For guile, after you block the first kick, for the love of god, never jump. You’ll get caught in it. and doing c.mk into Sho or other takes a bit of timing to figure out.
Ive practiced with the double sweep and you can actually pull out an ultra if your quick enough :D! My buttons are messed up so its hard for me. . . but It’s definitely doable ^^
Guile’s c.HK is so easy to EX Shou straight through, that really goes to anyone who has an EX DP-type move since I do it with both Sakura and Dan
What works really great against a lot guile players is, when you’re just out of range(usually after a crouched kick) focus attack, dash backwards. This baits out his flashkick wich you can then punish with cr.hp, ex tatsu.
My $0.02 on the Sakura vs Gen matchup:
It’s important to be aware that Gen has a kara-throw that can grab you from outside of Sak’s cr.LP range. It doesn’t go as far as Ken’s, but you have to be on your toes in the same way.
Gen’s wall dive kicks are armour breaking (so don’t focus them), but they are easily punishable on block. The one where he comes vertically down directly above you can be very ambiguous which way to block, but backdashing solves that problem. I’d recommend blocking and punishing over trying to cr.HP them. The wiki doesn’t have frame data for block stun, but throws and jabs are guaranteed on block.
Gen’s sometimes like to bait by whiffing their Gekiro (that upward bicycle kick thing) as he can stay up for an un-expectedly long time by doing the second kick. This works great on shotos with dragon punches, but are no real drama for Sakura if you’re punishing with cr.HP or cr.MK, just don’t over-commit.
Gen’s FA has disgustingly long range - almost half screen. If you block a lvl2 then he’s got frame advantage, so cr.LK+LP is your safest followup.
Gen has much better footsies than Sakura, and his habit of cancelling his attacks into lightening hands makes FAs very risky. After Gen hits you with lightening hands he can link a standing kick, which means that even if he misses the link then he’ll beat out any counter-attack except for EX shouoken. Safest options are to continue blocking or FADC backwards.
Gen’s crossups are very deceptive - you might think he’s too far away to hit you, but he’s not.
If you block Gen’s rolling attack then be ready to tech in case he FADCs the end in the same way that we do with shouoken.
Gen doesn’t seem to have a good reversal attack to beat out Sakura’s EX shunpu resets, instead he’ll rely more on EX wall dive’s invincibility to get out of there.
:karate:
That catches me a fair bit, think that it won’t reach me when it does >.<
My $0.02 on the Sakura vs Rose matchup:
Rose’s game revolves around horizontal pressure on the ground and throws. She has a very strong ground game, but her anti-air options, whilst quite strong, require her to anticipate or have startup time. That means that jumping at Rose while she’s ready is a bad idea, but jumping in on wakeup or while she’s occupied is a very good idea.
It is worth noting that Rose has quite a small hitbox that makes it difficult to cross her up, and she has a slide she can use that lowers her hitbox and moves her underneath you. Also, since a lot of her advanced combos require FADCing her fireball Rose players are often quick to FADC forward if you jump in while they’re throwing a fireball.
Rose’s soul spiral is armour breaking, but is punishable on block with cr.MK.
Her cr.MK slide leaves her at 0 frame adv on block, and she’ll be right up close. Luckily cr.LK+LP will keep you safe regardless of what she’s going to follow up with.
Rose’s ultra works much like Seth’s. It will get you unless you are either at full screen or blocking. If you’re neutral when she throws it out then you can jump over it and punish, but if you block it then she’ll recover before you can punish her unless you were standing right next to her when she threw it out.
For every fireball that Rose absorbs with her soul reflect she gains about half an EX bar. With this in mind it’s best to restrict your own fireballs to either nullifying hers or setting her up for a specific trap. Rose’s super hurts and she has some nifty FADC combos that can really sting.
:karate:
Shit’s delicious, gimme da dolla!
Oh dude you are doing a great thing here I’m not trying to be condescending at all just want to discuss it more and explain why I feel the way I do. Once the football game ends I got nothin to do so im gonna sit down and go one by frickin one with the chars I feel the most strongly about and maybe give a few hints here and there
I’ve dabbled a bit in Rose (purely for the Shamwow) and have to say the Reflect is pretty awkward to time. I’d say test it out first and see if they’re comfortable reflecting those fireballs. Sakura’s are already fairly slow as is, charging them slows it down a bit more and slow fireballs are harder to reflect/absorb than fast ones (for me at least).
Thanks Shytzoo for the Blanka tips. I could never figure out what to do against him, but it’s so simple.
Good thread.
The E.Honda section currently says that he has no reversal to get out of Sak’s mixups, but EX butt slam will definitely work, and there’s a good chance that the game will auto-correct the direction of EX headbutt, and it’ll zoom him to safety if not. Let’s not throw all caution to the wind.
I put mix ups as in blockstrings/throw/overhead, not resets.
oic, yeah I was thinking of EX shunpu resets.
He can still use EX butt slam and EX headbutt to reversal, just means that he can’t mash them out so he’s got to use actual skill. Poor Honda…
Headbutts from Honda and Fei’s jabby jab mcjabberton shit. What y’all way through them, honda espically? Can’t jump on him and playing defensive is a bit on him when he rushes down.
You can time FAs to hit in between Fei’s jabby crap but it is very tricky. Could also try vertical jumping. If they’re the sort that just loves spamming that crap you can catch them with Light Shou in between but it quite risky.
Full screen you can space Honda with Hadoukens, if he jumps over them at you you can get him with a Light Shou and follow up with a Medium Shou (maybe Heavy in some cases). I hate Honda I’d watch for when he’s not chaging and move in on him when the opportunity arrises. c.HP hits the butt-splashes too.
With Fei Long mp. and hp. Rekka’s are punishable by c.mk xx fp.shou, and hp.rekka can be punished by c.hp to BnB if they are close enough. lp.rekka they are safe. Most Fei’s will do 2 rekkas to hit-confirm cuz the timing between rekkas is too fast to just hit confirm on the first. Some will also try to delay the second one if the first one is blocked to catch you off guard.
BEcareful jumping in on fei during wake-up cuz EX flame kick will beat you pretty much every time. if you time your jump-in wrong, reg. flame kick can beat you outright. Empty jumpins work well in this situation as reg/ex flame kick is usually their panic move if like to pressure a lot on wakeup.
Becareful of throwing random c.mks as Fei’s FA is super fast and super long. They can catch you on the recovery time and crumple you into big damage. What i like to do is c.mk xx hk.tatsu if i am playing against an FA prone Fei.
I tried punishing headbutt (lp, mp, and hp) with hp.shou and this is what i got:
lp.headbutt is pretty much safe from hp.shou, even in the corner :x. Honda recovers pretty fast from this move.
mp.headbutt is pretty shoddy. if you are farther than one and a half boxes in the training mode stage, you will whiff or only get one hit from hp.shou. Anything closer and you will connect with the whole thing. Has to be reversal.
hp.headbutt is punishable by hp.shou but comes with a big catch-22. Anything within 2 boxes (which is about half-screen) you can punish, and it doesnt have to be a reversable. Anything farther than that you can still punish, however you might only get 1 hit out of hp. shou and it’ll leave you in a big big hole, or you’ll get the full 6 hits and the knockdown. I don’t know why that is, it could be the timing on the reversal or how far Honda goes back from his headbutt and how far Saks gets pushed away from the headbutt.
I dont know how reliable my tests are (i put cpu on playback and auto-block and did db,f headbutt) but that’s what i got messing around for about 30 minutes. If someone wants to put more concrete detail into this by all means go ahead.
lol, I was like “headbutt? HEADBUTT!?! Since when does Fei have a headbutt!??”
I’m a bit slow… :razzy:
I’d think a well timed FA would hit you before your Shunpuu can hit him in that instance. However a cancelled Shou should be too fast for his FA (obviously isn’t safe to be trying those in his face in case he blocks but they’re still gravey for poking him moving forward).
I am hoping to pull more information for this thing tomorrow.
Hoping to get it stickied soon.