The only thing, repeat, only thing Stun Gun is useful for is this: Jab Stun Gun on wakeup against a Denjin Ryu setup. That is it. If you have trouble against Denjin Ryu’s keep that in your toolbox.
Last time I played Oro I had a real problem punishing his close medium punch on parry. Let me explain; I’d parry the first hit and then Oro would either cancel into his chicken kicks or a super jump, so when I went for normal xx SA2 he’d be in the air and only eat a couple of hits from the super. And yes, you can bait the chicken, block it and dash up sweep or elbow slash, but in that case Oro might as well cancel into it every time because you’ll never be able to get the damage of the full super if he does this (Well, if you bait a LK chicken kick you can block it and get in a close MK xx super, but no one cancels into LK chicken in this situation). So I went into training mode to see if there is anything Alex can do after parrying the first hit of Oro’s close MP that will cause massive damage regardless of what Oro does next.
You parry first hit and he cancels into chicken wing (tested every strength except EX)
Instant SA2 only gets two hits, Oro is airbourne by the time it comes out
Standing MP xx EX air stampede combos
You parry first hit and he SJCs
Instant SA2 connects fully because you hit him in the super jump start-up frames
Standing MP doesn’t hit him at all, regardless of which direction he jumps
You parry the first hit and he does nothing
Close MK has too many start up frames and gets beaten by the 2nd hit
Stand MP trades and you go into a juggle state (not sure if Oro can combo off this trade coz I’m not an Oro player)
Didn’t bother to test it but I’m sure instant SA2 works
You can parry the 2nd hit but that’s also cancellable so you’re facing the same problems as when you parried the first hit…
So from this it looks like the best punish is incredibly dependent on what Oro does after you parry, and that my testing was basically for nothing. However, all this testing was done on a really crappy wireless stick on PS2 training mode (because that’s all I have access to) so it could be that I’m not inputting the SA2 on the first possible frame. So I guess the answer lies in frame data; how many frames of start up do Oro’s chicken kicks have before they are counted as off the ground? If it’s more than 3, SA2 should beat all of Oro’s options after parrying the first hit. Sorry to ask but as far as I can tell the frame data site lists the start up frames of Oro’s chicken kicks but not how many frames it takes for the move to become off the ground.
Honestly I don’t bother to parry anything at Midscreen distance with Alex because he can’t really effectively punish. At about Quarter distance, yeah you can do shit. But if they’re playing footsies and staying at midscreen there’s not a lot you can do because let’s you parry and do EX Shoulder they can still cancel into whatever or parry the Shoulder because it’s not fast enough at that distance.
When it comes to Oro I just play patient and get that punish. If I knock him down I’m just going to throw the shit out of him because to me it’s way better then having Oro guess parry and getting a Chicken Wing combo and setup an SA2 unblockable or just go right into SA3 for massive damage either way. That’s the way I see it.
Even though Alex does much better damage up close, I can’t agree with this just because it’s such a blanket statement. Not that I wrote anything about parrying at midscreen distance anyway. And I wasn’t after general Oro match up advice either (although the discussion is always welcome), it just seems you replied to my post without really reading it.
What I was asking was a very specific question regarding parrying and punishing Oro’s close medium punch. Long story short, I want to figure out the best way to punish it on parry and because of the set-up I was using, I have some doubts about the validity of my training mode tests. I can’t find the info on how many frames it takes for Oro’s chicken kicks to register as off the ground, but if it’s more than 3, then parry into instant SA2 will fully connect regardless of what Oro does. If it’s less than 3, then the best punish depends entirely on what Oro does next. So how many frames, anyone?
I feel like I have to specify now, that I’m not saying that trying to parry Oro’s close MP is neccesarily a great idea in a real match, but I don’t see how the knowledge I’m after could do anything but benefit the Alex player in this match up. That and I seek to have the most technical understanding possible of what my character can do just because I find this game’s system really interesting.
Oh okay, I would go with either s.MP, even if he Super Jumps you should be able to recover in time to block or whatever. Or just block the whole thing because the risk isn’t worth it.
Okay, I feel like a giant asshole, I am totally exposed, and my hatred of Chun Li is ever greater.
Played Yuuki on GGPO last night or so and every time I jumped in with a good jump in attack (HP, HK, even MK or LP) and they’re good air-to-airs but almost every I jumped in he would jump up as I’m in the air and do Toe Step and it just flat out beat everything I did. I’d love to see the hitbox on that thing, because I couldn’t get the timing down to parry it for shit. Because it felt like the hitbox was half the screen or some shit.
I figured out how to beat Chun with Alex. Switch to Dudley.
It’s a fun match-up, yet not so fun. Gouki has lots of tools that counter everything you do, so you’re really forced to work harder for your damage. On the plus side, if you sneeze on Gouki, he’s eating like… 25% (seriously. Hit him with just close s.forward xx EX Flash Chop. Watch the damage rack up). Other than that, uh… not really much I can say. The match-up really just sucks, but you can still win (because you’re a beefy wrestler against a glass cannon).
Things to watch out for:
Alex can be crossed-up in the corner if he’s knocked down and he quick-rises. (Dash-over shenanigans)
So how should Alex be dealing with Demon Flip pressure?
For Demon Flip throw I know jump back and a normal usually does the trick but what normal is best?