If it whiffs cant you dash, s.rh into BnB?
I tried doing the dash forward 2x after forward throw. If I recall, when I went for mk df dive kick, ken’s MP srk was able to beat me out, can someone confirm if this is possible?
Well, I stole the idea from Tokido:
[media=youtube]G6z89vuW5-8&feature=related#t=6m10s[/media]
But yeah, he mainly sticks to either of the dive kicks aimed for above the head, safe jump hk, or just a basic cross up mk. A thing to note is that Cammy wakes up a tad bit late, so jumping/df’ing a little bit later can make it beat her Cannon Spike easier. It still is stupidly hard to beat though.
For Balrog:
-It’s hard because you can’t throw out sweeps randomly because his st./cr. hk is so good. This is a match where you only do sweeps as a whiff punish to those two pokes.
-Throw fireballs and when he jumps/blocks, demon flip palm/throw trap him.
-Neutral jump mk is good because you’ll get to catch some random dash punches and such on the way down and get to do a jab xx tatsu, sweep. The neutral mk also hits behind Akuma so even if they dash punch through you, you can still catch them.
-So basically, before a knockdown, you can’t really do much besides fireballs and neutral jump mk without risking eating Balrog’s pokes.
-On their knockdown:
-abusing demon flip palm is very good. It can safe jump all headbutts and break an ex armor punch. You could option select sweep to beat a backdash, but then you’ll be vulnerable to headbutts. But demon flip palm OS U2 will beat everything.
-once they start blocking your palms, now you can mix it up with jumping roundhouses, cross up tatsu’s, and demon flip throws.
-if they block one of your mixups, now you have frame advantage and can do crouching strongs and standing roundhouses for frame traps. Always end with sweep for all your combos.
-Oh yeah, U2 for this match up for the above option select and a few other reasons I stated in the U2 thread:
-Also, you do have to be wary of his EX meter. He will be trying to do an EX dash upper to catch your trip guard of an air fireball. However, this will be somewhat easy to tell because you’ll see him hold his back charge. Look for this and fake your jump fireball and then just forward grab him. Then put him in the vortex.
-Being stuck in the corner will suck, so try to escape with a jump tatsu. Also, random lp Srk’s FADC to red fireball are good also; just make sure he’s in range for it.
For Rufus:
-I don’t see many people use it, but standing fierce is a very good anti air in this match up. The only time where it’ll get beat is if he jumps from somewhat close range with fierce (and this is where you wanna just do a fierce srk). All other ranges, it is very good.
For example, full screen jump back fireball, then walk forward as he neutral jump dive kicks, standing fierce his trip guard. You could also do sweep in that instance but you will lose if you do it too early. But yeah, I like literally just beat this guy last week by only doing that air fireball-standing fierce trap. It’s very effective and frustrate the Rufus like crazy; use it!
-Also, as you do your air fireballs, you wanna watch out for the Rufus Roll (df+mk). Try to make your fireballs block off that path because that is what many Rufus’s try to do to gain distance through your fireballs.
-Rufus will also be looking to cr. hp under you air fireballs. Jump and fake it with a fierce, then land and focus absorb his cr. hp, dash forward to sweep.
-Far st. hk is also a good poke but you wanna space it so the first hit WHIFFS and the second hit will make contact. This is good because it is safe, Rufus can’t crouch under it, and it can act as a preemptive anti-air to his dive kicks.
-On knockdown, I suggest only doing df palm, hk df palm cross up to whatever combo, cross up Tatsu’s, and jumping roundhouse for your Vortex. Dive kicks are pretty worthless and df throw is pretty risky but still a viable option.
-When being pressured by divekicks and st. lk’s and such, I suggest mashing shortcut versions of teleports from :db: to :d: over and over again with PPP/KKK.
-When he’s crouching, you can’t really do like combos ending with EX Hadouken combos. His stupid hitbox makes him able to block the EX Hadouken. So, change up to EX Tatsu instead.
-But yeah, this matchup is very iffy. You can’t sweep him after tatsu nor can you Vortex him that well (compared to others). So, it’s basically a fireball, anti-airing, and running away fight.
Hmm, well I think it sometimes can be a bit iffy because that crap travels far. But I guess for the most part, you can just walk/dash to st. hk. But honestly, I just rather do the OS df because I saw Tokido do it. I’m a huge X-Copier of him.
Hmm. Played a good sakura and got owned 10-1. Basically i couldnt do much because he wouldn’t jump alot and would tech all my grabs. Once or twice i threw in an ex tatsu after a tick so he got hit by that, but other than that i didn’t know what to do. His blockstrings were too much so i just teled out all the time but once he managed to get in, i was screwed.
Well, see how your opponent is teching your throws.
If they are teching it by standing and throwing, walk back and sweep.
If they are crouch teching, do cr. mp as a frame trap. If you still aren’t hitting them, you are doing it too early. If you are getting hit out, you are doing it too late. The timing will solely depend on how your opponent crouch techs. So, adjust!
Also, I do not recommend EX Tatsu that much. It’s good because it only takes 1 meter, but it has no invincibility so you will often get hit out of it. What I suggest instead is doing frame trap Srk’s to FADC red fireballs.
It sorta just sounds like you don’t have a strong fireball game. Use and abuse all of your fireballs. Lp red fireballs are very useful in mind fucking your opponent to jump and do stupid stuff.
A question about Balrog:
df palm already beats EX rushes, regular rushes, and baits headbutts. The only thing that it doesn’t cover is the backdash. Does OS ultra 2 cover all of the aforementioned options PLUS backdashes?
I don’t know the answer to your question, but offline it isn’t even a problem to sweep backdashes on reaction. There is no need to OS.
I know, but if you OS sweep you can still get headbutted, which is what most rogs would go to rather than backdash. If I had to choose I’d decide to stay safe from headbutts than to let them backdash, but supposedly the OS U2 covers both options at the same time
Yeah, try to do palm with reaction sweep to punish the backdash. Just really be looking for that backdash every time you do it.
And yes, OS U2 will beat all headbutts, backdash, and TAP.
Word good looking out on that. What are your thoughts on the Abel matchup? I played Ryder alot at EVO and while I was able to scrape out a few games, I felt like he was controlling the flow of the matchup even when I did win… Then again I was sort of brainlessly hoping to st.hk him to death and he punished me hard for it with whiff-punish forward+mk into huge damage hit confirms and mixups. Should you just try and zone out abel and stay out of stand forward range for this fight?
I’m saying that you don’t need to OS sweep to punish the backdash. Sweep backdash from Rog on reaction. As long as you are watching out for the backdash it isn’t hard to sweep on reaction.
Any ideas on the Rose match? I had some problems playing a ground game against her, she apparently has a slide that can lead straight into a throw. I always had to retreat back through teleporting, at which point I’d be too far out to DF Palm on reaction. I know she is prone to cross-ups and mixes but I need a strategy to get in. Thanks as always my friends.
Against Abel, I just try to build some meter early and try to get a knockdown somewhere with EX Hadouken. You will not really need EX meter that much in this matchup so I spend most of it just trying to get that cheap EX Hadouken knockdown. Or you can also try to play footsies and sweep his step kick and such. St. hk is very good but yeah, it is very punishable by Abel if you whiff, so make sure both hits make contact. And combo the st. hk to st. lp to cr. hk.
If you’re getting pressured, backdashing and teleporting are good. Once he starts really focusing on punishing these options, he will have to let his pressure down.
Once you get the knockdown you should really only demon flip throw or palm OS sweep/throw. Demon flip throw will beat everything except Tornado Throw (your throw will whiff but you can recover and punish), backdash (but you’re safe), and jump (but you can Srk him if he’s in the corner. Also, this is risky for him because palm would catch him). And even if he does like an Ultra, you should not have done the df throw yet (so you’re not doing a perfect meaty throw, it’s like 1-2 frames off so you’ll be safe against these reversals Ultras), then just mash :df: to :d: with hp to get a palm instead and follow up with a mashed dp to punish him. Oh so after a df throw, the setup I use is backdash, wait a slight second then hk demon flip (or mk if they’re in the corner) and then throw/palm.
Demon flip palm OS U1/Super will beat everything except EX Tornado Throw. But that is hella risky for him. You’ll beat backdashes, EX rolls, blah blah blah. But if you don’t have U1 stocked, you will have to mix it up with OS throw to beat EX rolls or OS sweep to beat back dash. I’m pretty sure he can punish your OS throw with back dash to Tornado Throw. So, it’s still sorta a guessing game for you but smart Abels will back dash more because they will know the other option (df throw) will beat the roll as well. So, they’ll backdash and that will make OS sweep better and safer than the OS throw.
The cross up demon flip to a jab x 4 to sweep combo is also good. You can’t Tatsu to sweep him. :’[
But yeah, overall the matchup is a turtle fest until you get a magic knockdown. Then abuse demon flip throws and palm OS’s.
@Noriega
I honestly have like no Roses to play against. So, I don’t know the match up well. All I know is that demon flip palm and cross up Tatsu’s are good options to Vortex her. Because her EX (maybe even regular?) dp thing will beat dive kicks and demon flip throws.
Also, her U2 will destroy your Vortex completely. Just do an early demon flip palm so you will bait her to waste it.
She also has a super far throw range, so yes lots of Rose players will do slide to throw. Fuck it, I just do lp Srk FADC red fireball if I get hit/block a slide. That will make them do that less, but they could backdash so just be careful. Backdashing yourself after getting hit/blocked a slide is a good safe option as well.
She also has a very floaty jump so be ready to anti-air her after you throw your fireballs. You will be able to anti-air her in situations where you could not against other characters.
oh ok, gotcha.
And Norieaga, I dunno if it helps but if you get a knockdown and she doesn’t have ultra loaded, option select j.rh->sweep owns every option that she has available. She can’t soul throw, she can’t drill, she can’t backdash.
Nguyen and rugi covered most of it, but since I’m a Rose player I’ll chime in.
I love slide -> throw shenanigans. I can bait out SRKs if they start doing them when I try to slide throw. Best thing to do against Rose is pressure the fuck out of her when she doesn’t have meter. Outside of U2 and EX Soul Throw or EX Drill, she has no real good reversals against vortex and she’s forced to block. If Rose has meter, bait shit out. A blocked deep EX drill on her wakeup is an easy punish. Play the runaway game if she has U2 out. If a teleport character gets away from me while I have U2 out, I get frustrated and tend to rush and make mistakes.
The fun thing is that because of the option select I mentioned, you don’t even have to respect EX drills. I’ll try and make a video of the jump roundhouse option select on ultra-less rose tomorrow, just got back from a tournament
I don’t know if this has been covered, but as far as the rog matchup goes, you can standing jab > sweep his normal rush punches on block
Is that space dependant? And which rush punches? Can you punish the armor breakers with jab sweep?
i haven’t done a whole lot of testing but i know any meaty straight punches work, might need to go test out on the other ones, i think armor breakers push you too far away though
Dashing Punch L,M,H,EX -3,-6,-8-2
Dashing Uppercut L,M,H,EX -3,-5,-7,-1
Dashing Low Punch L,M,H,EX -8,-9,-11,-3
Dashing Overhead Punch L,M,H,EX -5,-7,-8,-5
Dashing Low Uppercut L,M,H,EX -5,-7,-9,-1
Turn Punch L1,L2,L3,L4 -2,-5,-8,-12
“most” -3 and above you can st.lp sweep punish but distance sensitive. it’s decently hard to get sometime and can end up against you such as whiff lp, sweep and died to headbutt.
I am feeling I am stating some obvious stuff but heck.
[media=youtube]pO81UVMqm9I[/media]
@0:21 and 0:35
I am very interested at the spacing momochi does against turn punch/dash punch whiff that shit and sweep it. I can’t do that… yet…