At full range yes, but Rose will not zone Gen obviously. She has nothing to fear, really. The same can be said for any projectile character matchup: absorbing fireballs at full range. When it’s something other than fullscreen I’d go with crane c.mk because it clashes with her slide at least.
Like you said, most Rose players will walk behind her own fireball and slide that shit etc.
hey guys, random post, but i didn’t see it when i searched for it, so if it been said already i apologize in advance. Bison matchup, you can Crane U1 his headstomp at the apex, but the issue is always if he’s doing headstomp or devil reverse. The way to tell the difference is to watch his meter gain, if he immediately gains meter then it’s a head stomp, and if he doesn’t, it’s a devil reverse. If he has super then there’s obviously no way to tell, but this is good info if you’ve got ultra and no life left, and he’s sitting full screen baiting you until do something and get chipped to death by ex headstomp.
lets also reiterate that his u2 eats wall dives alive, anyone have any insight to Oga use when it comes to the bison matchup?
didnt know about that, I have to say its pretty hard to focus on the opponent super bar and the fight at the same time. It pretty much a split second decision. IIrc the Oga I used the most in Bison match up is the one that goes up and diagonal behind them. Sometimes it crosses up.
I would say a better way to watch for his headstomp or devil reverse is to NOT crouch block in this situation. This way if its a headstomp, you will walk back and bison will land right in front and you can punish easily. or if its a devils reverse you have enough time to do PPP ultra on reaction. I would say KKK ultra isn’t the safest or most effective way to deal with this situation.
okay guys because of the discussion we had another topic. let try to get something going on with his match-ups. since there is no info on Cammy on the main page, what your general gameplan. since we got info on sakura now can we update her on the main page too.
With cammy. she loves her dive kick jab kick jab punch jab kick spiral arrow.(she can fadash her spiral arrow for a throw if you block this combo beware)
Gekiro m. kick, ex gekiro, and low kick gekiro from afar stops the dive kicks. Blocked thrust kicks you can dash and hit m. kick hands… OR m. kick low kick gekiro… OR Mantis ultra 1 or crane/mantis super. Bottom line blocked thrust kick = death!! for her hooligan throw you can crouch crane fierce kick or gekiro OR ultra/super mantis at your leisure. With cammy I usually poke her to start the match Counter EVERY thing I can which is all of her moves except thrust kick I usually block those… and Punish HARD.
For her dive kicks when she tries to cross up on knock down crane super completely murders that. It is very important you have a super for this matchup it is basically a win for that round guaranteed. Dive kicks can also be focus attacked. Cammy will usually try to rush you down and hit her 1 frame link combo’s as fast as she can look YOU should look for an opening focus attack out of dive kicks and set your Own tempo where you’re comfortable. It’s easy to have cammy overwhelm you so you must completely take control of the tempo of the match in order to insure victory. If she runs away the entire match hit wall dives (nuetral version) to gain meter and punish until she attacks you. Once you get a life lead the tempo of the match is YOURS. She will attempt to rush you down… she has NO over head combo’s so simply block her block string’s and look for obvious openings most of her opening s are beyond obvious. (this is open for further discussion I could be wrong.)
Ultra 1 is probably best for this matchup although blocked spiral arrows can be punished by ultra 2 mantis. Blocked thrust kicks can also be punished by crane u2. Other Ultra 2 crane setup counters are hooligan throw ultra 2 crane. Her spinning knuckle on reaction u2 crane.
This conclude’s cammy techniques from my perspective. Next is Zangief… tips not matchup data… zangief is my worst matchup personally. Help encouraged.
Zangief’s nuetral jump head butt beats super crane u1. Im sorry that’s some bullshit.
Lariat from mid screen to cloe up is punishable by ultra 1. Ful screen on reaction is a NO GO. Do not do it. Mantis super fierce may make it but the timing is tight.
When zangief jumps in for a jab kick suplex. Focus attack and dash as FAST as you can.
This matchup is a poking war. medium kick/hands & mantis fierce kick/punch crouching are your weapons of choice. Zanigef ex banishing fist is INVINCIBLE any ultra punish will go straight through. reggae banishing fist is punishable by ultra/super mantis 1 . This is a poking war for 3/4’s of the match I usualyy break out a cross up wall dive to ultra ftw. This is scrubby but once I train my opponent for only pokes I can usually get it sometime in the match I neutral jump on lariat happy zangiefs the BODY them with super to ultra mantis 1/2.
I neutral Jump ex banishing fists double kick crane medium cr. punch roll as a punish. Zangief’s jump in’s have high priority Ex gekiro ftw for all jumpins. (open for debate) Your normal move anti-airs usally trade fyi. Ex gekiro his clean. Med. kick hands combo’s are your best friends this matchup. zone zangief completely stay 2 character’s away puish banishing fists with the combo I listed earlier. Ultra 1 is the best fo rthis matchup however u2 is good as well because most zangiefs wil not know how to block them.
p.s. This is NOt a full breakdown it’s an ignorant one someone who has been mopping gief’s on a regualar basis please post.
Cammy
Remember: KKK c.LP + c.LK + c.HK = TK Cannon Strike + throw OS.
Just mix it up with actual blocking and crouch tech to prepare for different patterns.
Zangief
(EX) Banishing Flat can be kara-thrown since it hits late. Needs a good read.
Be carefull when doing the Crane j. mk/hk x2, cr. mp xx roll (basically any variation ending with the roll); it can be reversal SPD, Super’ed or Ultra’ed!!
E. honda tip. E. Honda’s headbutt can be crane supered. It’s beautiful to Gen snatches E. honda’s huge body up and crushes his ribs…
May not be as powerfula punish as mantis super to ultra but if you don’t have ultra or you want to end the match on a Strong note. You have this option. I didn’t see this in the E. honda matchup.
The main thing you really have to watch out for is their jumping short. I find blocking then trying to dash away can be best. I’ve played vs a lot of great geifs who can time their cross-ups so you don’t have enough frames to dash out.
Interesting but you can mantis super as well since it has grounding properties. Mantis super would be preferable as it does more damage after you tack on the extra hits. Just use Lp super.
Adon’s S.HK can be whiff punished by MK xx Hands on reaction. Must be a very close whiff, and you must be on the ready, but that’s usually the case in footsie battles.
Cody’s blockstrings ending in LP Criminal Upper can only be punished by MK xx Hands, and that’s a 1 frame window.
Though you can reversal through any part of a cr.LP, cr.LP, cr.MP xx Upper string really.
^c.lp, c.lp is a chain. you can reversal between c.lp and c.mp / c.lk [c.lk can be a chain aswell, but then he can’t end in cu].
btw, while footsie it is advisable to use c.mk/c.mp instead of s.mk, you’ll stuff any [normal] zonk attemp since it only yield upper body invicibility.