The Hidden Saikyo Arts: How to handle situations

Gief:

Taming Lariat:
Jumping Knee of Justice will beat or stuff these. If the Zangief player is shit tier he will use as a counter from any distance when you jump in. Just keep kneeing him in the head, he will likely never learn. If the player is at all decent he will eventually stop, then you can start empty jumping, j.lk into throw, etc.

If he starts using his normals as AAs then you’ll need to learn the timing and distances from which KoJ is effective, or stop jumping so gawdam often.

T.Hawk

Taming Condor Spire (Horizontal Attack):
If you’re playing online expect a command gab to follow this move 110% of the time. Neutral jump and punish.

Watch out for empty cross ups into command grabs from both of these turds.

Unless Hawk spaces spire properly it is a free punish. Don’t try to punish ex. Spire as it is only -3 and is very easy to space. Dan has to be ultra careful is this match: Hawk’s buttons are better than yours and he does more damage in trades. I would much rather fight gief than Hawk.

Sent from my DROIDX using Tapatalk

Very true. I had a user named Video_Games_girl on the psn slaughter me with their T.Hawk. They also had a lot pp and bp, but then they returned to my room and selected Dan. All I can say is that they lost a nice chunk of PP.

LOL, 99% of all online players are frauds. Even the good players have to adapt to the hadouken spammers and stuff.
Speaking of which Capcom should give Dan a more convenient way around hadoukens.
In the long run gadoukens always lose against hadoukens because you are the only one who has to worry about timing.
Most shotos fighting Dan enter a hadouken war and it’s hard to build meter when your jumping so often. Dan has decent air pokes but that doesn’t mean anything to Ken or a good Ryu.
Dan needs a slide like Dhalsim/Blanka, Really badly.

Q: What do you do when you have a jump happy opponent that just spams their projections(ibuki, akuma) and play a keep away/turtle.

Forward dash under air hadoken.
Akuma’s main problem is his runaway/teleport, but most online players (since their frauds) don’t use it they hadoken spam and shoryuken trap usually.

The few ibuki’s I’ve faced don’t Kunai often which is a relief because it can be hard to see in certain stages and I think it’s the fastest air projectile.
If in that situation, you just have to neutral jump them and if their is a pattern, close in the gap.

Since online is full of frauds, Ibuki’s lose hadoken wars and this is probably why their more offensive
and won’t Kunai unless they want to chip damage and win a clutch scenario or if they notice our playing lame.
My better advice, would be to pressure Ibuki, you do not want to put the idea of playing lame in her head.

If Akuma does a forward jump Air Hadouken I EX KRK through it.

Do you mean doge it or does the EX KRK have projectile invinclibilty that I’m just hearing about .

If any body has any tricks against Claw/Vega’s wall dive overhead attack and / or Dictator/Bison’s foot stomp please let me know.
I think dashing can get you out of Bison’s aerial games, but I’m yet to try it and I don’t think it’s a reliable approach against Vega.

EX KRK has full invincibility up to basically the peak of the attack, very easy to go through an Air Hadouken with it.

Aight, I also think Dan’s neutral super Jump on reaction is a good way to save yourself from Blanka’s Ultra 2, have to hit the lab on that too.

Just realised you were talking about Koryuken and not Dankukyaku, my bad.

Don’t need to do anything “on reaction” to Ultra 2, you have forever and a day to see it happening. Depending on your positioning either straight jump up or jump towards then EX Dankuu or Shissou on landing.

If I’m not mistaken, the ground version hit’s twice, meaning a normal or neutral jump will land into the second hit.

No it doesn’t, there’s a massive gap between the two hits.
[media=youtube]Whm1POE1q9A[/media]
6:23 mark

Aight, good video, SF scene is weak in my area, don’t have a training partner so I have to “imagine” most of these scenarios.

TAMING ABEL
Unlike my T.Hawk and Gief versions, I haven’t practiced against him prior to writing this.
*This Abel article is hypothetical, not from practicing or testing. Please add/correct whatever.

Basic Strategies:

Block strings mixups (Aggresive)
Abel IS a threat at close range and you can bet he’s going to try and get close , but his threats lose to high priority or fast normals. Pretty much all his options should be shut down while you are attacking.
His EX COD(Rekkas) have super armor, so beware of that.

Reaction punishes
Stay at max Gadouken range, he will go for an overhead, or roll.
Keeping him at range, forces him to use his punishable moves.
This method is best used in the first round, before your opponent feels you out,
and in return can help you feel your opponent out.

Taunting
Simply taunt after every sucessful Koryuken or Dankukyaku, your opponent should be knocked down,
and will provoke him/her to attack at a faster rate. this means any “random” KRK or DKK will be more likely to hit.
This technique is obvious if used later on in the game, so use it early and hopefully not too much.

Tips
Don’t let him build meter: Abel can be very unpredictable or even unstoppable if he’s sitting on meter, this is the main reason why you want to be within MK/HK Range.
: If it hits, good if it’s blocked, more chip for you but if he jumps over it your in Deep Shit so use it wisely.
*U1 does more damage but if it’s blocked that’s a free command grab or Ultra and you’ve probably lost the round.

Taming Marseille Roll: Low attacks are your best option if sweeps works, then I recommend them. Ultra’s will probably work, but are risky and not recommended. I believe Dan’s focus attack can punish it, in which case you can use that as punish or mixup option.

Taming Sweep Kick:
Block / Koryuken. Avoid crouching against Abel who is out of poke range.

Taming Change of Direction (Rekkas):
Very punishable, but punish it ASAP, it get’s more dangerous with each succesful hit.
First hit is meh, second is high or low (mixup) and third is an armor breaking throw.
Simply KRK. I recommend Lp KRK in case Abel stops it half way through.

Tornado Throw (Command Grab):
Do not underestimate the range of this move, the light version trades range for damgage, heavy does opposite. All versions are throw invincible. Pokes or LP KRK to be safe, hard to react to though.

Taming Sky Fall (anti-air):
Abels use this to build meter if you play lame, and in combos, but it whiffs easy, so not very often as an actual anti-air.

Ultras:
1
Blockable, but fast and punishes a lot of stuff, it’s also fast and therefore baiting it is risky or difficult.
It can paralyze you in certain situations.
2
It’s basically a better version of his super. But Abel has good EX moves, so his super is uncommon. Anyways:
High moves do not affect Abel if he is still in the crouching phase of the move.
It has super armour and can either be delayed or cancelled.
It’s also fast, but if it whiffs, Lord of Mercy, probably the most punishable Ultra I can think of.
You can Dankukyaku this, but it’s safer to Super jump over it as most Abels will expect a possible jump.

[INDENT=1][FONT=Helvetica]TAMING CODY[/FONT][/INDENT]
[INDENT=1]Based on experimentation and analysis.[/INDENT]
[INDENT=1]Please add/correct whatever.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Basic Strategies:[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Block string mixups (Aggresive)[/INDENT]
[INDENT=1]Cody’s walks slowly, has a short backdash and his close range defence options are unsafe.[/INDENT]
[INDENT=1][FONT=Helvetica](Exploit this with Dankukyakus and Gadokens).
It may also be a good idea to lure or force Cody’s knife out of the screen. [/FONT][/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Cody’s Strengths[/INDENT]
[LIST]
[
]His projectiles have good recovery despite bad startup while his Tornado Uppercuts and Ruffian Kicks have good startup and poor recovery.
[
]His Zonk Knuckle/ “Bingo!” punch has fast startup and recovery, Cody’s most annoying move, thankfully it needs to be charged.
[*]He also has a few trick moves and combo friendly normals.
[/LIST]
[INDENT=1][FONT=Helvetica]Taming Stone/Knife Throw: Both have poor startup, so you can jump on react.[/FONT][/INDENT]
[INDENT=1][FONT=Helvetica]*Cody can fake his stone throw.[/FONT][/INDENT]
[INDENT=1][FONT=Helvetica](You probably already know this, it’s not crucial, but it is still important to keep in the back of your head during battle.)[/FONT][/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Taming Tornado/Criminal Upper:[/INDENT]
[INDENT=1]Punishable on block so there you have it,
Block and Destroy.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Taming Ruffian Kick:[/INDENT]
[INDENT=1]Same as Criminal upper.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Tornado Throw “Bingo!” Punch:[/INDENT]
[INDENT=1]It’s a basically Zangief’s Green Hand but ends combos instead of starting them.
Against CPU on the highest difficulty, it’s apparently safe from most moves on block.
Unless your playing against a good Cody, I would’t worry about this move too much.
Outside of Combos it requires extreme foresight to use frequently. [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Taming Bad Spray(can only be done from wakeup):[/INDENT]
[INDENT=1]Cody throws sand in your face, big hit box, hits twice, FADC cancellable, creates combo oppurtunities.
It is punishable on block and a rare move.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Taming Cody’s Super:[/INDENT]
[INDENT=1]It’s starts of as a Ruffian Kick which one it starts as is dependent on your foes input.
Can be combo’d into, hit’s multiple times, pass through Gadoken’s and break’s armor.
Koryuken may beat it, but it’s safer to block and then punish. [/INDENT]

[INDENT=1] [/INDENT]
[INDENT=1]Ultras:[/INDENT]
[INDENT=1]1[/INDENT]
[INDENT=1]Quite invincible, poor range, Punishable on block, recovers a bit fast though so I recommend throwing or U2 as a counter (on block). Can be combo’d into and used as an anti- air.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]**
2**[/INDENT]
[INDENT=1]Fast startup, does chip damage, all hits will lead into the final swing which does most of the damage). Punishable on block, but does chip on each hit. If your impatient, you’ll fall into the ultra, and if you wait too long you’ll miss your chance to punish it.[/INDENT]
[INDENT=1]*The initial dust kick does around the same damage as a throw (depending on how much ultra meter). [/INDENT]
[INDENT=1]*One trick I do is Dankukyaku to bait the ultra, the dust knocks you down( and you get up just after Cody’s final swing, this makes it easier to confirm an Ultra punish without risking falling into the Ultra. The damage from the dust is approximately a throw( can be slightly more or less depending on how much meter is used for the Ultra).[/INDENT]

M.Bison(Revised Edition)(Vega/Dictator/Pschyo Crusher Guy):
This version was tested against CPU Bison on the highest difficulty.

Basic Gameplan:
Bison without MeterUse lk DK, it beats pretty much all his attacks with the exception of his slide which usually hits first;
and his scissors where its 50/50 depending on how early or late either of you do yours.
It’s an easy way to do safe damage and push Bison into a corner.
Bison with Meter
Turtle and then Koryuken on reaction to his scissors, slide or psycho crusher.
In theory you can neutral attack his aerial specials but I’m not too good at that so I dash / backdash instead;
[LIST]
[
]If your in a corner Bison can at least chip you to death…
[]His lk Scissor kick which is pretty much safe on block. In which case you should be ready to tech his throw.
[
]Bison doesn’t build meter easily and his chip damage is meh.
[]Do not let Bison push you into a corner.
[
]If your in risk of being cornered and you don’t want to risk a Koryuken, try a neutral jump and land with mk;
[]If it hits free koryuken, if not perform a block string and then try to jump over him.
[
]Bison can teleport, all the more reason to play safe against him.
[/LIST]
Ultra1
Block and then Koryuken or Ultra after he psycho crushers through you
( it does a bunch of chip damage though but I prefer to play safe ).
You could also jump or jump taunt out but if you don’t get it right your in trouble.
Like Cody’s Dread Dust, any hit will suck you into the Ultra, unlike dread dust though,
it grounds aerial opponents that get hit so the Dankukyaku trade will not work, you’ll get sucked in instead of falling.
Ultra 2
Must be blocked High,EX Koryuken should save you from it.
It has a lot of range, it tracks and your foe can alter where it lands so you might be crossed up if you plan on blocking it.
Like Cody’s Dread Dust, any hit will suck you into the Ultra, unlike dread dust though, the Dankukyaku trade will not work, you’ll get sucked in instead of falling.
*Both ultras can be combo’d into with Focus attacks or his hell attack.

M.Bison(Revised Edition)(Vega/Dictator/Pschyo Crusher Guy):
I have tested another method of Anti-Bison and was overall pleased with the results:

Basic Gameplan:
Step 1. Get within range for Crossups.
Step 2. Attempt lK or MK Crossup into a combo of your choice.
Step 3. If blocked jump back or end the combo with walk in throw / Gadoken (mix it up) and repeat Step 1.

Ranges: Full Screen > Jump in HK > Cross Up > Blockstring > Throw.
At Throw: Throw
Blockstring: Blockstring or Neutral Jump into MK/HP which are overheads. On hit do a combo ,if blocked repeat step 3.
Crossup: Step 2
Jump In: Walk into Cross up or Jump in HK
Full Screen : Walk into other range.