Won’t ex up ball beat it?
By that time i check the meter and make sure he doesnt have ex. I make them panic into wakeup ultra 1 cuz all their other options failed by that time.
Non-shitty Blankas don’t wakeup ultra that predictably. They’ll ultra you during a blockstring or as a frame trap against option select tech.
Blanka knows that if he lands the ultra he wins the round.
Of course against mediocre Blankas bait the ultra all day.
well that is true but thats where reading your opponent comes in handy. My method works. and its not something that affects seth negatively.
ex ball? i dont do it if he has ex.
wakeup electricity? sometimes it beats it as a crossup and again reading your opponent comes handy to know if hes into doing that. Non-shitty blankas dont usually wakeup electricity anyway.
rainbow ball? you can punish on reaction.
if they ultra on your blockstrings then you should not try to go overboard with your attacks on block anyway cuz this matchup is mostly better to play a bit more turtle and bait. make him think you are gonna try to mixup when all you really do is light attacks that help you block reversal attempts.
against every character i like to annoy them enough for them to panic and mess up, then i punish
How do you fight Gouken. I can beat him in the fireball war and zone him most of the time, but I always get fucked over by his counter, neutral jumps, and his moves with invincibility when I’m rushing him down.
He’s such a dumb character to fight in my opinion because of that damn counter move, and whenever I misread it or his other moves, I’m liable to lose 75%. It seems like the mixups that I land don’t even matter against Gouken because his damage on a simple punish far outweighs the damage that I’m doing to him.
Any general advice and tips would greatly be appreciated.
*Ultra 1 for this match up, punishes fireballs and other unsafe slow moves, plus a free mix up. Ultra 2 chip doesn’t work on him since he can escape it (Ex-Demon Flip).
Can punish :lp: Dp move, don’t try to punish the Ex one though. He doesn’t have any true block string that can lead into a Fireball, so you can punish with Ultra, Ex-DP, or Ex- Legs. If he has ultra and you KNOW hes going to try to grab you, NJ, backdash, command grab. Don’t try to risk teching or you might be losing half your life. Also he can be Magneto Looped, but watch out for the counter.
*
All of his AA options are ass except his Super, Ultra1, Cr.:mk:, NJ.:hp:, and High counter, but there are ways around it. His normals that are used for AA ARE garbage too.
If the Gouken player loves to use counter as an AA, then you can:
[LIST]Headstomp (Seths foot has to touch him at the peak of his jump)[/LIST]
[LIST]Empty Jump: Command grab/Cr.:lk:(combo starter)/ Reg. grab[/LIST]
Dive Kick usually stuffs Cr.:mk: and Cr.:hp:, but NJ.:hp: stuffs Dive Kick all day. Our neutral JF.:mk:, JF.:mp:, and NJ.:hk: beats all of his AA.
On Gouken’s wake up, you want to make him feel scared of staying stationary (Grab them til’ they mash on wake up). When I play Gouken players that like to use reversals, I always try to cross them up and use the same options I just talked about for what to do against counters. Crossing them up helps me, reduce the chances of me getting hit by wake up Ultra, wake up Ex-Tatsu, and I’m able to react and punish to wake up Ex-Demon Flip. My mix-ups takes care of the counter problem. So when you start mixing up your grabs and Empty jump low mix-ups, you force them to block, backdash, and NJ. When they start mashing backdash and holding up on wake up, you get free jump in combos :nunchuck:.
Just like most match-ups, you want to play the hit & run game. Gouken has a difficult time getting in on you, if hes chasing you and you see an opening, get in that ass and mix him up… then run =).
Anything else you need help with?:china:
Nope, thanks a bunch. I used to zone until I got the chance to start mixups, but getting my own mixups predicted is what usually gets me killed against him. I’m going to try to play hit and run against him more often instead of committing to offense.
K, anyone here know how to play against C.Viper really well. I’m tired of giving up so easily(mentaly) when I’m about to go up against a C.Viper player. Theres only a couple of characters that make me feel that way: C.Viper, Ibuki, El Fuerte, Rose, and Adon. I always feel like not even trying because ** I** think they’re too easy to play.
** C.Viper/Ibuk**i- Viper lands 1 1/2 combos on you and you die, and Ibuki players look disgusting as they struggle the entire time to land 1 knock down, then they go to town.
El Fuerte- Feels like me and my opponent constantly draw straws (no skilled required).
Rose- She forces you to runaway after she hits the half health mark (Ultra 2). Her normals are AWESOME, and when I mean her normals, I mean CR.:mp:… :tdown:
Adon- His face is ugly :razzy:
But seriously, anybody got some solid tips on how to get in on Viper without running into a BK, Ex-Siesmo, or TK? I got the mix-ups down, and what to do on their wake ups. Oh yeah, I struggle at blocking her cross up/ non cross up mix ups with her BKs :crybaby::sad::sad:
Im serious about learning how to play C.Viper if I dont get some serious help. Thats how I got better at the Rufus match up…
I’m not Sabin or Tony, so don’t take my post seriously
Viper is some what free on wake up, tanden engine sucks in wake up ex siesmo, tk, and u1(spaced correctly), she can do bk(if you predict it you can dp/dp fadc) and it hits tanden in it’s recovery, so you have to watch out for that because it can change the momentum. You can also safe jump viper or os dp.
Imo Seth is better in this match up playing patiently until given an opprotunity to do damage and start mix ups. When you’re far you can sonic boom and jump fp her and if she super jumps dp her, just watch out for sj. lk bk, you can punish that with s.fp or u1. When in corner, and shes doing bk mixups, bk won’t cross you up when you’re in the corner, but try to stay away from the corner because Viper is really dangerous with her corner game.
Viper has a some good options when she’s being rushed down, her main 2 are ex siesmo and fp tk. Dp fadc spd will beat Vipers hp tk, but you’ll get raped by ex siesmo and if she has u1 that’s half your life gone.
Oh yeah, c.s.fp beats bk and if you block vipers u1, do lp tanden engine after the initial hit then do a c.fp combo, it looks pretty ba. nj.rh is also really good against her sj. attacks.
ok guys so i took a break from gaming and im back for part time but i ran into a lil anti blanka tactic recently.
I have fought several online blankas and they all seem to get baited with the same thing.
at the start of round one, if they start running away with back jump etc, u can sit there booming with hp n lp to change it up.
this inevitably forces blanka to attack you and it doesnt take long.
when you expect he’ll jump forward use lp sb (to get the faster recovery of course). when you see him jump the lp sb forward it means the next thing he will try (his only way to get in since he has no EX meter.) is the slide. He only needs to jump once and he will be in range for it. when you see he is in range charge your focus, absorb and crumple for free damage.
basically he will think you are retarded and he will fall for the bait. he gets a fat combo, and the tables turn for you to show your skills. This is really powerful because when you use it with later baits it tremendously affects the opponents mind and they seem to give up.
Only bad blankas run away though, good blankas are constantly in your face.
consider it a strategy on a blanka that is away without ex. if they jump forward once they will almost always slide when landing. but since you throw out a lp sb u get to focus absorb. they cant get in anyway unless you mess up. slide is oh so punishable with crumple.
they are only in your face if u let them. hop is punishable with jab. ball is destroyed with anything, both ex and regular balls are doomed even on hit. raindowball can be focused.
gorunded burn kick is a popular defensive tool to beat throws so wait to see how the player reacts defensively and if she likes to bk through your blockstrings just dp it. like jason said, your dp beats her hp.tk and tanden brings in ex seismo and hp.tk. burn kicks can be focused and it could land you a crumple. you shouldnt be trying to get in on viper until knockdown. wait for that knockdown then do your thing. imo viper wins this matchup 6-4 more so due to her damage output but on wakeup, shes free.
any offense and defense tips against bison,balrog and akuma…by tips i mean strategy rather then a punishing guide…
few things i need to find answers for…
1)when and when not to dp akuma’s demon flip on wakeup.
2)how to completely avoid it. for example back dash at what situations
3)how to get out of corner against bison,currently my steps of getting out of corner are
a)after blocking cr lk*2 xx s.kicks,the space is enough for a jump back C or wall jump escape
b)a might set up for bison’s hk so i do cr mk xx legs on whiffed hk of bison or focus it to dash and spd
i find none of these a ultimate choice…but is there any??
3)boxer is a pain in ass has good normals for aa and has an aa special too for an ultra setup can ultra on fireballs as well.not tht easy to anti air with jab dp,i dun have any reliable way of getting out of corner against boxer,can any one help me here?
u have to learn to bait everything. be in control from round one and punish all their mistakes. if bison corners you at all, the problem isnt getting out, its "what did i do wrong to get there in the first place? rush down with mixup baits to punish and win. i usually time a jab after his scissor kicks as a punish and then i jump forward cuz it messes up their concentration when trying to do that dumb loop.
dunno if jab into lk legs will work. i think it might but i never try to risk it.
same with balrog, safe jumps. sb cancel dash ins to bait headbutts, you block and punish etc. OS lighting legs when crosssing him up one his wakeup. Again if he corners you then the problem is in your initial game. also a good rog can trick you and corner youon the corner that you just had him in. watch out for those grabs etc.
once you rush down and make them panic they all usually play the same and get into noob “do what i can mode” (mashing etc) and thats when you bait.
No hard and fast answer, you learn to spot unsafe ones. However, Akuma has setups for the safe ones. For example, normal throw -> double dash -> flip dive kick. The important one is combo -> tatsu -> sweep -> hk demon flip dive kick. As far as I know this setup doesn’t work on Seth. But you should test with Akuma as a dummy in training mode. You probably should use MP DP for its angle. If HP DP trades of course you get stomps or ultra.
You don’t backdash.
Haha jump back C? I think you mean :hp:. This isn’t Marvel. Anyway Dictator can do 3x cr.lk in a blockstring and you can’t jump in between. After blocking lk scissors you can’t jump either, the cr.lk will catch you. But Dictator cannot loop this trap indefinitely without doing raw lk scissor kicks, which will lose to any normal.
However, the bright side is that Dictator cannot chain cr.lk’s. This means that you can uppercut or EX SPD in between EVERY cr.lk (depending on spacing). If he starts doing safer strings, jump out of them or cr.lp/cr.mp out of them. The damage he can do off a counterhit cr.lk is not spectacular, it’s ok to guess wrong once or twice.
Dictator s.hk isn’t that big a deal, you have a fireball, your own s.mk and s.hk (s.mk is extremely underrated), jump-ins, and a great focus attack. If he s.hk’s into a focus after you start charging a bit it’s a free crumple. Also s.hp forces him to jump at you or focus through it basically unless he has charge.
The best way to get out of the corner vs Bison is not to get knocked down in the corner. Anti-airs, spacing tools, and your own rushdown. Remember Bison has some of the worst anti-airs in the game unless he has GODLIKE reactions for j.mp and that requires a lot of mental energy. Don’t play Bison’s game. Don’t respect him any more than he makes you.
Once again, best way out of the corner is NOT to get in the corner.
Don’t AA with jab DP, AA with hp DP. THIS NEVER LOSES UNLESS YOU FUCK UP.
The way I play the Balrog matchup, I force him to deal with focus attacks. Dash straight, cr.hk, s.hk, and jump-ins all can give me a free crumple. Unless Balrog is willing to crouch for charge that forces him to turn punch. You can actually counterhit him out of his turn punch with a well-timed focus attack or dash out of it and throw/reversal him. Also if he is holding down punches he can’t anti-air. If he is holding down kicks he can’t footsie. Some rogs like to headbutt focuses, this is in your favor. Just remember to dash out of the attack after he headbutts because he can land behind you and make you whiff your focus attack.
If Balrog has back charge don’t do obvious focus attacks, he can cr.mp xx EX Upper, ultra, super, Torpedo, or EX overhead you out of them.
Biggest deal with Balrog is anti-airing and playing safe offense. Safe jumps are great vs both Balrog and Bison.
Both of these are hard matchups for Seth. However, they’re not terribly BAD matchups if you know what you’re doing.
I’m double posting because I’m assuming people will not see MY question in my previous post if I did it that way.
Does anyone have a good OS for Dictator? I’m having trouble with his reversals. EX Devil’s Reverse, EX Headstomp, EX Psycho, and teleport are really annoying. Has anyone experimented with jump in OS’s before I get my hands dirty?
Edit: Meaty HP SRK is good but sometimes I lose to EX Headstomp and that’s not allowable. I dunno what will happen if I OS SRK. I’m ok with him being able to teleport and bait out my OS.
HP SRK OS is the best I’ve found. Otherwise I just safe jump and see. If it’s a teleport fierce, if it’s pyshco then legs and if it’s headstop then ex srk prehaps?
neutral jump splash can beat out his EX jumping moves as well and is safe incase he tries other options. just time it where you beat him to the arc of the jump. sure its not alot of damage but it does mess with their game. mix it up
on that note, guy’s Ex srk kick BS on his WAKEUP can be beated out by the same thing. splash is more useful than you think!!!