I try to just pressure him on the ground with cr. strong and Rolling Claw into cr. strong. As soon as I jump Blanka can Blanka Ball across screen and Elec. When I block the Blanka Ball I couldn’t slide after, maybe my timing? The other player?
The thing that I have a problem with is some of my options seem nullified because I jump, then Blanka can Ball out. If I Claw Dive, he can Ball out and mash Elec so I can hit him when I come down.
I’m thinking maybe I should keep him in the corner then apply pressure and charge flip kick when he jumps?
Try low strong or standing fierce. Sometimes you need to take a half step forward first. I think this is all easier if you block the ball standing instead of crouching.
Yeah. Grab blanka out of the electricity with a wall dive and you get a smiley face sticker in your SSF2T lesson plan.
Bingo. Kill two birds with one stone here with max range slide kicks. (birds: 1)moving towards corner 2) chagring flip kick 2+1/2) beating electricity)
I believe Guile loses all the time to standing block Chun-li jump-in tick throw. Chun jumps in ticks with a j.normal then goes for a throw. I never win the revserse tick. Maybe I just suck at spamming fierce. That’s what I mean. Also, is moving in with b+Short a good way to move forward while keeping charge with Guile? I never use it, I’ve never seen it done, but in my head right now it sounds so good.
I’m pretty sure that “spamming Fierce” is the problem here because mashing is not accurate at all. If you actually time it, you can learn to get reversals the majority of the time. There are Japanese players who can get it damn near every time. (See Kurahashi Guile, whose lifetime Reversal percentage has to be somewhere around 99.9999%.)
The reason is why mashing is so inaccurate is because when you mash, there are big gaps between when you’re hitting the button. If you could look at it frame-by-frame, your input would basically looks like:
[Fierce][no input][no input][no input][Fierce][no input][no input][no input][no input][Fierce]
Those gaps of no input are when you’re getting thrown. If you just time it so that you input Fierce on your reversal frame, you will get your guaranteed throw. It’s just a matter of learning the timing for reversals. (Keep in mind that Guile can throw with Strong, too. Use both buttons, done one right after the other, so that you have two chances.)
Yes, it’s good for positioning/zoning while keeping your charge and keeping the pressure on with Sonic Booms. If I played Guile, I’d use it. :tup:
Im pretty new to this game, coming from cvs2 and now playing sfac. Ive noticed that other than invincible specials, there is a severe lack of anti air for most characters.
I really really… really hate people jumping at me and not being able to stop it with a normal. Invincible specials aside, what character has the best one button anti air?
For every version of every char in sfac, ive seen no one button normal that can handle jump ins consistently.
Are you trying to play one handed or something? Well, that is, I don’t mean any disrespect if you’re missing a hand. Rock on with your bad self! Dhalsim’s standing jab is the champagne of normal move air defense. Blanka fierce, Vega RH, Honda close fierce, OGuile RH, those are more like wine coolers. If you stretch your thumb and pinky out you might be able to do Balrog’s crouch fierce, eh?
Please do not make fun of my one handing playing style. Its to be feared. You hear me? Feared!!
Honestly though, when im playing gief or bison. or anyone without invincible air, its pretty infuriating to have to sit there blocking a bunch of retarded blanka jump ins. Oh well, i will just stick to homo shotos.
I thought ST was all about the no jumping? Im definatley not seeing it. This game is jumpers paradise when you’re fighting chars without invincible anti-air.
sup NKI… question for you.
you know the vega US claw roll after the blanka jumps over him and walks towards thing so he gets stuck on vega… is it only possible to do on blanka or anyone? also is it only in ST or is it in other games also.
When playing as balrog how do some players keep there finger on all the kick buttons and still playing using the punch button then release the kick button.
I think it should be pretty easy to use this to make a custom version of ST with CVS2 Rock Howard in it. How about you standing roundhouse your way off this thread?
yeah i know this aint ST but playing bison (US) in sf2 hyper fighting is a pain in the ass against ppl who jump lots (especially vs shotos), i cant figure out anything to do, and i find s.lp is only useful sometimes, what else can he do?
Correct me if I’m wrong, but I thought that Dic’s air game was really stupidly retarded. If you notice they like to jump, start doing air-to-air j.SP(x3). I think he can get super after that too, (if you’ve got it…headstomps build meter hella fast, right?) general rule in that situation (for Ryu, Fei, Dic, etc) you can get any air-juggle move for up to 3 hits, then land and get 2 hits of super.