nope

Yeah, don’t try to cross up on Cammy on knockdown. Her cannon spike is as good an anti-air wakeup as Chun Li’s EX hurricane thing. If you do, you’ll have to balance it out by safe jumping instead and blocking her cannon spike. Unfortunately, cannon spike is pretty hard to punish, because she bounces away from you. I don’t remember if a F. fb will hit her, but I guess you might want to try mix up doing either poke strings or an FADC FP.srk when she gets up.

These tips the guys above me gave you is golden when fighting Cammy her Cannon Drill can be hadoken’d if she gets in late low block it but be careful though she can do a Cannon Spike right after the ending animation of the cannon drill so either punish her after her 2 hits from Canon Drill are blocked before the end of her animation or wait till she whiffs a Cannon Spike in front of you and punish!

Her spinning knuckle attack can be DP’ed and even Hadoken’d after she falls short of you all it is when fighting Cammy is play a good zone game/footsie oh by the way like they said above
DO NOT JUMP IN ON HER WHEN SHE’S UP HER CANNON SPIKE IS VERY HIGH PRIORITY!!!
Just dash or lk/mk Hurricane kick to get up to her and ONLY jump in when your going for a cross-in but you have to be confident that she’ll whiff her Cannon Spike otherwise make her come to you.

Rog seems to be the most problem, main two is his long fast unpunishable poke giving him a knockdown, and zoning him is kept to a minimum due to his tools. The other big one is Ryu’s ultra barely scratching the surface in terms of damage, so he’s someone to look out for.

Not sure how well this works, but can anyone confirm if you can throw Abel in the middle of his rekka move, after the first hit ?

I play a friend who uses Abel a lot, and some Fuerte, and he was destroying me with that Abel chain, and I had no idea how to fend it off.

dp through it?

I’ve ran into some good ones online but the connection wasn’t so great so it held them back a little. Can you go into some details of the fight if you’re familiar with it?

question vs guile.

played a guile last nite who would consistently do a slow sonic boom on my wake up with him trailing behind it to attack (punch or kick). i know it was coming but i felt like all i could do was block and soak it in. is there a good way to punish this tactic? i hit him with quite a few wake up ultras but once i’m out what do i do?

After the first hit of the rekka do a reversal dragon punch. That’ll always work.

More often that not, you’re just going to want to block. If the timing is right, you can probably get away with EX-srking (maybe even FP srk) through it all on wakeup, but if he wisens up at all and walks up to block you gonna get raped. If you think about it, it’s not really a big deal. You’re just eating the chip damage from one sonic boom, who cares.

Watch out for throws though and be on your toes to tech. Also don’t forget about his cr.mk->st.mp target combo. You have to block low and then high.

El Fuerte Strats

Ok, well first off the first thing you have to watch out for is when El Fuerte does his Habanero Dash he has 4 options of attacks.
First if he is dashing towards you then he has the choice of a Sweep, a combo linking kick, or a jumping body slam. Most likely will be a Body slam or sweep. I rarely see El Fuerte’s use a kick. Second off, if you manage to knock him down or he reverses his dash just in time and fakes you he has the choice of another Jumping Body Slam.
If he retreats all the way to the corner of the screen he most likely will be jumping off the wall and heading towards you with yet another body slam… these body slams can all be countered by a simple Shoryuken.
But please be aware of the fact that they might miss the wall jump body slam on purpose to lure you in and get you in a reversal dash body slam.

So… just in case you managed to get knocked down by El Fuerte you might want to do a quick get up followed by a H.Tatsumaki to get distance.
because he will most likely try to keep crossing you up with the body slam everytime you get up. Which can lead to massive amounts of damage and of course this is El Fuerte’s most known technique.

Basically in this game use your zoning game and Shoyuken game.
Use your Hadouken to lure him into you or send him cornering and he will most likely do a body slam off the wall and you can counter with a shoryuken.

Also, use caution when Fuerte has a Ultra or Super because he can catch you right out of the tatsumaki. So limit that move when he has those Bars.

Thanks RPGR, much appreciated.

I can help with Abel. Fought like 12 matches (3 out of 5) against a guy who was maining Abel.

Abel has 2 tricks to his rekka. One is a 3 hit high combo (I think it’s impossible to interrupt the second hit, I have not done it but the third hit is interruptible if blocked), the other is a low one (but it is not a combo). It’s weird but the 3rd hit is sorta like a throw (in other words, it goes through a FA). The trick is to guess if it’s coming high or low. If it’s high you block high and punish after the third hit (although it’s hard to punish unless you’re in a corner and he’s deep in), if it’s low though you can block and punish after the 1st hit but if you keep blocking, you will(?) get flipped.
Sorry, for being ambiguous as it wasn’t quite clear to me if the difference is 1 is block high vs. block low or if 1 is blockable but is relatively safe tick damage and 1 is unblockable but counterable in between the 2 hits.

The thing is, it’s a 50/50 payoff, do you guess right and counter correctly? In any case despite doing lots of damaging combos on me, his Abel only won 2 out of 12 matches (once again a player only using super, specials and cross-ups with no attempt at just playing with regular moves) . Just try and learn his zone and realize it’s a little less than 1/2 screen away (between 1/3 and 1/2). He tried several times to do a roll > command grab but it just didn’t pay off when the ratio of flips was 3 for me for every 1 he was able to do. In any case, just keep away from his zone (which is incidentally exactly where Ryu is weakest, so you would not want to be in that zone anyways).

Also, Abels anti-air game pretty much persists only of his ground air throw type move (forgot what it’s called). It catches deep jump-ins (and incidentally any cross-ups) or if you try to jump and attack so be sure to mix it up, don’t always try and jump in and attack. It has a long enough recovery time so if you do a jump in just a step or two out of reach without attacking you can punish it with your weapon of choice (ultra or revenge if you have it, flip, srk, footsies if you don’t).

RYU VS KEN

Having the same problem. Anyone?

Not exactly a character specific question, but today I was getting owned by a Ken who kept crossing me up and linking into srk/special. What’s the best way to deal with that?

its important to know whats good advice and what’s not. Simply calling viper lacking when shes the 2nd best character in the japanese tier list. Viper is by far one of the hardest characters to approach because of her canceled feints. She has tools to get over FB’s. Her ground flame kick is safe on block, crosses up, and will beat lows that lead into KD.

She can stop FB’s with EX pound sjc. Her jup+rh is very good AA. Very long horizontal hit box thats hard to compete with. All though her qcb+fp isn’t as good as other AA’s in the game, it still has some good priority on it. EX pound, feint is an invincible feint. She’ll side step shit and hit you for free out of trip guard if the viper player has some decent timing. I’ve seen stuff like ex pound, feint for an AA, opponent lands, trip guard happens, c.fp, qcb+p, ppp feint, c.fp, qcb+lp for bnb.

Stuff like c.mk, qcb+lp, ppp feint, c.mk, qcb+lp, ex pound gets annoying quick. She basically does safe block strings over and over and when you feel like retaliating, her ex pound is invincible and safe on block if SJC-ed. Once you expect those ex pound follow ups after safe setups, you then give the chance to start working other things. imo, shes not easy to fight.

As i said, I just see her like i do Goro from KOF. Safe block strings to tick away damage from a mid-distance until you make a mistake. Doesn’t change the fact that her AA is crap if you do the correct air hurricane to travel (they whiff past each other by a large margin, if you’re standard jumping in from a full screen away, you’re doing it wrong). Likewise if you fierce fireball and she seismics at the same time, they will trade. The graphics might not have been as flashy but it still stands she plays quite a bit like Goro from KOF. I’ve seen enough of those to know straight jump on command (and sometimes short hurricane kick it). Out of a full 5 round of fighting against a viper the other player only got me 1 time with seismic and could not punish just cause I play against viper like I do Goro. Meh, it’s just something I’m used to so just because you can’t get around the tricks, doesn’t mean I can’t (the timing and fakeouts are even the same). Goro and Viper pretty much have the same zones (well Goro also has command flip zone that Viper lacks). On the flip side, I have trouble with dictator and Gouken (good Goukens).

You don’t always have to be attacking, sometimes just playing neutral is enough. There isn’t a lot viper can do if you play neutral and anticipate seismic, just learn to recognize the gleam of the watch every time she does it The only way her upper thunder knuckle can hit you is if you’re nearly a full screen away and you jump in on seismic. Her jump + roundhouse does not trade well with a full speed + distance air hurricane kick.

I started going through Arcade mode with Ryu. Went through everyone on the first go, until I got to Sagat. Totally stuck, lost 6 times in a row (medium diff). Difficult to learn from tips here since you’re speaking about human sagats…I guess the CPU doesn’t react as a human would?

any tips vs. good gen player? got my ass whooped yesterday

CPU Sagat is much easier than a human Sagat at least on medium difficulty. Just inch up while staying low block and as soon as a fireball whiffs past you overhead, throw your own, you should be able to tag him if you’re about 3/4 of the screen away. When you reach half screen away just get prepared for a tiger kick (block low and punish) or any overhead fireballs. I know it seems lame but just try to think of Sagat as a Megaman boss (sorry don’t know if you’ve ever played a megaman game before) when he’s CPU controlled.

Gouken isn’t bad he’s like sagat but without the scary ass anti-air options. Need a 3s mindset when jumping though. Respect the parry but unlike 3s … You can punish him for attempting it.

If he plays zoning gouken (the only type imo) I reccomend trying to build a bit of ultra meter before approaching him, really made me see the matchup a lot differently as his fireballs aren’t like Sagat’s as he doesn’t have a 2 hit fireball and his fireballs are slow. Approaching him with a half powered ultra without taking any real dmg isn’t good for gouken.

Fireball from 3/4th’s + of the screen or else eat a DP from him. Other option is fireball his fireball on reaction to build meter safely, if he tries to dp you’ll block in time.

Getting in is the tough part as his sonic boom like recovery makes it hard to get in. You need to learn how he’s going to anti-air you when you jump. He wants to use cr. FP as it’s his most reliable anti-air, but if jumped correctly you can beat it with j. FP or FK as it comes out kinda slow (if it does come out though your going to lose). If he gets stuffed he’ll probably attempt a counter or try a more situational anti-air like cr. MK or st. MK. These are kinda mind gamey as j. FP and FK can win based on spacing against the MK’s, and empty jump allows a good punish of the counter (i recommend land immediate dp cancel).

A way to get in besides that is EX Fireballs (if he ever EX fireballs do yours for a knockdown, his ex fireballs are terrible), right outside of where his fireball appears can be done on reaction to get a knockdown (and this is your ultimate goal as after a knockdown you own the match). FA’ing Fireballs you have to be careful as if you dash forward at certain ranges he can actually punish the dash with a sweep … ya i was very frustrated when i found that out. But if your closer you can FA it than dash forward dp cancel, sweep, or cr. MKxxfireball (ex if the cr. MK hits cuz you WANT a knockdown).

Really once you get a knockdown if you can corner gouken, the matchup is very in your favor. He’s forced to guess his way out of the corner, he can’t jump out as you have dp ultra waiting, he can’t poke you very well as cr. MK is his daddy. closeup pressure really his only anwser is guess counter which if done incorrectly means lots of dmg done to him and resetting him into the same scenario.’

If he demon flips just j. attack him in some way than since you recover first upon landing mix him up (if he parries you still recover first it’s funny i know).

Gen vs. Ryu
Learn to look for his jump … he wants to jump bad. However, Ryu’s FP shoryuken eats his jumps. Cr. Mk lets you ground zone him all day as his pokes suck. just frustrate him into jumping with safe hadoukens and cr. Mk and punish with shoryu ultra. Gen doesn’t have many good options against ryu just his jump is very very good and hard to reactively dp consistantly.