Thank you very much, I appreciate the intelligible reply. It helped a lot!
I’ve also learned the ward way to not ever try to cr.mk poke her on wakeup if she has a bar, EX Seismo will make you regret it so hard.
Oh, and another piece of advice. OS’ing crouch tech with crouch strong is good. If she goes for a block string int to burn kick (and sometimes overhead), you’ll knock her out of it.
u wanna get in a couple matches sometime??
Can some one just give me some general tip’s vsing bison
I’m not a terrible player but I have so much trouble against the good and bad bisons.
Dealing with head stomp pressure slide gimmicks
how should i punish scissor kick pressure? etc?!
How do you guys deal with Claw’s super? Seems like no matter what I do, I always get grabbed.
abel specific tips? is light punish all wheel kicks? im not sure.
dash like crazy away from him. that’s your best bet.
ah sorry, links all changed around from when SRK indexed their site differently,
I’ve only fought like…2 Vegas ever so I’m not sure if it’s actually a viable tactic or just a fluke, but in one of the matches I managed to escape it entirely by accident with EX Otoshi when I flubbed a U2 input.
What kinda tools do you guys use to keep blanka in the corner and stop him from using rainbow ball? I was testing around with jab-jab (os cr.hp) but it wasn’t working for me
cr.lp ~ U2 beats everything he does except U1, you will get hit by ex upball but you can lp do into U2 as a punish, meaty cr.lp stuffs electricty, U2 beats backdash and escape ball.
on rose medium dp hold up than jump hp option select dp. Blows up ex drill backdash etc.
mp dp, hold uf loses against delayed wakeup
can they delay a quick rise so its in between quick and late? im sure some ppl have the reactions to tell.
yes, you can delay it so you quick rise later
yeah lol @ that.
it was done to make it easier to time when sf4 came out, i think its nice that they kept it in though.
Only characters with fast reversals like 6f or faster benefit from it though.
Nobody cares if Sakura late rises because you can be really lenient with the safejump, same against Rose.
Ever feel like it fucks with high low mixups though?
i dont think so, maybe if you use mp.srk as your combo ender all the time.
but if you dont get the safe jump you can always just buffer in a cr.lk (becomes empty jump) or throw incase they slow-rise, but you can normally tell if they get up late or not.
i don’t know what type of high/low mixups you are talking about but if you want a stronger guessing game you should be using hp.srk for your ender