st.mk frame traps into -> TC or either Guy overhead works wonders in this match because most Chun-Li’s don’t fight well in the corner. On a KD from something other than Runslide (HZO or BSK) bait out a wake up EX. S.B.K from her, punish accordingly when it’s over. Eventually Chun’s will go for the jump split-kick or raw Ultra just to be able to walk out of the corner.
It’s not a skill thing more than it is rhythm. The more you scare Chun into the corner, the more familiar you’ll be with what options they take in the corner and you’ll see them coming from the start up and even start guessing when they come up. I go into block string loops of st.mk-> cr.lk -> tick throw sometimes just to stall time while I think of what my next rational option should be and the opponent will respectfully sit in block and crouch tech waiting for the super bar to fill up an give them EX options
If there’s any specific instances or circumstances that come up then I could help more.
If you dash forward after run slide twice then backdash, I promise you that you are close enough to walk up and mp->runslide. I will state that I’ve have TC miss on the hp many times against Decapre.
I was actually referring to abel in terms of pressure, I can get chun to the corner fairly well using the strategy you are talking about and try to work her if i dont mess up my execution, but if you have a reversal happy abel there isnt much safe pressure to put on him at all. lp Hozanto is safe sure but if you press anything other than walkback/back dash after you get tornado thrown and then you have to hope you can punish in time if you walked. Even then if they DONT tornado throw you still gotta walk forward which gives them a big opportunity to PRESS LIGHT KICK D:
In general, lk.BSK tornado throws all day. If your opponents get predictable with Tornado Throws you can lk.BSK them. Normal Tornado throw starts up in 5 frames and is only grab invincible, which itself only lasts for the first 6 frames. Being as lp.HZO is -1, you will get three free frames after it’s recovery to attack before a normal Tornado Throw will hit. Essentially if you can hit him in 3 frames (like with cr.lk) you can stuff any normal tornado with counter hit and make a 3 frame link into TC-> run slide.EX.Tornado throw is not grab invincible like his normal Tornado Throws are, but is strike invincible. Still starts up in 5 frames though, so if he goes for the Ex version… you can just grab him. Like I said before though, if you jump, at -1 on hozanto he shouldn’t be able to combo from a cr.lk as it should hit you in the air (if at all). But don’t put down HZO -> backdash. That’s confirmed chip. If you have a life lead… keep the life lead. Let the clock run out on him.
if its +7 on counterhit then we should be able to combo close st. mk from it, test it to see, but im pretty sure its only 1 extra frame of advantage on lights too
Okay so what about Hugo? I mean we already knew this would be a terrible matchup. We have ways to deal incredible amounts of damage, but he has like 60 MORE ways to do more damage with a lot less risk. What can we do against a zangief with even better footsies and an air snatching grab? His command grab has crappy range so hozanto is aight sometimes, but he has a lot more than command grab and lariat. Atleast with Gief he had a fairly simple way of doing things… Hugo… he doesn’t have rules! HE HAS NO RULES HE DOES STUFF TO YOU.
I stick to HK like it’s a wall. Guy’s walk speed is nice enough to slip in and out of range. You can’t elbow drop Hugo and combo. Dude is too tall. You have to hit it deep, where it’s pointless to use elbow over nj.hp. Having to guess his air grab and ground grab reactions can be tricky on his wake up. Back dash will get caught by his air grab. From my only play though, I’ve found meaty Ninja Sickle will beat his non-ex air grab and is naturally off the ground for his ground grab. It at least limits the amount of times you need to straight guess Hugo’s response at close proximity. Like most grapplers, I keep him at poke range and sit on a life lead, only go in if he gets stupid/desperate (e.g., Run sliding him when he’s forgetting to block his legs, lol.)
Be aware though if they do the EX Backbreaker and you do ninja sickle, you’re getting grabbed, but all in all Hugo isn’t really that bad of a matchup, I personally even think its 5-5.
no way, there aint no way that matchup is 5-5, I mean have you played a legit Hugo? St.HK is pretty good but its the ONLY thing keeping him from you and its not impassible. Hugo has a LOT of normals that can blow up Guy at mid range, I mean I’m not saying I have good footsies but I have never felt THAT hopeless at midrange in a long set than I did trying to outpoke this Hugo player. I just think Hugo’s footsies have a clear advantage over guy’s and if not footsies what can we do against him?
I been playing hugo since the ultra release,in general you have to attack his weaknesses to beat him.Jumping at him is the worst thing to do against hugo with meter he can do alot of damage off a trade lariat.Unlike most 360 characters this grab character needs a corner to be effective but his 8frame pre-jump,size,backdash,walk speed are a joke.
His damage output on punishing ex tetsu,St.hp(armor on 7th frame) and foward dash are the threats.His St.lp is 6 frames cr.lp is 5 frames so without meter frame traps work well(I suggest out poking him).Mid range his normals lose to FA so bad that staying outside of his jab range could be you beat answer if the player lacks good spacing.
If you can outpoke him or gain health lead hugo might use a ex running grab/lariat (50/50 mix up) but all non ex lariat’s are -11 ex is -6.Waiting for hugo to stop his run or a neutral jump are not always the options to stop this 50/50 A running grab or anti-air lariat can change the match so I suggest learning to grab him out of the ex run(be brave or run).
What am I supposed to do against dive kicks again? I’m talking Yun and Rufus specifically here. Wasting bars on Ex.BSK reversals that only hit twice cannot be the most efficient counter.
Needs more emphasis. Having looped against it in practice mode, the necessary button and timing changes significant in close distances. I can punish his dive kicks that were never going to hit me anyway. Away from KIO I’m not seeing the punish. A lot of trades though…