The Super Guy Match-Up Thread: Check First Posts! (Updated: 01-24-2011)

Just had like 25 games back to back on ranked with an A grade Blanka. Really tough oponnent to deal with and I had to get used to the mix-ups whilst playing cos I haven’t played other Blankas as good.

Getting Blanka in the corner seems especially advantageous and they seem to panic. Thing is he kept using that EX Ball to get out of there. I’ve seen Daigo use Ryu’s cr.HP to stop the blanka after he executes it. St.lp worked once or twice with Guy but I didn’t find a solid solution. Maybe someone knows a better way to stop him from escaping the corner for free with that move? Rainbow ball I think it’s called.

The other thing that was really annoying was his continous jumping and cross ups, and Guy’s ex-reversal seemed really useless here cos it’d just whiff. There’s too much block stun so he can just jump from side to side to cross u up each time. I used focus absorb backdash but this usually meant I took some dmg.

SO i tried jump back MP but that got counter hit, and then I did jump back lp and that started to work.
So if you’re caught in this situation against a blanka, jump back lp isn’t a bad idea at all. Or the air grab if u can pull it off under all that pressure and blocking from side to side.

Another thing I noticed is that against blanka, the run overhead kick can be followed up with a combo easier, because he crouches so low so it probably hits on the last frame each time, or at least it’s very likely to. This is useful to know especially for AE and 3 frame short.

As for the result, I lost 14-11 but learned some interesting things.

@ af0

Your right about Blanka Players ‘seemingly’ panicing in the corner. I was wacthing some of my replays and I noticed the Blanka player desperately trying to get out of the corner. Twice he tried to get out of the corner with Ex Rainbow Ball, but I stuffed it with crLP on reaction. I have an, A-Blanka player I play from time to time on my friend’s list who say’s he’s one of the better Blanka players on PSN.

The first time I played him, he crushed me buy at least 20 games. The next time I played him it was a little closer. And the last time I played him the games were almost even, him being up by a few games. Out of all the games we played, my analysis is first; keep Blanka from jumping at you. His jumping game is strong, almost to good. Use Neutral Jumping attacks such as MP, HP, HK and Elbow Drop to knock him out of the air when Blanka closes in on you. Izuna Drop is the best, but I don’t bother using it when Blanka is in on me, because it’s hard to react to Blanka’s Jump arc. Some thing else I noticed, when Blanka jumps over you and go’s for a cross-up attack, you can use stLP alot of times to knock him out of the air because of his high vertical jump. Thankfully in AE the hit box of stLP will be moved up.

Secondly don’t let Blanka SWEEP or GRAB you. There Blanka will play mind games and can win the match off of one knock down. Third, Punish all Blanka’s Rolling Attacks and last KEEP Blanka in the Corner. Overall, to me this match up is all about who can land a knock down and who can keep who in the corner. But concerning Blanka’s Ex Rainbow Ball in the corner, it looks like Tiger Knee Izuna Drop is the only real answer or chasing him down with a Running Attack.

@ af0

The rainbow ball, I assume you do a jump meaty in the corner, and he escapes. I tried an option select ex tatsu after the meaty jump, it hits him.

Blanka jumping atk, the ex tatsu whiffs at times when blanka jumps too close to u or maybe when he is too close to ground. ex tatsu works fine when its a normal jump in.

The cross-ups, blanka’s jump mk can be countered or traded with cr mp or cr mk.
Blanka’s jump hk, I either dash towards him as he crosses-up and follow up with target combo behind him as he lands. Or I slide under him and dash backwards, resetting the situation.

You’re right, dashing fw is probably the best choice in the cross-up situation, but again that’s not easy to do under pressure because he may choose to do electricity/throw instead of crossing you up again. I was talking about ex tatsu whiffing in this situation.

As for the evasive rainbow ball in the corner, I know close st.hp can beat it but this move only has 2 active frames so it’s likely to whiff, unless there’s a block string to time it with as an OS. I don’t see ex-tatsu OS as a viable method because after the run slide, blanka can’t be meatied with an instant Neutral jump and doing a delayed jump in can mean u get hit by his ultra 1 or other reversals on wake up. I’m not sure it’s easy to get the timing right.

One thing I forgot to mention is that in this match up, it’s unlikely you’ll land st. bushin chain. Most of the time you’ll be punishing a crouching blanka with the run/slide combo ender.

Also xIROCx mentioned the TK izuna grab against the rainbow ball escape. Unless you’re guessing what he’s gonna do on wake up, and do the TK izuna, I don’t see how else you can grab him out of it -maybe jump back izuna?Forward or neutral is definitely punishable if it whiffs.

I’m thinking maybe do cr.lp to st.hp lp hozanto block string on his wake up, maybe the HP will catch him out of it as an OS. May try later.

For rainbow ball, I was not refering to runslide combo nj. Was refering to timed jump ins after throws and bushin grab. Ok lets skip this if you want the execution to be perfect.

I had this in mind, but did not type it earlier because I did not know what u want.
U mentioned cr.lp OS on wakeup.
Try this, but I find it quite difficult. Start from 0:50.
[media=youtube]KFyTBmhL2g4&feature=related[/media]

You can Neutral Jump OS Blanka in the corner by ending your combo with Fierce Tatsu. Either do Target Combo into Low Hozanto, Fierce Tatsu or Bushin Chain into Fierce Tatsu, then Neutral Jump twice. As Guy is coming down from the second Neutral Jump, come down with either LP, LK, MK or HK then OS. Last night I was trying; come down from Neutral Jump with LP, stHP into Low or EX Bushin Flip. Blanka can tech, but he’s likely to charge the Ex Rainbow Ball to get out of the corner.

I gave up on that viper OS long ago - it’s too hard and under tournament pressure you could easily pull out light tatsu.

Anyway I found the solution I was looking for after a bit of testing. This pretty much kills Blanka in the corner and his only viable option is the Ultra 1, backdash (in the corner so he’s not going anywhere) or of course block.

So you got him cornered and it’s very likely he’s gonna try get out of there on wake up with blanka ball, if not try to cross you up with it - it’s a reversal thus it has armour so they’re not afraid of your focus attack.

Do meaty cr.MP with a delayed st.HK OS. If he tries rainbow ball, the HK will catch him and it’s decent dmg too.
If he does up ball reversal and u get hit - not a big deal cos you can execute ultra 1 right after being hit and still ‘punish’ him.

Just remember he can do ultra 1 on wake up, and he will, it doesn’t matter how much BP that player has!

Edit: IROC whether blanka techs or not, Guy can be punished on either jump.

Throw Set up against Dhalsim

Wondering if any body think these are valuable against Dhalsim’s Wake and Teleport.

A. Forward Throw; then Forward Jump once, Forward Dash into Low Hozanto. If Dhalsim teleport, then follow with Ex Hozanto.

B. Back Throw; then Neutral Jump, then upon landing input Medium Hozanto. If Dhalsim teleport, then follow with Ex Hozanto.

The main goal is to cacth Dhalsim pressing buttons on his wake. If he presses a button or tries to grab you, he will get hit by the normal version of Hozanto. If he teleports to escape pressure, then you should have enough time to react and use Ex Hozanto to cacth the teleport. Here are two more I just thought of…

Run Slide, Back Dash into Low Hozanto. Use Ex Hozanto if he teleport.

crMK, Back Dash into Fierce Hozanto. Use Ex Hozanto if he teleport.

note: these will lose to Dhalsim’s Super.

It may be useful if its used sparingly. Something different is good, as u appear less readable or repetitive.
1st of all he can simply block it.
2nd, if Dhalsim can spot a medium and fierce hozanto, he can block and then hit u with his 3 frame kick.

Dhalsim players like to charge their super meter and perhaps may even execute it on reaction to the hozantos, let alone block it, especially medium shoulder.

Guy’s normal slide is good to OS as it gets close enough to dhalsim after he teleports to start a chain. You want to be in dhalsim’s face all the time, ground meaties and air meaties. Hozantos just ease the pressure because they create a lot of pushback after block.

Only drawback to the slide OS is if they choose to teleport behind you on wake up, which is unlikely.

Also if you use the slide OS and get close to him after he teleports, you’ll do more dmg than ex hozanto, and gain meter.

Depends actually if you hit on the last possible frame I do believe it makes the hozanto safer, Then again there is always the option to make it safe by FADC or always use lp hozanto.

Could Run overhead be used? It would at least be OH and if hit on the last frame possibly made safe or linkable.

Okay I did some more testing and found that all are safe on block except the last one which is the ‘crMK, Back Dash into Fierce Hozanto’. The Feirce Hozanto lose’s to Dhalsim’s crLK, but to be fair, it’s still hard for Dhalsim to punish even with his 3 frame Kick on Block. Plus even if Dhalsim Blocks it, you will still earn 20% to 40% Chip Damage. I think earning this Chip Damage will motavate Dhalsim to Teleport, hence winning free damage from Ex Hozanto.

@ Blooddrunk

crMK, Back Dash into a quick Running Overhead

I tested this and it appears to be safe on Block as long as the Running Overhead hits once on the last hit on Dhalsim’s wake. And you can react to teleport on reaction really good with Ex Hozanto or Run Slide. The only thing about this one is that you are in Grab Range after Dhalsim block, so prepare to tech.

Can some one test these out, just to see if they need more work…

grab range = tech or lk tatsu to mix it up also if he does his super wouldn’t it be possible to do EX Overhead instead for its Proj. inv.

Okay, seriously, I’ll update the thread this weekend. SERIOUSLY.

xIROCx, you always post good stuff, but they’re hard for me to categorize. Maybe you could start your own thread with all of your nifty setups and tricks (and I’ll post a link in the first post)?


not so ninja [e]dit:

Ugh, when I finally get a free weekend to update the thread, SRK will be migrating to a new server. :tdown:

Until my account gets converted, I’ll be posting on this one. Seems like there isn’t any easy way to get all of the links working again, so I think we’ll have to start a new thread anyway (just in time for AE). What do you all think about having one thread filled with links to other threads for specific match ups? Our forum might get a little bit cluttered, but everyone will be able to see the discussions behind all of the match ups.

Let me know!

  • str[e]ak | RLBS

50/50 Hozanto Mix up on DJ’s Wake

  1. Run Slide, Back Dash into Low Hozanto
    pro’s; beats DJ’s Grab, Mashing, Low Up Kick Whiffs, Fierce Up Kick, Projectile, Normal Forward Kick’s, Focus Attack, Jumping
    con’s; loses to DJ’s Ex Forward Kick, Ex Up Kick, Ex Up Punch, Medium Up Kick, Back Dash

  2. Run Slide, Back Dash into Medium Hozanto
    pro’s; beats DJ’s Ex Forward Kick, Ex Up Punch, Ex Up Kick Whiffs, Projectile, Focus Attack, Jumping, Fierce Up Kick
    con’s; loses to DJ’s Grab, Mashing, Low Up Kick, Trades with Medium Up Kick, Back Dash

note: both versions lose to DJ’s Super and Ultra’s
note: DJ’s Medium Up Kick will either Trade or Win in either situation.

Frame Trap against DJ’s Speicals

crMP into crHP

pro’s; Can beat all DJ’s Speicals as long as DJ don’t delay the Speical
con’s; loses to DJ’s Grab, Mashing, Jumping, Back Dash

note 1: try not to leave no gap or space between the crMP and crHP. (perform rather quickly)
note 2: good against a DJ who is 'antsy’or impatient.
note 3: I noticed you can also add Ninja Sickle after the crHP to beat DJ’s Forward Kicks.

We gotta test if all this stuff works in AE so we can bring it over to the AE thread when the time comes. I say we take volunteers to test w/e is in here against a character per person. Should be fun and will help move things along faster.

How do I handle vega’s that turtle and run away?

Being patient and picking your spots on offense are the keys to beating turtle players. Against Vega specifically, you should be looking for that one knockdown because that alone can swing the momentum heavily in your favor. I know the links in the first posts of this thread are broken, but there are still some tips in the Vega section that should help you out. st.MK is really, really good in this match up.