Cheers holdthephone,
Don’t know anyone personally that plays Fuerte and can’t say I come across him too much online. But when the time comes, I’ll be prepared.
Cheers holdthephone,
Don’t know anyone personally that plays Fuerte and can’t say I come across him too much online. But when the time comes, I’ll be prepared.
I’m going to go ahead and emphasize the use of Sakura’s jab shou on knockdown. And in some cases, you’ll score a counter hit if they do a slide as a wake up mix up, giving you a free mp shou juggle. But it really gets you out of his mixups.
Also, when you knock him down, lk tatsu on his wake up is really good. Prevents him from running, and if done at the right timing (I have to fight against one of my fuerte buddies to remember the timing again, but I think you have to do it a bit late during his wake up animation), you’ll avoid his ex air grab. But I do know that that timing will lose to his second ultra.
And if you’re zoning Fuerte with fireballs, and he’s doing the air grab over them for meter, punish it with fierce shou.
Against Sim, you have to be passive aggressive at first. If the sim wants to play the long range game, play it with him to build meter for her ex otoshi and use it when he’s throwing out limbs. Then RTSD. And if you can, focus the limbs and lp or mp shou if you can.
And don’t let Sim’s get away with the sniper. If they jump away from you, be prepared to randomly c.fierce to beat out the snipe. This also give you time to run up to him.
Also, if Sim jumps toward you, please do a shou until he realizes he can teleport. Also be prepared to always shou if he whiffs something in the air or randomly teleports (providing you haven’t done a shou yet).
And if Sim is in the corner, don’t get hooked on meaty tatsu on wake up, because he can teleport behind you and escape. Though, this is a great option a majority of times to keep him pressured, since teleports are very risky for him.
Doing a tatsu when jumping in at sim is also the best option since it can mess up his AAs and whatnot.
And always use U2 in this match. Aside from the fact that Sim’s going to be hit by a lot of tatus and shous, you can use it if you does U1 on your wake up. Once again, I need to see which setups this works against, but for some of Sim’s U1 setups, if you do wake up ultra, you’ll get hit by the first hit of his ultra and be able to block whatever Sim does as a followup. But of course, you’ll have to be able to react to what Sim does afterwards.
That’s all I’ve got at the top of my head for those match ups. I personally think both of those are in Sakura’s favor too.
And even though this is more of a combo thing than a match up thing, here are some character specific things.
-If you get a counter hit overhead on Deejay, you can follow up with c.fierce xx tatsu > c.forward shou.
-Far jab > c.fierce xx tatsu > c.forward xx sho works on Cody.
-EX shou > fadc > cl.forward xx tatsu > st.fierce xx tatsu > c.fierce xx tatsu > c.forward xx shou works on cammy if she’s not in the corner when you get to the first tatsu
Another way to end this combo is with a sweep after the last tatsu.
-If you do a close c.short > c.jab > c.fierce xx RH tatsu on Guile on block, the last hit of the tatsu will hit him as a cross up.
Just some interesting little tidbits.
As someone who used to use fuerte, i can tell you once you go slightly offensive, you have to keep going, without getting careless. They can’t do much under pressure or in the corner and will seek to wall jump or ex guac out. When elfs tend to splash you for oki they try to cross it up so like others have said a lp shou works fine, I’ve seen a ken dash forward to dodge it which works as well. When I used to try and tortilla people on their wakeup (it was a gimmick) the best way they dodged it was neutral jumping, but this doesn’t dodge tostadas. But don’t get too jumpy, that’s asking for guacs airgrabs and u1.
Try not to fight in a linear/typical fashion. The try to confuse you by analyzing what you tend to do, so if you do something spontaneous that he/she didn’t see coming it’ll throw off their momentum, all the better if they can’t figure out how to beat it
I had the chance to play a set with a top Guile the other day, and I’m curious how you guys deal with this. Skatan you might have experience vs this Guile…I’m not sure but he is one of the few US players I’ve met that knows of you. This is definitely one of those situations that I felt I understood this match, but playing someone who is at their pinnacle with their character really puts things back into perspective (not only my skill as a player but the limitations of the character)
For most of if not the entire match, I feel Guile can stay solid, and Sakura has to gamble to get in. Changing her jump arc with air tatsu/empty/attack jump seems to be one of the few things she can do that the Guile player can’t be solid with as depending on their reaction time, the right anti air might be not in their mind. I believe l.mk goes under his backfist, but that move comes out so fast it is hard to hit on reaction. Generally, I spent most of my time walking forward pushing to the corner, but even that can be a battle as moving too fast net me a bunch of backfists and EX Booms. I almost thought I was playing gief in that I had to just keep trucking forward, shrugging off the damage until I could begin the rush down.
I have been able to capitalize the few rounds and matches I got in and dish out the damage and feel like I am running him over, but I find it harder to finish the match (more so than against a sim) if they get away due to a well time reversal or other factor. Despite the few rounds and the match I won, the consistency was definitely in my opponents favor by the end.
This dynamic will change with the damage and meter nerfs to Guile allowing for opponents to take a few more gambles and forcing Guile players to stay cool and more consistent, but until then (then being June?) it looks rough.
Anyone have any little tricks or gimmicks to work on this match up?
(moved this from the Q&A thread after i realized it was wrong section…i keep doing that cause im at work and shouldnt be distracted -_-)
tatsu over the booms and play the focus game. there’s no easy way in, that’s what makes guile a character. ex otoshi can also help get you in his face, but his recovery will allow him to block 90% of the time unless you completely predict it – still, you’re there.
and perhaps only terrible guiles do this, but if they are trying to push you away from footsies with their double sweep – be aware that it means a free ultra or ex-shou for you (do it after blocking the first hit). and guiles love to tick throw, so get that down.
once you get a knock down he’s done, which is why it’s very important to be able to do sak’s full combos on command in order to get max damage/stun since he might get away again.
Uh… this might of been said, but Ibuki’s backwards dp + k is U2 punishable, on hit or block. Ex backwards DP is not punishable by U2 i believe since it makes Ibuki fly to the other side of the screen.
The HK version is safe though (from U2). If she throws her kunai then she’s fucked.
unless she sends herself to the corner relatively… my friend always gets me with ryu’s super after i do that with ibuki, so i don’t imagine how it’s impossible with sakura
Ryu’s super flies much faster than Sakura’s U2.
Ryus super and Sakura u2 aren’t comparable as projectiles
One of Ibuki’s Ultra’s gets beaten by Sak’s U2: I activated U2 (forward one) in front of Ibuki, she started hers (I guess U2) and Sak’s just went through and killed her.
Sounds impossible. Ibuki’s U2 is projectile invincible. Maybe you mean her U1, which is a non-invincible command grab?
Then it must have been U1; I was just amazed her Ultra got stuffed by Sak’s…
Yagami is the best Dhalsim in europe, so I’m pretty sure you would be in trouble.
I just noticed in the Cody section it talks about aerial tatsu. Cody can just use b.MP and call it a day, jumping at Cody even with air tatsu will get you anti-aired.
No it won’t, just aim for his back and you’re set.
Impossible, it can’t get stuffed… She must have either been out of grab range, or you made her whiff the grab during your ultra freeze.
Yoritoshi is a 1+1 startup, while Shinkuu is what, 1+14? Activate ultra during that one frame she starts up, grab whiffs with the little to no invincibility frames sak gets, and ibuki eats a giant plasma ball jr.
Shinku Hadoken is 1+11. Shinku Tengyo Hadoken is 1+7.
Both get 8 frames of invincibility.
close enough.
I thought that you’re not allowed to do counter ultra when you’re close to ibuki doing her grab ultra, you will just get grabbed before you even see your ultra activate. Only thing you’re allowed to do is jump or backdash I think.