MGB does more stun, however, you can do crlk/crlp to st hk to JU and do the 2xJU juggle if you dont have the meter for EX MGB, also, you can use lp JU and go right into U2. You can also use cr lp to st mk to JU (the weird half target combo cancel), I use this one ALOT.
Edit: Sorry, on the last one I use cr lk to st mk. (hits low)
Fierce MGB deals better damage, but the knockdown is useful. It works for me to buffer the SRK motion out of st. roundhouse, I hit the button at the same time as the joystick is doing the forward part of of the forward/down/down-forward motion. You technically canceling out of the roundhouse into JU, so keep that in mind. Just do it a couple times in practice mode, if you can do Dudley’s harder BnB’s, this should be a cinch for you.
The cr.lp to s.mk into jet upper is what I use before or after I go for the overhead bnb combo, because it gets them to predict for another overhead especially when I bluff one.
I’ma go to training soon, and yes I want to get used to it because of the knockdown so I can begin my mixup. I do the s.hk and cancel / link into jet upper, and it doesn’t come out, even if I do it really quick, but I guess I need to find out the motion if I’m holding my analog in defense mode + s.hk into JU; really trick but I’ll get into practicing this.
What SSB move would you prefer to use to catch the opponent trying to grab tech? LK, MK, or HK?
What’s mk.TB? (never mind just found out from the post on the bottom)
For the Cammy matchup, most of her approaches are punishable since she has a really hard time getting in:
Aerial: st.mk or jump back fierce, which is working pretty well.
Ground: cr.hk if she tries to spiral arrow at you, which you can follow up with ducking straight (low ducking)
Just make sure you don’t try and OS tech too much; she can mix up with the instant cannon spikes during her block strings, which can lead her to doing her BnBs.
I don’t really know, but I’ve used EX Thunderbolt right before they wake up, because if they attempt to grab, and are blocking, it can lead to a cross attacking EX TB, but I always cancel out of it just incase, but it’s not a move to consider using unless you really know when to use it. I only know so little few times to use it, and it has worked. It’s really best to use it to FADC out of it.
A poorly spaced blocked wheel kick is punishable with st.HK, and HK Wheel Kick is punishable with st.HK on HIT. It is well worth throwing out st.HK xx EX MGB after any blocked Wheel Kick. The worst that can happen is the st.HK whiffs.
If you block a HK Wheel Kick that hits you quite high up the body you can do f+MK > st.HK xx EX MGB for monster damage.
For well-spaced Wheel Kicks, St. Fierce will eat them if you do predict them coming.
St. Fierce can beat out spiral arrow, hooligan, spinning knuckle/backfist (no fucking clue what it’s called), and will stuff and/or more often trade with cannon spike (which will be in your favor). Playing defense is your friend vs. Cammy. Just make sure you anti air the dive kicks or backdash away from them. Blocking them puts you in a very unsatisfactory position.
MGB does more stun, but doesn’t knock down. It’s preferance, imo. Some people like damage maximization, and others like more quick mixup, stun-oriented matches. Think of it like the Sakura players who like to mixup after ex tatsu, and those that just go for the damage. All about preference.
I lean towards U2 against chun because I use the OHT method of focusing fireballs to nullify jumpins, and then getting that one good focus or duck to get in. As time goes on, I’m starting to give up on U1 vs. fireball characters, since better players just don’t throw fireballs at U1 range. I think that was being discussed in another thread, though.
you can throw regular bingos, and ex bingo is free punish on block (s.rh xx whatever). If they’re doing ex bingo on their wake up, you can also nj it. watch out if he has 3 bars though since he can fadc his ex bingo for a get out of jail free card.
Was trying out somethings against vega in Training mode yesterday and found out several neat things that you may want to add to the Vega matchup area.
If timed correctly (Timing is not that strict) S.Fierce beats Vegas HP Sky claw. Nice and clean too no trades. You just gotta time it right.
Kinda common sense but never seen it mentioned. You can also the ducking move to maneuver under HP Sky claw timing is also not that strict.
I found this very useful. This is probably the one matchup I’ve seen where the rose throw is the most useful …it stuffs all Flying Barcelonas especially if he’s going for the cross-up Barcelona since he stays in the air more often. Didn’t try it on EX.
Also common sense…Counter beats all Vegas Air BS . Still have to try it out on EX versions though.
If any of this is old my bad I had never done the research opn this match-up was just trying random things last night.
Have you ever played a good abel?? If you whiff a long poke like standing hk in front of abel thats a free step kick into big damage which then puts you back into his crazy mix up. Not to be an asshole but thats not very good advice.
If you are playing live listen to what I type if online ignore.
Boxer you have to be extremely patient. While getting in. Camp out just outside of his cr hk range with your controls in neutral. Throw out lp sporadicaly. If he happens try cr hk counter poke with cr mk. If he jumps counter with stnd mk. If he walks back follow but throw lp or mp with no rhythm. Stay outside of cr hk range. If he does nothing keep throwing out lp or mp outside of cr hk range. Off pattern of these pokes throw out hp outside of cr hk range. Every character you play against with Dudley you must be patient until they give to an opening through attacking you. Once in you must refuse to be pushed back out. I can’t tell you how to attack once you get in just remember that ip and mp can be canceled into special with regards to his ex rush punches. Dudley is the better fighter close range. Boxer the better mid range. How you win is by getting in and staying in. I’ve given you the ways to get in.
1)Anti air with mk
2)Counter poke cr hk with cr mk
3)Special cancel off of lp or mp counter poke