down so u get bonus damage on the shin hehe
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very true. that’s why i was asking Majin Ryu if his opponent was just not anticipating throw attempts or if he’s just that good that he can see throws on reaction and not get conditioned to expect it.
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the s. strong you’re talking about is close s. strong, yeah? how strict is the timing on that one? also, doesn’t the damage bonus on a crouching opponent only take effect if they’re crouching while they get hit? reason i ask is 'cuz yeah, if they guess low parry but you did close s. strong and linked it to Shinshoryuken, the only part of that sequence where they’ll be crouching is when close s. strong hits. once Shinshoryuken hits, the opponent immediately gets put into an upright position. so yeah, does the bonus still apply in that situation?
other instances where i see this is with Ken’s Shippu. after linking it from back + forward (they’re obviously crouching), only the overhead + first hit of Shippu get the damage bonus because the moment Shippu hits, opponent stands up. another one is Chun’s Houyoukusen.
i think the same applies to Dudley’s Rocket Uppercut. after towards + roundhouse -> Rocket, only the overhead + the first 2 hits seem to get the bonus. the rest of the hits seem to do the same amount of damage.
with Ryu’s Shinkuu Hadouken, Akuma’s Messatsu Gou Hadou, and Dudley’s Corkscrew Blow–among others–if you link into the super while the opponent is crouching, the supers do not stand the opponent up, so every hit of the super receives the damage bonus.
:rock: