long range low pokes, yes.
long range mid/high pokes, just space them so that it whiffs and OS s.hk > EX mgb
long range low pokes, yes.
long range mid/high pokes, just space them so that it whiffs and OS s.hk > EX mgb
I have a few questions on how to counter specific moves, not sure if they have already been asked in here but hell if I’m reading 8 pages to find out (sorry).
Juri’s 'spin kick special’
This move is troublesome to me even though it’s unsafe on block. Most Juri players do a c.MK into it and I try so many things to counter after blocking but nothing gets to her in time. My jabs are the obvious choice, but he spaces himself so that the c.MK and special connect without being right up in my face, so the jab can’t reach. My MGP can’t reach her fast enough either, what are my options to counter this move?
Cody’s 'tornado special’
I was fighting a turtle Cody who was pretty good. One thing that annoyed me in our fights was a combo he’d do, which ended with a tornado special. Once again I tried jabs and MGPs but he can block before I hit him, can I not counter this?
Dictator’s 'scissor kick special’
Fought a Dictator today, not too familiar with this match-up, had no idea how to counter this guy’s scissor kick spam. All I could do was block, and when I tried to counter he was blocking or already doing another scissor kick. Any advice?
cody: you can cross counter his criminal upper if his fist touches you. it might be because the animation for the tornado is a little behind. also you can cross counter codys last dread dust ultra 2, but his foot has to touch you.
dont have any ideas on did or juri yet.
I got rocked by a friend’s Akuma online today. I was blocking his jump ins but still ended up getting combo’d once he landed, even though I went to block low afterwords. Is that free or is it lag?
It’s most likely lag unless you’re not blocking low when you need to. Akuma usually does a c.MK into an LK Tatsu, basically with Akuma just crouch and you’ll block any combos he can throw at you. He only has one overhead from what I recall, and it’s not the greatest overhead attack out there.
Cody tornado can be punished by HP/EX jet upper , the only exception to this is when he does it after his crouching fierce because it puts him too far away.
Chun is tough but I find Rog and Sim more difficult. I can barely beat mediocre Rog’s whereas the Chun needs to be alteast decent. I try to bait the headbutt and then punish with st.rh ex mgb but can’t always get them to take the bait.
A quick note, You can Rolling thunder punish ANY of E.Honda’s Headbutt’s (I did it on both EX and LP, so I assume you can do it to them all.) And you can Rolling thunder punish blanka’s balls.
@ Ryu: Walking back and forth a bit outside of low forward range causes an interesting situation. If he throws a fireball, you can duck - upper for free. If he jumps you’re at a range where a cr. a fierce will beat anything he does clean. If he walks at you hit cr. mp, which will swat away his low forward. If he does a tatsu, cr. fierce to swat him. If he tries to air tatsu forward or away you can catch him with a MGB. To get in, it’s a matter of being really patient. You really only need to get in one big combo. If you can get a life lead, you can force this Interesting situation easily, and essentially make him play your game. Once you focus enough to get the fear of Rolling Thunder up, the fight feels more fair. Remember, you can swat the low forward with cr. mp and cancel that into ducking to get the mixup going. Incorporate backswing blow into your wake up pressure game. While it’s good against all chars, SRK happy Ryus will especially hate it.
@ Akuma: Similar to Ryu. The only real difference here is the aspect of air fireballs. Ducking works here too, as well as MGBs for badly thrown air fireballs. The match actually seems easier because of the life difference, and most teleports equal free damage.
@ Blanka: Max Range elbow beats electricity clean. This match is in dudley’s favor. He can’t ball at you because you can MGB/Rolling Thunder on block. St. MK is the go to anti air in this match. Blanka’s jump is fast enough that missing the timing on cr. fierce is a real possibility. On Blanka’s wake up, the cr. lk, cr. mp, cr. hp target combo is sick. It will beat out electricity, leave you at a safe distance if he blocks, and if he does any ball on wakeup, you can punish it. Always counter ultra 1. You’re going to take that much chip damage anyway, so it’s good to get that hit in.
@ Viper: If you can read a seismo, feel free to MGB and punish. Business elbow on her wake-up is too sick. I use Corkscrew Cross in this match. It’s very easy to catch her out of a flame kick with it, and if she stays on the ground, her footsies suck as much as yours and you’ll probably get some sort of combo into lp dp. Air to air, j. fierce is also pretty gdlk against her.
@ Chun: . Baiting a fireball that you can duck and punish is one of the biggest things in this match. Once you’re in though, you can stay in very well. Business elbow is HUGE in this match, as the only true anti air Chun has that beats it is ex spinning bird. And on wake up, baiting sbk is the way to go. n. jump elbow is big here. She’s forced to block it, and you pretty much have to make her guess wrong, because if she doesn’t, you’re fucked. This match shows how well Dudley was designed, imo. He was meant to hit for big damage, but only once. That’s what you’re trying to do here. Hit her hard once, and then run away and make her come to you. Honestly it’s only good Chuns that are really a bitch. Any Chun that isn’t fantastic will end up losing to constant business elbow pressure/ducking through kikokens/wakeup pressure.
@ El Fuerte: So you know that awesome mixup game fuerte has? Backswing Blow cleanly beats press, normal throw, and fajita buster. Slide can still catch you if done late though, so watch carefully.
@ Guile: I use Corkscrew in this match. It punishes everything Rolling Thunder can in this match, and I can actually combo into it. I’d like to know if any of you guys like RT in this match more. Remember to block the first hit of sweep, focus the 2nd hit, hit them, and dash forward for the mixup game to start. If you block a mexican uppercut (after you do your awesome safejump), you can punish with ultra. f. mk will stuff a lot of guile’s normals on the ground, so if you can get past the sonic barrage, you can deal serious damage. Getting past the barrage is the tricky part. The usual ducking/business elbow lottery is in order. No tricks here. It’s guile. Same as chun li when you have the life lead. Run the fuck away.
@ Bison: When he goes into the air, walk back. If it’s headstomp, he’ll land in front of you and it’s a free punish. Be sure to hit st. roundhouse right as he lands though because if he did an empty devil reverse he’s going to look to cr. lk you. If it’s devil reverse follow up, you can punish with EX MGB (not positive if you can with fierce) when he lands. The timing is tight though. If you do it too early you’ll eat the devil reverse. Too late and he’ll block it. You punish any non lk scissor kick. If he’s looping you with lk scissors, backswing blow can catch it.
More later. I have some for every char, but I’m super tired right now.
extremely nice post
thank you very much.
reading you chun info. but what is “Buisness elbow” @_@ jumping medium? or RH?
J.RH -It’s the peoples elbow.It’s the most electrizant move in all World Street Fighting Entertainment.
Gouken’s Low Counter beats cr.LK AND Dart Shot.
Which sucks.
Updated again.
Thank you for the great post Acllaim.
@Gimpyfish62 You’re the Smash player? You play SSFIV?
Wonderful resource! thanks OP!.
One request, I know your after detailed guides to add to your original post but would it be possible to add like bullet points for info which has been posted in the thread so far?
I find myself looking for a post about a matchup I’ve seen but now with the pages getting up there its hard to find stuff.
For example, acllaim’s post has something about El-Fuerte which you could add as a quick bullet point in the 1st post until more comprehensive info is available.
Really good post Acclaim. Thanks for that Blanka info, that one is real useful.
This advice has helped me a lot in the Chun matchup. Highly suggest others try it too. I figured it was too risky to try, until I actually tried it. Slowly learning how FA stuff actually works in this game. Never bothered to learn with vanilla.
I’m trying to learn how to play dudley. In a way, he seems like a slow character but he really is quick. (noob question… how to do the rose =(? )
is there like a specific timing for dashing under fireballs? most of the time when i try it, i eat the fireball behind dudley -.-…
Makoto is a pretty easy matchup for dudley =].
I main chun btw… and i’m pretty sure she does have a way to get around the j.rh.
Oh! ex.sbk gets stuffed by the j.rh or nt.rh.
Against elfuerte dont get too happy doing bsb or you will get OS’ed/punished by U2
Also, you can add balrog to the chun tier of dudleys matchup, completly retarded
yeah i’m the melee player, i’m not good at street fighter but i do play it - i’m slowly improving =)
it’s a nice challenge.