Instead, I think it’d be better to go into j.FP > EX HHS > throw instead of just an Ochio. The neutral j.FP does a great deal of damage, and the combo as a whole is great against turtles.
Also, if you wanted to be funny, you could put these at the start of the matchup threads, as well as the matchup stats (5/5, 6/4, 7/3, 8/2, 9/1 (seth lol) )
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Abel: Lookin for someone are ya? Have you tried talkin to the cops?
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Crimson Viper: Talk about weird fighting styles, you got gadgets up the whazoo, doncha?
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El Fuerte: Next time, we’ll fight in the kitchen. My chanko stew is unbeatable!
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Rufus: You’ve got a body like a sumo wrestler, ever consider joining a stable?
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Seth: It takes training to be really strong. Imitation is no substitute!
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Akuma: You’ve got a great fighting stance! Low center of gravity is the way to go!
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Balrog: Between your hooks and your counters, color me impressed!
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Blanka: Talk about your way out moves! Show me that again, will ya?
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Cammy: You’re one skinny chick! You might wanna look into eating more than once a week
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Chun-Li: You may be fast, but your kicks feel like mosquito bites to me
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Dan: You can’t just talk the talk, man. One of these days, you gotta learn how to fight.
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Dhalsim: Fire breathing? Levitation? Is this a fight or a magic show?
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E. Honda: It’s hard to beat and opponent who can read every move you’ve got!
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Fei Long: Whatta voice! My ears will be ringing for weeks!
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Gen: For an old timer, you sure move quick! I guess I underestimated you.
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Gouken: Say, have I met you before?
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Guile: You’ve got skills, but it doesn’t look like you’re enjoying yourself much.
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Ken: You’re one aggressive fighter, I like your style!
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M. Bison: You’ve gotta keep your feet on the ground if you wanna win in this game.
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Rose: If your persistance can reach the hearts of mankind, we needn’t fear the future.
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Ryu: You’re no ordinary man! Ever consider a career in sumo?
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Sagat: Impressive! I guess you’re famous for a reason.
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Sakura: Good to see you’re peppy as always kid, keep it up
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Vega: It takes more than speed to topple a giant like me!
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Zangief: You’re a heckuva grappler. Wanna be my apprentice?
Crap… Chun li can punish ex headbutt with Ultra…
Yep. Also, last night I tried whiffing lp. headbutt vs. chun li (I knew she had ultra, I knew she was waiting from me to do a headbutt so she could block and ultra), so I tried to whiff it, then block her ultra and punish. I whiffed, surely enough she fell for it and did the ultra, I’m like nice I win!
But I ate it nicely, and it was even done really late.
Basically, do not headbutt at ALL vs. chun li when she has ultra.
After playing about 20 Chun-Li’s last night heres what i picked up
- You have to play this match like your playing against Guile. Be EXTREMELY patient as you play because most Chun-li’s will walk backwards and use Kikokens a lot.
- If you she has meter dont try to cross over. Her EX spinning bird kick will beat out his jumping splash most of the time.
- DONT HEADBUTT WHEN SHE HAS ULTRA. jab hb is safe on block(?) but mp and hp are not.
- try not to jump over all her FB’s because sometimes she will just trip you as soon as you land from nj fierce -.-
- Dont worry about taking a bit of damage. One combo can take away 25-50% hp.
Thats all I remembered from last night anyway.
- You have to play this match like your playing against Guile. Be EXTREMELY patient as you play because most Chun-li’s will walk backwards and use Kikokens a lot.
TRUE: This is a 100% safe strategy for chun li and a great way to build meter until she gets to the corner.
- If you she has meter dont try to cross over. Her EX spinning bird kick will beat out his jumping splash most of the time.
FALSE: Crossing up is always a great strategy. If you time the j.mk right it beats out EX.SBK. If you don’t time it perfectly, you will either trade (to your advantage damage wise) or take one hit and fly away (still good, hurts almost nothing but she wastes EX). Even crossup sumo drop can beat EX.SBK but it has to be timed AND spaced right, so it’s not as good.
- DONT HEADBUTT WHEN SHE HAS ULTRA. jab hb is safe on block(?) but mp and hp are not.
FALSE: No headbutts are safe when chun-li has ultra.
- try not to jump over all her FB’s because sometimes she will just trip you as soon as you land from nj fierce -.-
FALSE: j.mp (the chop) beats trips and trades/beats most of chuns normals when properly timed.
- Dont worry about taking a bit of damage. One combo can take away 25-50% hp.
TRUE: Chun-Li has a glass jaw.
Thats all I remembered from last night anyway.
Chun match-up works like this:
- Don’t headbutt when she has ultra meter unless you know she has no charge or it’s in combo. She can punish all headbutts, even jab and ex on block.
- S.fp, c.lp and s.hk all trade with her sweep which leaves u knocked down but it’s a worthy trade
- Do not walk into her s.rh, it’s difficult as fuck to see and kicks honda in the face for free
- Tech as many throws as you can. Don’t panic, she hits like a little girl but has a pretty good throw range. I’ve seen Akimo tech 8 throws from a chun in a single round.
- Do not jump fireballs that have been out for a significant amount of time. She will jumping fierce you as air to air every time. If you have to jump a fireball, do it from nearly full screen or right as its leaving her hands. If you jumped it when it’s leaving her hands and you’re far away from her, stick out j.rh early. When you’re jumping it as the fireballs leaving her hands and ur close, use j.mp, j.lk or j.lp (i prefer mp but lk and lp have wierd ass hitboxes that she can’t AA correctly).
- Use a decent amount of focus attacks outside her jab range but inside her sweep range. Sweep is hard to counter-hit but easy to hit with lvl 2 FA. She has a lot of counter-hittable normal spamming so don’t be afraid to take risks.
- Watch for overhead flips
- Do not try to anti-crossup j.lk, only command cross-up done not deep.
- If you get hit by 2 c.lp x n, s.fp combos, stop attacking and let the stun clear
- Challenge her wake-up cause it sucks. If you have meter, do a late ex headbutt and it’ll beat wake-up EX SBK and backdashes. Stand out of her throw range when doing this so you don’t have to deal with wake-up throw. Worst case scenario is she jumps and you burned meter or she blocked and you burned a meter. Best case scenario is you counter-hit her ass for 200 dmg. After you train her to block or jump on wake-up, use s.fp/cl.mp (meaty), c.lp xx fp hhs, rh or oicho (meaty). You can also bait out ex sbk and block it, then punish with fp headbutt or ultra (-18 on block).
- Don’t whiff shit against chun unless it’s max range chop that can’t get whiff punished with sweep
- If she doesn’t come to you and isn’t throwing kikokens, whiff oicho for meter
- Chop is really good AA against chun cause it’s a 175 dmg counter-hit that she almost never beats clean (hard to time against j.fp tho)
Good shit Pie! Added!
I get to fight a Rufus for round two of the Cevo tourney. I hope he’s ready!
A rufus just pushed everybody’s shit in at a Nakano TRF tourney last nite that arturo was in. Shit was not pretty V_V. GL GL
:bottle: Wow that sounds really fucking scary… How ever I looked this guy up on youtube.
I got time, I’ll do rog since I live in California and all we got is rogs.
4-6 or 5-5 depends on your opinion
Balrog is a pretty low damage to average damage character. Linear as hell, he relies on patience, footsies and jab/throw mix-up to do work.
- BLOCK LOW and then WAIT FOR THE OVERHEAD. Overheads have visually discernible animations due to their pursuit property so you can see that shit coming for days. Just keep reminding yourself block low, watch for overhead. Otherwise you’ll get swept with rh and dash lower over and over.
- Overhead and Dash Swing Blow are armor breakers along with tap. Overhead is 120 dmg, dash swing blow is 100 (weak shit) and tap is (don’t fuck with it).
- This fight is all about life leads and patience. You have life lead, he comes to you. You got life lead, you go to him.
- How you fight rog depends on range. Three ranges to be at, c.lp range, s.hk/chop range and outside of his jab dash punch range. I personally hate c.lp range cause I can’t tech throws like japs can.
- Do not jump into balrog with down charge. If he’s crouched down, do not jump at all within half a screens range from him cause fp headbutt has retarded horizontal range.
- Jab dash punch’s startup is probably close to the limit of human reaction time. If you’re a really sharp person, you can use s.lp to stuff every dash punch clean. Soon as you see him move, you’re pressing the s.lp and getting the counter-hit. But problems with this are ex moves and tap.
- Tap has to be punished with s.fp. Soon as you see him do the turn around, press s.fp and you’re guaranteed the counter-hit due to chop’s ridiculously long active frame window
- Whiff punish balrogs dash punches with s.fp. Constantly weave in and out of jab dash punch range and get ready to punish the ones that don’t hit you (watch Ii Desu Ketsu Bat vs Aojiru Guile).
- Blocked overheads should be always punished with Oicho
- On ex rush uppers you duck, late os tech
I’ll finish the rest later.
someone do a proper dhalsim and seth matchup I’m getting sick of being owned by these 2
Yeah, please do such a thing. I kind of got perfected and then only took away 10% on a dhalsim earlier today :sad:
I’ll work on Dhalsim later tonite or tmw. I got a pretty good grasp of the match and wanna test some OS’s.
Here’s my hopefully helpful contribution to the thread:
Dhalsim
- This match-up requires extreme patience. Be prepared to inch your way in (likely taking a bunch of chip damage along the way) and then use all your tricks to do massive damage before he teleports away. Rinse and repeat. Try not to get too frustrated. He will likely be teleporting alot.
- Jumping strong punch from long range will often trade with his standing roundhouse AA (I don?t think that there is any consistent way to beat it clean unless he messes up his timing).
- Long range fireballs can be avoided by jumping backward until they dissipate.
- Late standing HP (chop) can be used to hit his jumping HP (and possibly standing HP) from distance.
- Use ex HB to counter hit his jumping HP or random standing stretchy attacks. (Based on discussions with a couple of friends who main Dhalsim, this can scare the crap out of them and make them very wary of throwing out those limbs). Sometimes you have to be quick (almost psychic) as some Dhalsims will jump back and immediately HP to get the ?overhead?. (In my experience, this will often occur at the very end of an extremely closely contested round, after you have just blocked an attempted combo or super)
- If you?re not prepared to attack, make sure that you stand up to block his HP when he jumps.
- Unless you are feeling particularly psychic, try not to HB prematurely when he jumps. Wait until they have already thrown out a move in mid air, if possible. Otherwise, they will likely just teleport and then hit (and possibly combo) you while you are recovering from the whiffed HB.
- Use a late buttslam (ex is best) in order to hit him out of his air-teleport-behind-you-into-combo shenanigans. You can also use a well-timed FA to beat this maneuver. (I?ve seen people do a standing FP as well, but if you mis-time it, you will eat a combo.) Worst case, just block the other way high and be ready to tech. Do not let him actually hit you with these shenanigans, especially when he has full super meter.
- If he blocks your fierce HB and hits you with standing HP, be prepared to either block or ex HB the 2nd HP that is sure to immediately follow. (don?t get caught trying to jump, as the 2nd HP will hit you).
- Repeated close LK buttslams are relatively safe as, without ultra/full super, Dhalsim will normally either try to throw you or just teleport away. Your 2nd buttslam will often catch them if they try to throw.
- When you do get a jump-in and do a HHS combo (even if blocked), occasionally try to follow up with a quick mk/hk/ex buttslam. A lot of Dhalsims try to jump away (possibly to do a quick teleport) in order to escape, and this will catch them. As an added benefit, if they do an ultra immediately after your HHS, you will likely go through the ultra and either hit them on the way up or cross them up on the way down.
- Try not to get baited into jumping at him when he is waiting with a full ultra/super meter. You will get hurt… badly.
- You can HK/ex butt splash him through his ultra or simply avoid it by jumping backwards repeatedly.
- Be very careful about how you block his ultra as he will try to jump HP a ducking block and slide kick a standing block in order to break the block and allow the ultra to connect.
Sim and Seth are imo on the same level as Sagat in terms of difficulty for honda.
And i’ll go so far as to say that for sim and seth if they know the match it’s worse than 3-7.
Just be thankful there are plenty of sagat’s or there would be more of these pair.
Against sim i always try and save meter as much as is reasonably possible.
Hang back as much as possible and try to psychic super through a fireball.
I’m not sure if this is much of a tactic though because it relies on you still getting pretty lucky and it’s only ever going to work once at most.
The best tip i ever got against Sim was i think pie’s advice to hit HP as soon as you see him teleport. It’s never missed for me when i’ve caught it.
Seth i’ve no clue where to even start in this match.
J.hk, c.mk xx hp.HHS, EX.HHS, c.lp xx EX.HHS, c.lp xx EX.HHS, c.lp XX EX.HHS, c.lp XX hp.HHS = 612 damage
Does anybody have a video of this being done? I would just love to see it, haha.
There is one floating around on youtube. I just don’t see it being probable.
Have done it in training mode but if you have 4 bars just j.hk, c.mk xx hp.HHS, hp.HHS(4 hits) xx Super = 618 and save your self the stress. It works on everyone except standing Rose. But for flash, the ex loop would get you some hype though. “Look at the damage!!!”; “what level is he on?” type hype.
i’ll like to add fierce buttslam or ex when he teleports next to to you, he eats it every time :o) or if you don’t have that option do a jump away from him with a fierce punch.