SSF4 Gen Match-ups & Strategies (Old)

I approve of this technology. Great find.

at least it may get a little easier in AE without the damned jump long arms.

Safe versus ex.karakusa? dunno how you can be safe from guiles 4f flash kick AND Makoto’s 5f armored grab. I know you can be safe from makoto’s U1 and ex.grab since they’re 6f and 5f respectively with a safe jump but not anything less. I don’t know how well ex.grab auto-corrects though, so that may be a deciding factor.

well you end up landing behind everything he listed as safe with the j.mk assuming your timing is good. and you are hitting on the front side on the first few frames of their wake up, so a reversal would come out on the front side no matter what

you would only be unsafe if your opponet can frame perfect walk foward to get their character to turn, and then get a dp on the turning frames for an auto correct

@3nigmat1c

This. But against j.MK I wasn’t able to get the frame perfect walk forward yet, since I always had gotten the target to block. Makoto might just be different since j.MK always crosses up (I doubt auto-correct will happen anyway), but with Guile it will always have to be blocked to not risk getting damaged. He got an advantage of being able to block both ways, so nothing much there unless he tries the reversal. Btw, OS sweep works like a charm.

forward grab -> forward dash once -> crane c.LK whiff (frame exact) -> crane fj.HK crosses up on Seth, Sagat, Gief and Hawk. But they can block j.MK both ways, so that doesn’t create a 50/50 situation. Reversals whiff except for lariat.

Doing c.LK whiff too late will enable them to block it both ways.

Guess what, I lurked into the Japanese Gen BBS, and since two days ago they were talking about forward grab -> crane s.MP (or LP Roll) -> fj.HK cross up.
Rokotsu said forward grab -> LP Roll -> fj.HK crossed up on Sim, Fei, Claw and Guile. Maybe walking a little may work?

He also said that on some characters, forward grab to the corner -> forward dash x 2 -> mantis fj.MK is unblockable (character-specific). I do know that in mid-screen it crosses up (but gets auto-corrected), but didn’t know that.

All this talk of unblockables and 50/50 setups… it’s boner-inducing. I’ll have to take this erotic new technology to the lab and learn it (and see if it can be applied against Rufus, Chun, and Cammy).

yeh i’ll have to take it into training mode,the possibilities of cross-up safe jumps is really bad ass, period.

Yeah, we need some tech, mainly against Shotos. Versus Dhalsim, Chun and the likes I prefer to just safe jump them and push them to the corner, works better than trying a 50/50 imo.

anyone have some good insight on the Dan match-up? I know Mantis s.MP works amazing vs his footsie dan kick pressure. but that’s only when he’s trying to get in. My problem is once he’s in. How the fuck do you defend against c.LP, Dan Kick spam? all they have to do is mix up when they are going to SRK FADC… it’s annoying as hell.

have you tried to low profile dan kicks with [C]cr.mk? I think it’s more about creating space than anything else. Good dan’s are really good shoto players, they’re not going to attempt to DP unless they have you pinned with dan kicks. If he does DP FADC backdash, you can punish with Mantis U1, i’m leaning towards not, but i know with Ryu you can punish with 8-9f move that goes forward. You also may have like with [M]st.mk xx hands. You can punish with [M] hp.super for sure. If you can low profile dan kicks and recover in time, you can probably switch to mantis and poke xx hands or buffer something else into its recovery.

Its all speculation though.

I find s.MK hands get’s punished by dan kicks. poking vs dan is really hard to do when they use lk dan kicks. The best poke I’ve found vs him is s.MP it stuffs it.

I’ve had c.LK make him go over me, but when he lands and I go to c.LK to start a combo, he’s recovered in time.

Just keep him at a distance, keep c.hp ready. You have to zone him out. U1 Mantis on reaction to startup of dan kicks. Gekiro trades with kicks, and ex gekiro loses to his ex DP.

S.mp like anyone before has said. Don’t jump at him either.

Gotta play this matchup lame. I’ve fought Jwong’s Dan a number of times. Once you let him in, it’s hard to get him out.

any time I was using pokes other than s.MP he was punishing me with dan kicks. it was annoying as hell. Even if I was using s.lp he’d hit me

he was using dan kicks like how fei uses rekkas as footsie tool.

That’s odd as LK dan kick doesn’t travel a whole lot of horizontal distances. It also has worse hitbox than blanka’s ball as well. Have you tried crane c.MP for LK dan and c.LK for MK/HK dan kicks as well?

he only used MK and HK after hit confirm. really the problem is once he was in. He was doing cLP, LK dan kick and mix up when he would SRK FADC. It was so hard to defend.

If you’re not sure whether he would do c.LP or c.MP, you can do a late crouching tech on wake up and Dan has minimal answers to that. If you are sure he’s gonna make you block with a light attack only, reversal LK gekiro should be able to counter out any Dan kick cancel (and in case of EX, block and punish with reversal LK gek).

I think I’ve found a new Oga setup. I’m pretty sure that it’s new, because I can’t seem to remember reading about one that worked on Fei, Chun, Cammy, and Rufus (I haven’t tested against anyone else). I tested this by recording a dummy constantly walking back, and replaying it.

Dummy is in corner, walking back into the corner. I perform a back-throw, and ASAP I do a LK Oga to the wall that I am nearest to (to clarify, I DO NOT Oga OVER the downed opponent) and perform the FAR kick. Hits every time. It IS possible to do this a little too early against Chun, but it’s real tight.

If it is what I think it is (back throw opponent who is in the corner -> Oga to the corner wall -> far kick cross-up), then it is known. I think it is in CantoEsper’s excel file (in which the host seems to be you!) and was talked about it in the past as well. Always a good thing to remind yourself though.