Probably posted already but not read it either in this or the Blanka forum. I was getting fed up of loosing to his Ultra on chip so tried to see what Honda has and when he pops up you can Ex headbutt him for 160 damage and save yourself loosing (this is after he reaches the peak of his and is on his way down) - definately worth knowing if the fight is on a knife edge and you have a bar of meter. Obviously way more risky on the cross up version as getting enough charge is hit and miss.
My worst match ups to date are Dhalsim, Balrog, and Sagat. Anything will help.
Rog: I don’t know how to punish any move except turn around punch, which never happens. Also when I turtle, he keeps chipping away at my life with light dash punch.
Dhalsim: Getting to him is a hassle. I’ve tried using j.fk in the air early but his knee stops it. Also nj.fp over yoga fire and get hit with s.fp.
Sagat: Already know what to do now from all the comments but still difficult.
although the video i have of the sim i play with (he qualified for evo) doesnt show him punishing many of my neutral jump fierces over yoga fires… if you neutral jump LATE and jab its like a jump in MP chop and it doesnt do much damage but it beats his attempt at getting you to sit on his hands clean so practice that also jump in mp is the only thing well timed that can beat or trade the Back knee… buttslam is a pretty good option especially if you train him on his wake up by keeping the pressure and not allowing him to teleport… on his wakeup jab hhs jab ochio or even standing RH will hit while he is trying to IAT if you need that vid let me know and i will post it
balrog… again i have a vid against a pretty good balrog he would turtle and wouldn’t do much of anything but i know if someone is dash punch happy go ahead and jab headbutt through and jab headbutt on block into an ex HB dont get to crazy because he can headbutt your headbutts lol walk up RH works really well and on his wake up if he wont do anything but backdash and wont allow you to use mindgames…HEADBUTT just sit there and wait for his inital move take a grab if you must but find patterns on him and jab hhs and st fp rapes his dash punches also…if you have the balls you can ochio him out or grab him out of dash straights
also, neutral jump fierce backwards at a safe distance and see if he knows how to headbutt it if he does empty neutral jump bait the headbutt punish :tup:
For air teleporting Sims’ I find that jump back RH owns him pretty bad.
For Rog, I’d establish his punch pattern; if you can read his dash punches properly you can even stuff EX punches with jab xx Headbutt. Otherwise neutral fierce -> choice combo is good. Of course, Rogs that are really good at keeping their charges hidden are a different matter…
Once people get in on Sagat they normally begin shenanigans with Ochio but I’ve started using the double Fierce HHS (especially in the corner) because you get to keep a d/b charge so you can go from reaction.
For air teleporting Sims’ I find that jump back RH owns him pretty bad.
For Rog, I’d establish his punch pattern; if you can read his dash punches properly you can even stuff EX punches with jab xx Headbutt. Otherwise neutral fierce -> choice combo is good. Of course, Rogs that are really good at keeping their charges hidden are a different matter…
Once people get in on Sagat they normally begin shenanigans with Ochio but I’ve started using the double Fierce HHS (especially in the corner) because you get to keep a d/b charge so you can go from reaction.
rog: dance around just outside of his light dash punch range, if he dash punches… just press fp. the dash punch will whiff and you get a nice chop in.
sim: j.rh works really well but you have to jump from the correct range to beat or trade with back knee. the trick is to do it at the range where if sim does nothing, the j.rh will actually just whiff in front of his face. if he tries to back knee this, it will often trade in your favor. this same trick can be done with j.mp at the closer range where j.mp just whiffs (i think j.fp works as well but not sure).
if sim likes to teleport on wake up, just get crouch and charge after you knock him down. if you see him teleport, do head butt or ultra. after you do this a couple of times, sim will stop doing it.
sagat: trick is to just walk forwards and block. what you are looking for is high tiger shots. if you see one, crouch under it and quickly walk forward. this is how you gain ground on him. once you get close enough you can beat the start up of most of his moves with cr.lp xx fp hhs.
of course focus forward dash through fireballs once in a while to move up fast too. don’t get predictable with this though.
That sounds hard to do but i’ll try and get the range down. Also what should I do when I get pushed into the corner? That is where I really eat dash punches.
jab head butt dont jump maybe a mk buttslam so you at least hit on the way down if you only hit on the way up like you would with lk buttslam you will whiff coming down and he can combo, dont worry its safe on block
Also don’t forget to use j.strong from med-close range against Sim. Try and predict a st.FP from him and focus dash in and try and get to mid range, j.strong and you’ll either trade with his AA to your favour or win outright giving you cr.jab xx fp hands.
-edit-
ok I just saw jewelman posted essentially the same thing earlier. nm.
if you cant get in…which you should be able to stand almost full screen jump back on yoga fires and just st fp his pokes unless your playing arturo sanchez it shouldnt be that hard
Another thing for the sim match is build meter every chance you can. Super his fireball start up at pretty much full screen on reaction and he eats damage and you are right next to him. If he knows not to too much fireball, you have his pokes to get around or ex headbutt. Super is a good way to shut his fireball game down and let you in a little easier or go for trades etc.
Really not sure. Timing wise its really not that hard to do. I played a Sim today in a first to 5. In the end it was 5-1 to my Honda and in 3 of the 5 wins I supered fireballs and had 2 other hands hit comfirms in the match. Super is massive for Honda in this fight as it is for Sim. Its really hard for Sim to sit there and not shoot fireballs at you though as a huge part of his offence is based on this. If he stops using fireballs,then getting in is 10 times easier and he is open to much more of your offence. I could tell having the Super made him really uncomfortable and he was switching his game up from his normal tactics, which also made the fight more open for me. One thing to bear in mind is that a good sim will see you building meter while his slow fireballs come to you and try to close the space and hit you with his limbs to shutdown the meter building so its not a free Sper per round, but what I would say is take your time in this fight as one combo can turn the fight even if Sim has a life lead for long parts of the fight.
very true i played a certain gief and at times made him look silly but more of what i was looking for was patterns which i found, then again getting standing spd’d from max range cant be seen
Would appreciate tips on the Seth match - Spacing, punishes, tactics.
I am playing in a comp in 2 weeks and there is Seth player going who the last time i played him gave me real headaches. Between him, a couple of Guiles the odd boxer, Sim and Sagats, I am pretty clear where the competition will be. Guile I am working on hard and getting much better against the best in Europe. Sagat I play Alioune often so have good match experience and Boxer I get plenty of practice. Seth on the other hand is not used much over here, but i see quite a few in the US. Any help welcome.
it’s really very easy. the reason is you’re actually staying outside of his jab dash punch range and testing his patience. if he does it, you can just press st.fp knowing he will whiff in front of you and you punish his long whiff recovery. even if you do it too late it’s perfectly safe. (also you can buffer supers into this if you want)
now the reason this works is because boxers always do jab dash punches. it’s so programmed in that most of them are not sharp enough to start using mp and fp dash punches instead. once the boxer player starts doing mp or fp dash punch to beat this strategy, then you have to switch to blocking and taking advantage of their longer frame recovery on those moves.
if you’re in the corner, there’s a few things you can do but unfortunately most involve guessing.
you can guess when he’s going to dash punch and do something like jump back round house to hit the dash punch, or guess jump forward to jump over the dash punch. you can also try to guess / react with a ex head butt if he doesn’t have ultra or super. you can also just randomly push cr.lp and sometimes this will just stuff dash punch coming in.
and as jewelman suggested, you can try to mk butt stomp out. this actually works well if you know the correct range to do it so that you cross them up. they will block it but you will be safe on the other side and outside of the corner. actually i even do this with round house butt stomp (which isn’t safe) since most players don’t even know they can punish this one.
probably because at full screen it’s more of a guess than a reaction.
i don’t know, at least when i do it i’m usually guessing. can you guys do it on reaction?
i wait for a pattern of fireballs why wouldnt someone throw two fireballs in a row? i mean if they throw a fireball and block then i wont but they could bait it out of me with a st short i’m sure…its part reaction part…i’m gonna do this right now…
i won the houston tourney i attended and had 3 or 4 money matches with a seth player…he was random on wake up but his zone game was pretty ridiculous aside from him throwing booms and then down fiercing which i punished every time…sooooo in that match up if he wall jumps a simple st fierce chop will bring him back cross him up let him wake up teleport and headbutt punish sometimes there is no way to avoid ultra you can neutral jump onto the initial sonic boom so the ultra does less damage but ya he is going to jump back fierce and neutral jump fierce so on neutral jump fierce just st fp and nj fierce back the others block booms jump in medium punch every now and then and just expect teleport