Southwest 3rd Strike thread: part 2

Yes I’ve seen it. 12 vs. Chun Li is 12’s only good matchup. 12 should be able to control the entire match because he’s so good at running away. Also, moves like jumping fierce and roundhouse are hard for Chun Li to stop since her main anti-air is crouching roundhouse. Crouching roundhouse will not beat 12’s jumping roundhouse. Chun Li has ALOT of problems with characters that can cross her up i.e. Ken, Yun, Yang, 12.

I don’t know how to play 12. But, he should be able to get in and out of the match against Chun Li since he has air superiority. The match that you saw is what’s SUPPOSED to happen. 12 should beat Chun Li for free.

But, I don’t know much else about it. Don’t take me too seriously.

that made alot of sense. Whats your opinion on twelve vs ken?
I see twelve shinking into nothing but a skeleton and skin and then collapse to the ground like a sack of bones.

Yeah, that sounds about right. :smiley:

12 needs to keep Ken away. Period. There’s nothing else he can do. 12’s air game can be shut down with random dragon punches (though, I don’t think that should happen too much).

It’s all about keeping him away. That’s all I can think about really.

On another note. Just in case people have forgotten what I’ve told them time and time again.

If you’re playing against Stun Gun Alex, there is NOTHING to fear. ALL characters have a move that will totally stuff it.

If Alex does his dashing elbow and cancels into Stun Gun, WAIT for him to come down on you. Just when he’s about to land, jab him. This works for practically every single character in the game.

Dashing backwards with some characters will work too.

And since I’m bored and waiting for someone. I’ll write some more.

Makoto has a really strong ground/guessing game. She can easily comeback after a single command grab and mixing up her options. Here’s some things that should help you “guess” better.

Makoto doesn’t have a lot of low hitting options. She can do low fierce or low short xx rush punch/overhead. If you’re going to block, it is a good idea to block low, then quickly block high.

Play Makoto yourself and learn her tick throw setups. I just know the general ones and I will list them here:

  1. low forward
  2. standing strong
  3. standing jab
  4. cross up jumping forward

Recognize these moves. Standing jab is probably the easiest one to get out of because if the jab hits, there’s much to follow up with. NOTE: you can randomly tech hit her command throw. Just something to think about.

Remember that practically all her normals have a lot of priority. Do not get frustrated when you find your moves getting beat down left and right. There’s not much I can say here other then work on your footsies.

In general, try to get offensive on Makoto. She doesn’t really have any “get off me” moves other then EX up punch. But that only really works on big characters.

EX rush punch is safe. If you try and retaliate, you risk being set up for the parry.

Now probably the most important part. After you get hit by the command grab, standing fierce xx rush punch, Makoto is in a very good position to throw you again or set you up for anti-airs. This is a very dangerous position to be in and there is no 100% fool proof way to get out.

Unless you’re Chun Li. Then you can low jab everything.

For the rest of the characters, you’re left to guess. Probably the safest option is to jump and try to parry ASAP. Fighting Makoto is an exercise in frustration, fuck you Tuan. :stuck_out_tongue:

lol, i find that u can try to bait a dp with twelve by air dashing, then do his qbc+p move, it’ll make him stop in the air and go down so the dp MIGHT whif. Or u can do the airplane move int eh air, short version.

Dreaded Fist and Cylus, you fools coming to the regionals? It would be nice to match the name with a face you know?

When?

C’mon Cylus, it doesn’t hurt to read the tournament events forum every once in a while. :confused:

June 19-20

C’mon Khang. It doesn’t hurt to pass the 1st grade.

JULY 19-20

I was just about to fix it but then your sorry ass had to correct it for me.

Well then everyone cross their fingers and hope I get my car loan.

Yo khang are you coming to EVO this year my boi.

Hey Harvey, when do you parry?

Can some one tell me some more juggles with dudley.

Well I’m not Harvey, but I can give you my thoughts. You should parry if:

  1. you’re feeling confident on what air move they’re going to use. Parry their jump in and go for the legs.
  2. you can red parry a certain chain/move.
  3. you just did a move that’s safe but no one knows about it. In which case it’s a good bet to tap down and hope you get the down parry.

I’m not black enough to play Dudley, but apparently the Japanese are. :rolleyes:

Anyway, the only juggles that seem to be worth doing pretty much all end with his ducking move (hcf + forward) and forward finisher (the uppercut). Again, if you’re a real fancy pants, you could do towards forward xx fierce uppercut.

Not too many people in Houston play Dudley. Some Dudley players need to post their strats.

Not going to Evo by the way. No cash or motivation due to the fact that my Alex sux and I need to play more Chun.

With Dudley,I like to sweep them,walk up with torward medium kick fierce uppercut. Or roundhouse into ex mg,walk into torward medium kick uppercut with fierce. Or if they are in the corner,Roundhouse,ex mg,jab mg,torwards and medium kick into fierce uppercut. His game is all about standing over you with a thrown rose before they get up like Sean’s basketball. Try and see how many ways u can trick people into blocking low for an overhead(forward and roundhouse).

Khang, where is my Urien,Makoto,Yun av?

Outro

Wasn’t there a picture you wanted to send me?

I cant send it for some reason.

Yeah the black mans making a come back.

Let’s start up some controversy. Here is my tier list!

TOP

  1. Ken: He’s got no bad match-ups. He’s got a dragon punch in times of desperation and it’s helpful agains Yun/Yang. His SAIII hits fast and far, which allows him to get away with murder in terms of setups. He’s got links up the ass and whiff low forward xx super is good. He’s got the best cross-up in the game. He’s got that strong fierce chain that lets you verify and cannot be down parried. There’s so many things going for Ken, it’s hard not to put him on top. Ken can rush down because of his great towards/back dashes, or he can turtle like crazy by whiffing low forward xx super.

  2. Yun: It’s hard to catch a run away Yun, and when he gets his meter, all hell breaks loose. Yun can do a lot of damage in short time because of Genei Jin, plus all the set ups for said combos. He’s fast and his dive kicks wreak havoc on the bigger characters. It doesn’t hurt that he has the advantage against Chun Li either. Why I consider him #2 is because of his health. Because he’s low on stamina, one mistake can cost you dearly. Throw in the fact that he really doesn’t have a good dp-type move and he can lose momentum fast.

  3. Chun Li: She’s 3rd because she loses to Yun/Yang pretty bad. Other than that, Chun Li can pretty much dominate every single character with her powerful links and high-priority pokes. She’s also got a really good kara-throw, which let’s her do damage no matter which way you’re blocking. :smiley: Her air throw and down roundhouse are good air defense, but it’s not good enough to stop the twins. Hence, 3rd place.

MID

  1. Urien: Aegis Reflector unblockables/setups will always be good. He’s got some good pokes in low forward and stand forward. His jumping roundhouse is really safe and his toward dash is really good. He’s not top tier because there’s not much I can see him doing unless he has meter. Take away the meter and Urien pokes and runs all day until he gets some. Hard for him to stop rush down outside of wake-up EX headbutt.

  2. Makoto: Simply put, Makoto is the most random character in the game. She has mad stun combos that do excellent damage. She has instant kill options against Remy and Akuma. Her dash is pretty much instant, and her command grab leads to mix ups from hell. Makoto also has high priority pokes in low strong/forward, as well as a killer crossup and a SAFE EX rush punch move that comes out fast. Throw in her kara-command throw and she has mad wake-up options. But since she relies on mixups, Makoto needs to be out-guessed. You can get lucky and jump out of every throw set-up and have your way with her. Not a consistant character, but good more often than not.

  3. Yang: I put Yang above Dudley because he has an easier time with Chun Li then Dudley. He’s got a simple, yet effective high/low/throw game that can produce stun in a hurry. A good rush down character with the same weaknesses as Yun. However, it’s less of a problem for Yun because he can get away with almost anything when he’s got Genei Jin activated.

  4. Dudley: A very powerful character with a really good high/low game. His throw game is somewhat lacking, but he makes up for it with his ability to connect with a super in almost any occasion. He’s got some decent links and powerful combos. Not to mention it’s awkward to juggle him. He’s up there, but I put him below Yang because Chun Li has the advantage over him IMO. Also, it’s easy to ground cross up, leaving Dudley at the mercy of the aggressor. He’s also got a weakness for low pokes, since his own low pokes are somewhat lacking.

More later…