Hey DSP I got a question for you…You consider OG Ken top tier, but not new/ST Ryu? Why? Yes OG Ken is much simpler, but ST Ryu just has a lot more options. I’m curious.
Also, do you have any advice on fighting Blanka with Vega (Claw), new Ryu, or OG Sagat? Those are my 3 characters and believe it or not…I have trouble with that matchup.
By the way…how much does it cost to get a Supergun? And the games with it…Where would you find those and how much for them?
Vega vs Blanka…this match honestly isn’t TOO bad for blanka but there are things you can do to avoid having trouble fighting him. He can’t ever do a ball because you can walk forward and standing FP or MP him after you block it. If you knock him down and then do a roll, he has NO wakeup move that will go through it, so it’s free block damage. Try not to jump if he is blocking down-back because if he does an upball on reaction it has a good chance to hit you…however if he jumps either 1. do a backflip if you have charge or 2. jump up MP/FK to trade or beat his jumping attacks. Best bet in this match is to walk forward and poke for a while, and wait for his mistake. If he just blocks, try to throw, or jab roll. If you happen to knock him down, you can pretty much do the crossup wall dives over and over and he has no answer if you time it right…the upball will NOT beat the wall dive if you hit him with the tip of your claw.
Vega vs New Ryu: it’s a patience game. Wait for him to throw the fireball and jump over it, your jump is VERY fast. If you end up landing short, jump forward again because he will probably try to sweep you, then try to throw or poke. Footsies are crucial in this matchup because your crouching MP and sweep are very fast compared to EVERYTHING Ryu has besides his crouching RH. If you block a crouching RH, and he doesn’t buffer into fireball, do crouching MP immediately. Crossup wall dives are very useful in this matchup. The name if the game here is BAIT: you want to bait Ryu into doing a shoryuken so you can sweep him after and set him up for some footsies or throw setups. Play carefully, don’t jump forward needlessly, and wait for Ryu to make his attacks. Let Ryu be the aggressor and by reacting you will win the match.
Vega vs. O.Sagat: Tricky because if O.Sagat blasts you with a tiger uppercut you lose HUGE damage. Stay within jump range at all times so if he throws a fireball, you can jump over and do jump RH, land and combo into crouching MP. Footsies are the name of the game here since everything you do will beat his ground game besides his tiger uppercut, so try not to be too predictable or he will try to time one to nail you. Do a few random slides within block range to surprise him mixed up with crouching MP. Again, your jump is your best asset because it’s fast enough to get over any fireball if you’re in range. If you knock him down, be WARY of going for hte crossup claws because his tiger uppercut can usually trade with you, and it does WAY more damage than your claw in the trade. The best policy here is to play carefully, out-footsie him if you can, sweep when you can, and jump over all of his fireballs by staying in range.
IMO OG Ken is better because 1. his normals are a tiny bit faster, ESPECIALLY his crouching RH.
2. His jab uppercut is ridiculously fast, has high priority, and does high damage. It’s hard to play footsies with O.Ken because if you try poking (for example with Claw) and he just randomly does jab DPs, he can usually nail you a few times, which sets up his jump-in and crossup games, which you want no part of. I also dare you to try to sweep him after he whiffs one of these, because it recovers so fast you have a high chance of getting DPed again if you stick anything out.
3. HIGH DAMAGE. I can’t emphasize that fighting O.Ken and getting nailed with 1-2 combos will fuck you up way more than getting hit by Ryu with anything.
The bottom line is O.Ken can not only use fireball traps, but he is excellent at footsies and has an excellent, fast, LOW-risk jab uppercut. Sure, Ryu has a super, but Ken has better normals and a DP that he can use throughout the whole round.
I know omni commented on this earlier in a WAYYYY old thread but I think he mentioned that if OG Ken whiffs a dp up close, you get free throw, even though it doesn’t look like it. He will not have time to dp again.
In Arcade mode, you have to select a character, then either press Left or Right repeatedly, or Up and Down repeatedly + any punch button (some codes work for some characters, and some work for others).
What I ment DSP was advice for me as new Ryu, Vega, and OG Sagat vs blanka ( all 3 individual matchups, me as Ryu vega and sagat) but thanks for the write up. There’s a lot of good info in there that I can add to my Vega knowledge base. Thank you.
I’m looking for some advice in the Bison (dictator) vs turtling Guile. I don’t really know what to do. I stay grounded, I eat SB chip all the day. I try the slow ass jump, and I get flashickicked. Even devil reverse trickery is hard to use since if I don’t start from far enough, I get into Flashkick range on the way up BEFORE I can steer and bait.
Also, Sim vs Deejay. I have hard time keeping him out, I have some trouble anti airing him and if he gets in and starts with crossup madness, I’m done.
And his fireball is far more annoying than guile’s.
If he turtles, jab yoga fire barrage is not that effective since his own projectile is fats and has great recovery.
Also, Sim vs Claw. NKI you mentioned in the other thread to do short slide to counter the wall dive, but if they attack late enough the slide seems to get stuffed too. If I get to land the noogie it’s good, but otherwise the matchups seems quite hard to me.
I’d like some tips from sim players.
I would also like to know. I play the unholy union of O. Ryu/N. Sim and neither of these characters can deal with Claw, and I know its because Ryu/Vega is practically an auto loss…but I think I’m missing something with dhalshim. I don’t want to have to resort to learning Honda to counter this one character
Dic’s juice zone is the maximum range of his st.Forward/st.RH, so that Guile is afraid to throw Sonic Booms. You want to jump straight up over Sonic Booms, then walk forward while he is waiting for that Sonic Boom to get off screen. He’ll try to cr.Forward you, so wait for that to whiff, then walk in and start using those shin guards.
I can’t remember if he used it against Deejay or not, but Gian uses max range close cr.Jab as anti-air against a lot of characters.
If he’s doing the claw attack that late, then you can just use close st.Jab or close st.Strong to hit him out of it, then meaty drill, then noogies. I saw Gian trying to use jump back Jab against wall dives, but it only worked about half the time, so I dunno about that one.
Your best bet is probably Short Yoga Blast. It is unpunishable if Claw tries to fake you out. The only problem is that he can still get you (on the side) if he steers it right, but he can’t come straight down on you like he normally would.
As for O.Ken, I think that N.Ken is definitely a better character. I’m not sure about any differences in their normals, but I’ll test it out when I get home. Here’s what I do know…
O.Ken advantages over N.Ken:
-DP has hella invincibility (best in the game)
-fireballs don’t have much recovery time, so he can own up characters like Honda
O.Ken disadvantages compared to N.Ken:
-can’t tech throws
-has no super
-DP is slow (easily punishable if it whiffs)
-straight-forward character; has no shenanigans, no surprises
N.Ken advantages over O.Ken:
-can tech throws
-ShortShortSuper (with hit-confirm) for +60% is too good
-DP recovers quickly (hard to punish if it whiffs)
-is a slippery little trickster with HELLA shenanigans (crazy random cross-ups with command kicks, knee bash throw, etc)
-comboable overhead
-far st.RH
N.Ken disadvantages compared to O.Ken:
-DP is not as invincible (but still good enough to go through fireballs, etc)
-fireballs have a lot of lag
I think on the begginer/intermediate player’s level, O.Ken is better, simply because he’s easier to use, but at 100% potential (see Japanese N.Ken player “M-tsun”), I think N.Ken is significantly better than O.Ken.
NKI!! YES!! N.Ken Owns O.Ken for free. Ive been trying to fight this “O.Ken is better then N.Ken” BS for over a year.
IMO N.Ken can FB trap as well as O.Ken. Sure you cant do an early DP to hit ppl at the peak of their jump. But N.Ken’s DP is sitll invincable on startup and that is good enough for me.
But i would take short short xxx super over an invincable DP any day. Add JadxxHurricaneKick into shenanigans and then your 8 options after the kneebash… WOOT N.Ken for LIFE!!
BTW DSP your are a cool guy but 25% of your SF tactics are only theory. And will not hold up in practice.
LOL C’mon Bob you knew I would chime in on this. I can see how most would say N.Ken is better, but at the end of the day it all comes down to playstyle. All the new shenanigans won’t mean anything if you never have the opportunity to execute/land them. cough zoned and footsied to death :karate:
I concur Valle. I wish I could have played you again during this past evo, but no free stations. I’ll have too look into meeting up with you and Fro’Legends to get some ST games.
Hol Horse: It all depends on the situation and position dhalsim is compared to when vega goes off the wall. Sim has all kinds of ways to counter vega clean, it’s just all about recognizing your position and executing the right move. If you have Vega traped in corner and he happens to go off wall, best thing is upward flame. I use to do back strong at last second if i was right under him, or karate chop st. jab, but do to this past evo and Tokido having the luck of the gods to BARELY get over my strong…iv changed my tactic.
If you are about mid screen and he goes off the wall, jump back rh or jump straight up and close strong work excellent. The slide technique is mainly saved for when dirty vega’s try to cross you up with the claw but its always risky…cause sometimes you will get hit. All in all, if you truely wanna be safe and not risk anything…just teleport and reset the situation…vega cant do anything and you are free to reposition yourself and get back to locking that claw fag down =P
I would have to agree that you must make the oprotunity to get the tricks to work. But N.Ken can zone and play footsies as well as O.Ken. Sure it takes a while to get use to not having the krazie kicks from coming out but it can be done. Sooo if N.Ken has all the tools of O.Ken (Minus the DP invcability) how is O.Ken better?
Um, my theories are correct. Of course everything we post here is only theory fighter because we’re not really playing, but in IDEAL matches, everything I’ve posted is 100% correct to my knowledge. Of course nobody is going to play perfectly, but the truth is if somebody DOES play perfectly, Honda beats Blanka/Vega 100% of the time, and that’s truth. If you have problems with theory fighter, maybe you shouldn’t post in a thread that is discussing ST strats and theory?
I don’t remember who said here that og ken has a better sweep than the new one, but it’s false. They have the exact same sweep.
Another popular belief is that og gief has a greater spd range than
the new one, but I tested it and it’s false, the range is the same for the two of them.
There are so much legends surrounding og chars… hopefully we will eventually get rid of all of them.
NKI : you talked about reversal throws. Do you mean that it is possible to cancel the recovery animation by a normal throw ? In my experience if someone attempts a throw when getting up and I do a well timed meaty move, the get hit by it all the time.
I would have to say that some of your “theory” is accurate to a point. But take your evaluation of O.Ken. His normals are the same as n.ken. Exactly the same. Now that is not theory it is a fact. So with that your evaluation of o.ken play is flawed.
It is good that you put “to my knowledge” because your knowledge is not 100%.
NO character in ST owns another 100%. Because for every anti character strat there is there is another anti-anti-strat. And that is the beauty of ST. Nothing is 100% Using perfect strats will get you ahead and characters have distinct strategies against other characters. But they are never 100% NEVER. Even in a perfect game.
umm OK. Thank god I actually like you. ASS
On sf nothing is 100% ever. Gief can beat Sim, Blanka can beat Honda.
anyways i have some n.ken questions:
-how do you do his stun combo? (fierce, funky kick[2 hits], low foward fireball?)
-after knee bash what characters can you not go under (fatties?)
-how do you do short short super, i’ve tried to do it for like an hour and i can’t get it (i know you have to kara the short) any tips?
EDIT: i’ve tried mashing out shorts to super and i’ve tried to do the shorts clean also (short, short, pump super, shortxxxjab)
That works? No idea… sorry. Maybe someone else can answer.
Seriously, you answered your own question.
Do 2 duck shorts, quickly pump super (QCFx2) then hit LK~Punch. That’s it. You do [d.LK, d.LK, s.LK] except you buffer super before the last LK and kara it into super.
If anything, It sounds like you got it right, but youy just have to do the super motion faster.