Thanks for doing this Gawaran.
I will contibute some tips later, at work right now.
Thanks for doing this Gawaran.
I will contibute some tips later, at work right now.
vs Rufus
This has been mentioned a few times in other threads already, but I don’t see it on the main post. Anyway, a useful option select against rufus when in his blockstring/dive kick/tick throw pressure is crouch lk+lp+hp. crouch lk+lp+hp comes out as a c.hp which will stuff rufus dive kicks but will also tech those tick throws. Obviously there are ways for rufus to get around this if he anticipates you using it, but still useful.
After getting perfected by Dudley several times, I come to gather that this is not a good matchup.
His normals stuff Shouokens, don’t use them for wakeup.
Most Dudley’s like to jump in with the elbow drop thing… I think thats j.HP? Not sure. Usually it traded with c.HP for me.
Don’t whiff pokes to keep him out, he will devastate you.
Watch for his duck dash and throw, and his leg grab move, block that low.
He has an overhead that most like to throw after.
Your nj.HK works well against him, use it.
Don’t try to c.LK under his standing HP? I got beat CONTINUOUSLY trying to beat him low after that.
That is what I’ve gathered so far.
Also against Rose my c.HP and nj.HK seemed relatively useless against her… maybe its the timing? Either my c.HP traded or my j.HK got beaten clean.
I must just be having a bad day.
T.Hawk: the only safe moves he has are his normals. He’s got a bit of an advantage when it comes to zoning with these too(cr.hk =<) but fortunately Sakura has got her hadouken to zone him out :3. The match-up is pretty similar to Zangief: hado fullscreen, jump back air tatsu to charge bar and bait condor dives, random pokes to fake hado, jump forward air tatsu to flee the fuck out from the corner.
It has to be noted that his horizontal shoryu in ex version can pass through your hadouken, but like I said if it hits your guard then you can just punish with st.lk>shoryu(ex tatsu might even work…gonna have to try it in training room).
T.Hawk’s only reliable reversal is his shoryu ex(and his ultras ofc), anything else get stuffed by low pokes so feel free to throw meaties on his wake-up or to beat him up with Sakura’s ex tatsu mix-up.
Condor dive>whiff>special throw can be seen from miles away since there’s only one version of Condor Dive : the angle from which Hawk fall is always the same.
Now on Dudley:i’ve fought some decent Dudley and he’s not that bad…
Machine Gun Blow LP is safe but you’re in frame adv.(-2 for him).
Machine Gun Blow EX is punishable by lp shouoken/super(dont try anything else, he’ll be too far away).
Other versions are punishable with st.lk. Same for his other specials(light versions safe others are punishable with st.lk).
Good Dudleys like to use far.mp as a frame trap. Don’t fall for it and try to poke him since he’s at +3. His fw.mp looks the same except he takes a step forward : he’s at +0 on this one. Much like balrog he’s got godly lp. Don’t try to beat him with yours !
Ex cross counter will kill any attempt to cross-up though it works like a focus so he can die if he counter while at low-life(and it’s an hilarious sight :3).
Dudley’s main problem is his footsie : take that to your advantage and make him eat your st.hk/cr.mk.
His specials don’t have great active hitting range so you can stop them with st.lp(I bet those of us with good eyes might even do it on reaction).
I like to mix-up charged and non-charged hadouken to mess up with Dudley’s special dash which can pass through fireballs, but that’s just me and I usually eat dirts when my opponent gets used to it
His dragon punches recover fast so you’re better off just punishing these with a st.hp though they’re all pretty bad as anti-air/anti-ground and gets stuffed by ANYTHING minus ex version which has invul frame.
Also yeah I agree with Saikyo Joe : his j.hk(the elbow) has a stupidly good hitbox, it’s like an improved version of Sagat’s j.mp -_-
For me, against dudley, s.RH stuffs almost EVERYTHING he has to offer, except for cross counter and maybe a nicely time (or mashed out) DP.
Shouldn’t use Shou on wake-up anyways, only EX Shou but should have meter for the FADC as well. Like Sakura, Dudley doesn’t have many options on wake-up and I think EX Shou is better than EX Rocket Upper but he can FADC that into Corkscrew Cross. I’m not sure but Cross Counter might not be fast enough (startup) to work against cross-ups on wake-up.
Dudley actually has two jumping elbows, j.MK and j.HK, j.HK looks like he’s lying down when he’s doing it. His footsie isn’t great, like Sakura he doesn’t really have that much range with his pokes but his s.HP and f.HP do massive damage for what they are.
The only version of MGB that’s safe is LP MGB. EX Short Swing Blow is also pretty unsafe but no good Dudley would use that without the meter to FADC (they might even be trying to setup Corkscrew Cross in the corner with it).
EX short swing blow is not THAT unsafe.It’s just -5 on block.Granted, it’s quite punishable.His other short swing blows are safer though, primarily because they put you further from the opponent, at a range where only like Vega’s cr.mp and Balrog’s st.jabwill punish.
Use cr.mk against dudley.That’s his biggest weakness.His only good low hitting poke is cr.lk (it’s very good like against ryu’s cr.mk and his sweep).Also, yes, he is kinda free to meaty crossups, they stuff Cross Counter.Against non meaty crossups, ce ca EX Shortswing blow, so be careful with that.Also be careful with wakeup backdhask if he does a safe jump, because he can option select with rolling thunder (I know i do).
Crouch tech A LOT against Dudley.His forward throw can win the game, considering the mixups after.It really help to crouch tech against him.
I don’t know what much else to say for Sakura vs Dudley, i haven’t played a lot of sakuras with dudley, and neither have i played a lot of dudleys with sakura.
Dudley was giving me a fit, a few times he beat my s.HK, I’m pretty sure I timed it too late or was too close… I’ll try some stuff when I get home.
Actually, Dudley’s c.MK and f.MP are better than a lot of people give him credit for (They’re both good against c.MK type moves if used properly). Neither is fast though, and since Dudley needs meter to have any kind of real reversal (Cross counter loses to lows and throws for free, SSBs are really easy to stuff with mashing jabs or c.LKs, and only EX Upper has any invincibility frames) I think the match will favor whoever can initiate a heavy offence first.
I agree that crouch tech is good against Dudley, but eating CH s.HK/f.MK, s.HK into a mere LP MGB is nasty enough that you should be careful even with that.
Akuma teleports, whats the solution to that and Demon Flips?
EX Shou goes through the teleport and then I eat some dumb shit afterwards.
And Guile, who’s SB game you have to approach patiently much like Ryu’s Hado game, but when you get in… whats up with his normals now? His air to airs were raping me, and his overhead… so much reach… he gets you in ways you don’t know how to block for me anyways… I never really get that close to Guile, all I know is his Flash Kick. His normals I am clueless about.
There’s not an awful lot you can do about teleporting Akuma unless you can predict it and punish. Demon Flips are easily beaten in the air but meeting him in the air fast enough is the hard part, I’m not sure how successful c.HP is at stuffing his various options, not even sure if the throw can grab you ducking, I know the Palm hits as an overhead but it’s rarely used as an actual attack and more as a feint methinks.
Best bet against Guile is to try and cross him up like crazy, easier said then done though. Can use overheads on him if he’s not very pokey and don’t take any notice of his overhead, block it if you can but if he hits you with it just shrug it off and don’t move since he can’t really do anything with it, I expect he’ll probably try to catch you with a c.HK or maybe an air grab if he thinks you’ll jump away, possibly even a random Flash Kick.
Gawaran, have you updated yet?
Also I guess you should put in the Honda matchup part not to fear his Ultra, cause if you block it it does shit damage. And you can c.HP his Sumo Smashes too.
As for Dhalsim if he does the Yoga Fire followed by c.HP just block both if you can, maybe try to c.MK his limbs if you can.
I’m not very much help :sad:
However I will get us started on the Guy matchup. Anyone, please add to this/correct this:
Guy
You should be able to stuff his Runs. If he does the kick (his HK, which is Neck Flip, it hits overhead) afterwards, you can stuff that too. I’ve been doing it with s.HP and leading to her BnB (s/c.HP>LK Shunpu>LK>EX Shunpu>Ultra. If he does Shadow Kick (the slide) you should be able to punish with a combo after that as well.Sure, no good Guy player will be aimlessly throwing out Runs, but its good to know.
His Bushin Izuna Otoshi can be stuffed with c.HP, and be careful, a skilled Guy player will cross you up with it. When he gets a certain distance, it becomes a throw.
His normal Hazantos (Shoulder Ram) seems safe on block (I don’t play Guy, I don’t really know for sure, but I did it and held DB, and I couldn’t seem to punish with Sakura). Maybe you should c.MK>Hadoken to push him back, especially if you’re in a corner which is where Guy is most potent. You can try to c/s LP or c.LK him out or some other means. Maybe lead it to EX Shunpu? Sounds impractical but I guess its worth a try. Jabs and shorts are quicker, but c.MK has more range, try that as well, lead to the Shouoken. The Hazanto has armor breaking properties so watch out for that. His Bushin Senpukyaku seems to be a good reversal, its probably all he has so when you get a knockdown, expect it and do what you Dew.
A good Guy player has a solid mixup game, so watch him. He’s kinda like Vega and Fuerte, if I had to draw a comparison.
If this stuff doesn’t work forgive me, for I am not worthy.
I haven’t update yet, been busy with Sakura practice, I’ll have it up and updated soon. I have some good match videos against a guile, I will post them up for you guys too.
Since Abel is easily top7 (IMO) in this game I’m going to post some tips against him:
Meaty lk shunpu timed right against Abel will punish EX TT, if he does EX Roll you should be able to punish with st.rh, if he backdashes you should have a free throw.
If he does u2, u2 will either get broken by lk shunpu or it will pass under, allowing you to punish with EX Otoshi.
Air shunpu is great for passing over his c.hp AA, you’ll get free punishment most of the time since the recovery on c.hp is terrible.
Your best bet against f+mk is whiff punishing it with os st.lk, the 2nd best choice is c.mk due to the chance of it getting stuffed and it’s a bit slower.
Straight jumping against Abel is a solid tactic with Sakura because she has u+hk which will at worst trade with his cl.hp AA in her favor, it’s dangerous in situations where c.hp can catch you on the ground though.
In other words, straight jumping is good during Sakuras pressure, but not so good during Abel’s pressure, I prefer to backdash in that case.
Safe jumping against Abel doesn’t lead to anything guaranteed, either you safejump with os ex srk which will beat ex TT.
Or you safejump/xup with os throw, which will punish him for doing ex roll.
When possible you should go for the lk shunpu trap I mentioned above.
st.lp is great against him since he doesn’t have a reliable way to deal with it.
If he doesn’t have ex he basically has to take it, if he tries something such as backdashing/jumping he’s likely to get punished.
But if he does he’s got two options, ex TT which you can bait either by straight jumping after a st.lp, or by canceling st.lp into lk shunpu.
Imo the best option here is to cancel into lk shunpu since it “guarantees” you get to keep pressure even on block, and it does chip damage.
His other option is ex roll which you can react to with c.mk x hp sho.
Abel’s jump is kind of floaty and he doesn’t have a good downward pointing air normal, so he’s not difficult to anti air.
Either you can use early lp sho, mp/hp sho, or you should use walkup c.hp, it’s important that you don’t forget to walk into it or else he has the option of empty jumping to bait it.
It’s possible that st.mk or st.hp also works well against his jump.
Most of his normals can be whiff-punished with c.mk x on twitch reaction.
It’s important that you don’t just try to zone him with c.mk, it opens you up to f+mk and random wheel kicks.
You can react to wheel kick with ex sho, c.hp or ultra.
I dont’ know what ultra I prefer in this matchup, u1 is good for fadc combos and does good damage against wheel kicks, but u2 is great when you’ve got Abel cornered and it’s good for AA.
About Guy, only LP Hozansto is safe, MP/HP can be punished with st.lp, c.mk x hp sho.
EX Hozanto is best punished with c.mk x hp sho.
The best anti airs to use are j.mp and c.hp, c.hp if you expect him to elbow drop you, j.mp against anything else.
Be sure not to use j.mp against bushin flip bucause you’ll get thrown for 200dmg = not fun.
Watch out for c.hk, it’s a great zoning normal that keeps you stuck at a certain distance, if you poke or walk you risk getting knocked down.
I prefer to bait with st.lp/st.lk or anticipate it with focus, if I don’t see it then I cancel the focus with backdash just in case he tries EX Hozanto.
If he does any other hozanto you can release your focus on reaction for a CH/LV2 crumple.
Learn to safejump os EX Senpukyaku otherwise he’ll get up for free.
You can also deal with it by standing next to him holding db, then doing a delayed (atleast 6f) c.hk+lk+lp.
If he does wakeup backdash you’ll catch him with it.
If he does EX Senpukyaku you’ll block it.
If he does wakeup throw you’ll tech it.
If he does wakeup c.lk you’ll most likely block it.
If he does wakeup focus you get owned, but that is an unlikely option unless you’re playing someone really good (or really scrubby) and you’re predictable with this option select.
This option select also works against other characters ofc.
Against some with really good backdashes it’s better to use st.hk instead of c.hk.
Well, I’ll just let you take it. Dunno if you really need my post now… I did it at 3AM after a beer or two just goofing around. But I edited it. I hope I didn’t fuck up.
I’m trying here lol
never have much problems with abels, hes easy to mixup and loses to lk shunpu pressure, plus his big hitbox helps.
i just once played a good abel local.
He gave me a really hard time back then because he was a really good counter jumper.
In my eyes what we need more than a fighting tipps, is a char specific wakeup pressure Escapeguide to regain composure.
i.e. escaping Abels crossup/mixup/throw game.
Against ambiguous roll mixups there’s not much you can do than guess/predict what he’s going to do.
With Sakura you have a good detterent in shortcut (db, df, db, df + PP) EX Sho x fadc, cl.hp x lk shunpu, c.hp x lk shunpu, c.hp x hp sho OR EX Sho x fadc, cl.hp x ex shunpu, u1/u2.
It does away with half of Abel’s health in one go so if he knows you’re capable of this he’ll get carefull as soon as he sees you’ve got 3 bars.
It’s difficult to backdash/block this because you’ve only got AT MOST 9f to react to which side he ends up on, which is probably impossible for anyone to react to with any sort of consistency.
So if he’s doing that you’re better of doing EX Sho if you expect cr.hp, and if you’re expecting TT you straightjump for a full jumpin combo.
The perk to straight jumping is that if he was baiting EX Sho he won’t get punishment against you.
Now that Abel has u2 another thing good Abel players do is that they do ambiguous roll, lk roll, if you straight jumped here they activate u2.
Your only option at that point is to cancel your first frame of landing into EX Sho, otherwise your ass is getting thrown.
If Abel is mixing you up with xup mk into pressure or empty jump TT/EX TT the best option you’ve got is to option select that mixup.
Basically the option select is block > jump > backdash, you input it in that order.
You want to block just so long so that IF he did j.mk you’ll block it.
IF he did an empty jump you’ll have inputted jump at that point, since it takes longer for Abel to land and do a move than it does for j.mk to get blocked.
After you input the jump you start inputting backdash so that if you blocked j.mk you’ll start backdashing in case he tries to pressure you with a blockstring or if he goes for an instant TT.
Of course Abel has answers to this option select, but that’s only if he’s even aware that it exists and you’re using it.
But this is an option select I figured out myself against Zangief, but it works against any other character as well.
So it shouldn’t be well known.
The option select also works against characters that like to mix you up with jumpin/empty jump throw/empty jump c.lk.
Just reading that option select made my head hurt :looney:
Against Guy:*
Along with everything else everyone has been saying, here are a few more tips. Another thing is, after EX tatsu mix up against guy, it’s almost always the better idea to go the cross up. If they time their EX Tatsu wrong, EX Run comes out for them and that’s easy punish.
Against Makoto:
Makoto is free to Tatsu pressure, any of them. After blocked tatsu, Sakura is too far out of range for her EX grab and cr.MP, s.LK, c.LK beats out the chop. The only real option Makoto has is really to backdash or jump. So initiate offense against Makoto and keep pressure strong to win. Her defense is weak but her offense is nasty.
EDIT: Took out info about Guys Hozanto. Didn’t see Skatan’s post.
If a Blanka player likes to use EX Rainbow Ball to escape from the corner, neutral jump hk will stop it.