So did anyone else tried rushing Zangief down yet? I’ve had some decent success with it so far, it helps that if you time jump hp right it beats lariat. I think it might also be because most Zangiefs are used to playing a much slower paced match where they’re chasing their opponent instead of the other way around.
I have mixed results with it, if you’re timing is good with j. Hp it can work well but a good enough Zangief will punish any mistake and make you wish you played defensive.
I don’t play many giefs online, but you’re right most don’t expect roles to be reversed, you have no idea how often just walk up grab gets some players. Also gief players like to think lariat is an unbeatable anti air and also tend to crouch jump-ins to AA with it so j.hk can catch them crouching sometimes since it hits a lot earlier than j.hp, also after ex.tatsu > 2x otoshi midscreen, lvl 3 hado > j.hk is really good if it’s a blockstring, some gief players will stay crouched thinking it’s not a blockstring and try to lariat your jump so j.hk will hit them crouching.
True, not sure why but depending on the gief I can’t always beat lariat on wake up with the same setup, I guess some delay quick rise a bit. The round was pretty much over when he got a knock down, but same could be said for when I got one.
Learn the ranges of all his jaguar kicks and air jaguar, that way you can whiff punish them much easier and even anti air them if you stand at the right range with cr.hp.
His stand hk is really it’s possible to whiff punish too, but extremely hard to do in practice, I think I’ve only done it a couple of times. A better option is to treat it like a fireball and just predict when he’s going to throw it out and jump over then go for max damage punish.
You can anti air his jaguar tooth with cr.hp, though good Adon’s probably won’t throw it out too often.
Try to find out if he knows you can’t safe jump him after hp shouoken, if he does know, try and end your combos with mp shouoken instead since these will setup a safe jump by just holding forward jump into hk.
Try to avoid ending your combos into EX tatsu unless you know it’s going to hit for sure, the reason being that if you have too much push back the last hit of EX tatsu will whiff.
There are multiple character specific combos on him
The most important ones and easiest ones to land are
St.hp xx lk tatsu, cr.hp xx lk tatsu, cr.mk xx hp shouoken (works best when you’re punishing rising jaguar, or after a jumping or shouoken fadc)
and cr.lk cr.lp cr.hp xx lk tatsu, cr. mk xx hp shouoken
You can’t exactly, you have to make a read for the teleport.
You can’t punish the teleport with an option select (like say with a dp) because the teleport carries him far away but you can make a read and take a preemptive jump back if he teleports forward and punish him with a cr.mk xx dp. If you have fast enough reactions you can jump back if you see the start up of his teleport but in my experience of doing it on reaction, he may recover barely in time to actually punish you this haha
You can actually OS his teleport if you know which way he’s going. In the corner he will always do forward teleport to get out, so you just OS fwd jump, and midscreen most will do backwards teleport so you OS back jump. It can be a bit counter intuitive, but for some reason the OS autocorrects, so back jump will always catch backwards teleport and forward jump will always catch forward teleport.
Oh yeah sorry for I forgot to post this, but I was never able to get the timing down for a jump back os. Something else to do in the lab the next time I’m practicing my setups
Okay, so the tier list shows that Sak has a 7-3 matchup in her favor against T.Hawk. If anything, I would have suspected this to be one of the few matchups in T.Hawk’s favor in 2012. What does Sak have that tips the odds so overwhelmingly in her favor?
I cant see how Sak has a 7-3 advantage over Thawk it’s not like she can tatsu pressure him for free due to the threat of getting SPD’d into vortex mixups. And Sak has bad wakeup besides EX DP FADC for 3 bars so once she gets knocked down it could be very tough for her to guess right.
I dunno to much about this matchup as i have not faced too many Thawk players maybe some other players in here can give some better insight that knows more about the matchup than me.
Basically what it comes down to is that Sakura can keep him out really well, and Thawk has no safe way to approach her. Also you can beat some of his setups with ultra or cr.hp.
Sakura Zoning™ works really well against T.Hawk, just throw fireballs, press st.hk and anti air as appropriate. Her j.hk is super ambiguous against him.
Recently I’ve really started to get a hang of the vs. Dictator matchup, feels great :3
U2 KKK no longer works against cammy’s dive kicks on wakeup. Due to the ultra update allowing cammy to do a cannon strike lower to the ground, she is able to recover in time to block sakura’s wakeup KKK u2. The behind the back hitbox was also removed from the KKK u2, so a wakeup kkk u2 will completely whiff if the cannon strike carries cammy to the opposite side of sakura.
Here are some of my findings on sakura’s more obscure matchups.
Decapre’s blocked lp hands are -3 but the pushback is pretty far. St. LK XX dp/ex tatsu is a 1 frame punish but you have plenty of time to prepare for it (due to how long the blocked hands last). If you punish properly, decapre won’t have enough time to do her stinger (trying to blow you up for pushing buttons).
Waking up with St.Hp and canceling into LK tatsu blows up a lot of El fuerte’s options and leads to a full combo. St.hp, lp dp, forward dash are 3 solid options on wakeup against fuerte to get out of his knockdown pressure.
Waking up with St. Hp blows up vipers burn kicks only if they super jump before it.