Oro: Run away Oro is hard to catch for some characters, leading up to Yagyou Dama unblockables or Tengu Stone harrassment. I also think he’s got the best dashes in the game. He’s got a pretty good kara-throw in far forward. His dominant pokes (stand forward/roundhouse) are really good and do great stun. Decent high/low game. But since he also needs meter to be a big threat, he loses points. His unblockables are harder to set up the Urien’s and aren’t as damaging. His footsies are lacking so he nees to make up for it with stand forward/roundhouse. His cross-up is alright, but not as good as Ken’s because there’s less damage potential. Still, a pretty solid character.
Akuma: Great offensive character! He’s got a great kara-throw as well as the standard advantages for being a shoto (great dashes, low forward xx super, etc.). Air fireballs/hurricane kicks are hard to beat for some characters, so Akuma can also run. The Raging Demon is an added bonus to his ground game. His biggest drawback is his lack of health. Akuma was built to be an offensive beast, but one wake-up super/dp/Makoto command grab will have him reeling. His stun bar is short too.
Necro: Does well against shotos because his stand strong xx SAIII is just good. Back strong xx SAIII is also good. Drills and tornado hooks are pretty safe, and back short neutral strong chain is fast. He lacks throw range and can easily be crossed up. His wake-up options are lacking outside back short. His walking speed isn’t very good and his fierces/roundhouses lag till tomorrow. Close up footsies are pretty limited to back forward, back strong, stand strong, and low short. Low forward is good but slow. Not an easy character to pick up and play.
Ryu: Typical shoto advantages. Has good kara-throw and decent high/low game. Ryu can pretty much use any super he wants. But his offense lacks in many areas. Hurricane kicks and EX blade kick are only good for punishing laggy moves. Hard to use against the safer (top) characters. There’s not much he can do to an opponent that blocks well outside of throwing. His cross-up is lacking and thus, Ryu totally loses to Chun Li. Ryu is too projectile-based.
Alex: Diet Makoto. His kara-throw is awesome and he has many options on wake-up. His high/low/throw game consists of a number of mix-ups. Alex can dominate the low stamina characters because of the big damage and stun he can inflict in a short amount of time. But since he also relies on mix-ups, Alex is inconsistant by nature. He has no good links or crossups. He gets dominated by the top tiers and gets crossed-up all over the place. His low pokes could also be better.
Ibuki: Ibuki is the bottom of middle tier because she dominates the low tier. Her air projectiles, air throw, air chains, and cross-up allows her to jump-in easier then most characters. She can be very confusing to block with all her chains, her command dash/regular dash, and her fast overheads. Her throw range and health are lacking, which causes Ibuki to take damage in a hurry. Very scary IF she gets momentum. Fear of getting hit is too great IMO.
Hugo: Great pokes and good set-ups for throws. Running grab has more range then it looks! Has a good cross-up, but not too many follow-ups. Hugo is huge, and thus he gets hit by all sorts of stuff. Has too hard of a time with run away characters like Akuma and Oro. Dies to Chun Li. But since his throws are so damaging, I think he relies less on mix-ups and more on momentum, which is a good thing. Still, dies to the faster characters. Patience a MUST.
Remy: Loses real bad to Makoto. His projectile is less laggy and can be used more effectively then shoto projectiles. Some decent links and pokes. However, charge partitioning is a must in order to use Remy to his full potential. Sonic boom glitch is really slick! Low health and stun means that rushing down is very risky.
Elena: Great pokes, has a cross-up, and semi-useful air chains. GREAT kara-throw and FAST overheads. However, her game revolves too much around poking and throwing. Not much damage potential in anything she does, so learning late cancel low strong xx Brave Dance is a must. But that can be easily parried high or low. She could be better if she did more damage.
Q: Decent mix-up game, but as I said before, relying on mix-ups is generally bad. Slow AND big. He can get hit by everything thrown at him, and get crossed up by things that shouldn’t cross-up. Pretty good kara-throw and 3 taunts is dominator. Good jump-ins with jumping fierce/roundhouse. Dash punches are good against big characters. But in the end, too slow and cumbersome. Parrying skills a must. Note that I believe Q is the only character in the game where you MUST be good at parrying. It’s hard for him to cause openings outside of parrying.
12: Not last because he has advantages over Chun Li. No combo ability whatsoever outside of juggles. Stand/low roundhouse is good as well as stand fierce. His air dash and various jump-in options allow 12 to get in on any character without a decent anti-air. Problem is, practically every character has a decent anti-air. :bluu: Relies too heavily on poking and running away. 12 rush down is a myth. It’s all about run away.
No good match-ups. If only he had 2 Hyper Tornados, then he would be playable. Also, if his towards roundhouse hit mid, that would’ve been good too. Links into Hyper Tornado are good. He also has some of the shoto advantages. His cross-up and DP are very poor. Ball and roll tricks are limited since they’re gimmicky offenses.
Some anti-Alex strats are welcome too. Even though I play Alex all the time, I have no experience whatsoever on how to fight him. This is a weakness I need to adress. So, here are some things I can think about.
-Alex low roundhouse has really bad recovery time, the same as shotos low roundhouse. If your character has a pretty fast move, you can easiliy tag him while he’s recovering granted you’re not pushed too far back.
-Alex has no cross-up. If you see Alex jump-in on you, try to dash under. This needs good reactions since his jump is pretty low.
-IMO, if you’re guessing whether a powerbomb is coming or a deterrant (like EX Flash Chop), I would say it’s better to get hit by the powerbomb. Then you can quick rise and be some distance away from Alex.
-Alex has trouble defending against cross-ups. If your character has a cross-up, I see no reason not to use that to your advantage. He also gets ground crossed-up easily, so if your character has a fast dash, don’t be afraid to dash in over him.
-The main thing in this match-up is to be able to zone Alex. His main options to get in, I would have to say, are dashing in and Slash Elbow. If you can deny him these 2 options (like Chun and Ken do so well), then you only have to worry about the jump-in. And like I said earlier, you can try to dash under that.
I have to disagree with elena being bottom tier. She needs to do more damage? Come on, seriously. Low strong into brave dance (which is hella easy) does 40~50% damage depending on the character. So it can be parried, if people start punishing the parried low strong, cancel into brave dance anyway, they’ll eat it. If they fool you and block, the super recovers very fast. It’s not completely safe, but it does severly limit what they can do in return. It’s also easily linkable from the fierce mallet smash, and also linkable from the strong mallet smash(but that one is harder). If they leave themselves wide open, don’t waste an entire super, you can do the same damage with 2 EX’s in 1 combo. Of course I refer to c. strong, EX spinning scythe, EX rhino horn, scratch wheel. Lets not forget that she has the best throw defense in the game. Back + roundhouse puts her in the air, unable to be thrown, and hits the opponent with a fairly damaging attack. If only it would overhead Of course her kara-throw is amazing, and if you couple that with the back+roundhouse it makes for a mean combo. Her standing roundhouse is also amazing. It goes right over low pokes like sweeps and c. forwards, and hits them, too good! Kind of all over the place here, but you can link her supers from standing short, so a good thing to do would be crossup forward(which is excellent), standing short, brave dance/spinning beat(why’d you be using this super I don’t know). Well I’m tired and that’s about all I can think of for now, feel free to discuss
I don’t consider Elena low-tier, but I do put her in the low end of the middle-tier. Her pokes are good (not great) and she does tend to keep some characters off-balance a lot.
I think Elena’s best asset is her obscurity. It’s difficult for some players to adjust to playing against her.
Using dudley against similarly mid-level skill players:
Well, I do the best I can to keep Ken out of l.forward range…that way I can toward fierce/low strong his footsie attempts, and crouching fierce his jumpins. I try to mix up parries/throw attempts a lot too. Once Ken gets within l.forward range, I do everything I can to get out of the range…I don’t stick around to play footsie with him.
Standing jab is good against people that like to jump in and parry your anti-air attacks…just fire a couple of jabs and make them parry each…then throw when they land…
not much else i can tell you in writing…lol
I’m by no means an authority on how you should beat ken, these are just tips that i use myself…
that yun tactic is what makes KO(best 3s player in WORLD) the best. he turtles till he gets meter then he rushes. nobody in their right mind will attempt to parry when yun has activated genei-jin so you should be pretty safe. if they attempt to parry and fail, they eat 50-60% damage.
khang: do you have any ken vs chun-li strats besides " rush when she doesn have meter ". i know that one already. as far as i can figure she in invulnerable when she has meter. you get into a footsie game with her and she has a l. forward link and a toward rh. link(the far rh. where she hops). if i try to jump in then i have 2 options(parry or attack) and she has 100,000,000 options. any usefull info would be appreciated.
as far as dudley goes, he has the best jump in the game. he strong in the air has lots of priority, and you can hit the ground before them after you connect it and swayXXsuper. his fierce and roundhouse are both great jump-in moves because they both can result in 60% damage and both have different parry timing if thrown out at similar times. if you jump at the same time that ken does a low forward, you can get 50% damage and 50% stun. that is too good.
i have noticed that a lot of people outside of texas seem to think that dudley’s l. rh. is a good move to do to people as THEY are waking up. this is dumb however because many characters can punish this after they block it. EX: you do low rh. as i get up with ken. i block. i SA3 you for free. ggpo.
if you are going to play dudley seriously then you have to learn the air juggles on chun-li. out of all the characters she is the most important to learn the juggles for. she can be juggled so easily that you can get massive damage for free against her which will be vital for beating her. also, although VERY hard to do, you can swayXXsuper on reaction to a whiffed back fierce. back fierce is common with chun-li so if you can get your reactions that fast then take advantage of that. your sway(qcf+k) goes though fireballs. so if at any time you see a fireball come out of anybodies hands and you are within swayXXsuper range then do that.
i personally tend to stick to easy combos that do massive damage. EX: jumpin fierce, rh.(on ground), ex machine gun punch…after it ends walk forward till he is right in front of you as he is falling to the ground, then towards forward, uppercut. that does tons of stun and damage.
when i think of more i will post it. btw a lot of things i do with dudley begin with jumpins…which are normally bad. however because his jump is so low he can hit more often with a jump-in.
Jumping in with dudley is pretty safe if you’re good at parrying…and if you jump in with roundhouse instead, you can at least trade hits if you time it right (different for each character)…
People like to throw dudley after parrying jump-in attacks or after you parry their anti-air attacks…so watch their hands with the corner of your eye and super/s.rh->comboofchoice if you see them reach for the jab+short If they dont press anything, just throw them
cylus i’m thinking abotu doing that with yun too, sometimes when i rush w/o meter, i make silly mistakes or get predictable…
i’m no mester
another thing i wanna add is that I dont do dive kick on ken anymore, unless i got a knock down and time a cross up dive kick. I just sit back and c.strong/c.forward and link into a lunge punch when it connect. i d unno, ken pwned my yun for free too.:o
when yun activate gj and need to close in, what are the right moves to use to get in close?