I have something to add. People probably already know this, but when you’re fighting Adon, if you are right on top of him on wake-up (say, after a back throw or a lk rk/ex rk), and do neutral jumping HP, if you time it right it will beat pretty much any of his wake-up options. Rising Jaguar? Punches through it, all versions (not sure about EX though, I think it still beats it though). It even goes through his Ultra, Jaguar Avalanche. I believe any of his other wake-up options (other than maybe just grabbing you when you land) are too slow (so you can just block when you land), or whiff entirely, or neutral jumping HP punches through it as well. Obviously, don’t overuse it, but it can help to frustrate your opponent.
I’m going to have to do more testing to see what else neutral jumping HP can beat on wake-up. It’s seems like an interesting option against characters who don’t have a true DP like the shotos (neutral jumping HP just trades in that case most times).
I’m guessing most people knew about this though…but I didn’t see it in the Adon match-up. Unless it’s a really bad option against a skilled Adon player.
Meeeh, yesterday I found a Yang online. After a few fights against some Yangs (offline tournament and XBL) I personally found my new worst matchup…
The Yang players really wasn’t that good… but you can fuckin do nothing against him x_X
99% of the fight I found myself blocking and blocking and… blocking. On wakeup he can divekick all day. Backdash gets punished after divekick by lk, lp or sth like that… I lost sooo hard… hit him some times with random Ex Zonk or grab.
You can’t zone him, poking game is no fun at all (Cody has good normals… but Yang can do better/faster/stronger/leeter?!?) and his mantis strikes FADC is ridicoulus advantage on block.
I think the biggest problem is his hit/block stun of his divekicks. If Yun makes a high hitting divekick, you can do pretty good against him (grab, etc.) but Yang can hit you 5 meters over your head and still has 50.000 frames advantage (on block!!! xD).
Seriously, Akuma matchup feels like a charm compared to Yang.
I’m starting to be thankful that I haven’t encountered a single good Yang player online yet.
Considering that, I’m probably not the person to be giving advice on this matchup, but couldn’t you just read the divekicks and punish accordingly? Yang’s dive kicks are considerably slower than Yun’s if I’m not mistaken. (And that’s probably why they have so much advantage on block compared to Yun’s.)
The only other suggestion I have is to keep a bingo charged. Since it has upper body invincibility and should punch right through dive kicks (and if it trades it should definitely be in your favor).
That’s all I can say. Someone else here probably has MUCH better advice than me though.
He did’t do “unsafe” divekicks ^^ He did them on wakeup. The problem was that he didn’t had to time them “very” correctly. Zonk is too slow so that he recovers in time. He can just block them and punish (Ex) or stuff them (normal zonk). Zonk will help if he really fucks up his divekick timing. Random divekicks can be stuffed bei st.LP/MP or sth. like that.
In normal poking game just doing cr.LK/MK > mantis > mantis (repeat, FADC, etc.). There’s no way out except an educated guess ^^
Well, as I stated I have yet to face a really good Yang player. The Yang players that I’ve faced either don’t FADC the rekkas for pressure and allow me to punish them, mistime the divekicks or just try and spam his DP. So yeah, I don’t have much experience with the matchup to be of much help. :sad:
Trying to think of what to do against wakeup divekicks…hmm……standing roundhouse maybe? Criminal Upper just before they actually get up? HK RK? I’m running out of ideas…:lame:
Cammy match up is driving me crazy, attended local tournaments in Dublin, Ireland recently… lost to cammy player “Cobelcog” 5 times… in one of the tournaments he beat me 3 times… in pools, knocked me into losers and then beat me in losers finals again… i cant anti air that bitch.
There’s a spot on the screen where you can anti air her with st HP no matter what move she makes. But she walks so much quicker than Cody that it’s hard to maintain the range.
Well, I’ve been fooling around with Cody in training mode, and have been trying to experiment with Cody’s c.HP xx lp Bingo combo. It seems relatively safe, despite the fact that it’s -8 on block. From my experience, every player I’ve faced tries to sweep or poke after the animation of the bingo punch ends rather than when they exit blockstun. I think this may be because the ending of the animation for the attack is their “visual cue” for them to punish the attack, but block stun ends much sooner than the animation for bingo ends, so the timing for their punish gets thrown off. Not to mention how far it pushes the opponent back on block. Also, you gain more meter with Bingo punches than criminal uppers.
The c.HP xx lp Bingo combo probably isn’t something to rely on, but it’s something to throw out there to throw the opponent off somewhat, and gain a bit more meter in the process. Though I get the feeling that what I said about the not being punished for using Bingo is way off…might have just been the lag online. Then again, one of my friends uses Ryu and we played together locally, and he wasn’t able to punish bingo with the sweep…I dunno. Perhaps someone can test this out.
lp, mp or hp doesn’t matter. all will result in the same bingo. what matters is the charge time for level 1, 2 or level 3 bingo.
c.hp xx bingo is a great “buffer” poke in mid range against high poking characters like bison or sagat. (you do c.hp and let go of bingo like you would normally) if c.hp hits, so will bingo. if c.hp whiffs, nothing happen. also great against focus attacks.
on a side note: bingo can be made to -5 if it hits meaty, so it’ll never be safe persé, but it can leave you at a great distance where it is practical safe against some characters if done from the proper position.
The problem with using Zonk in combos is, it’s not really hit confirmable (unless it’s after a HK Ruffian FADC). You have to be charging your Zonk beforehand and it’s not worth losing a button just to end in a combo which doesn’t actually do more damage. If you want meter instead of damage then end in MP Criminal Upper instead of HP.
The other thing is it’s easily punishable, if whoever you’re playing isn’t punishing that then they just can’t time their punishes. If I try that against the players I face I’ll get some fat combo. It’s better to just stick to Criminal Upper endings and Zonk in longer combos or to get round projectiles
You should only be using two different anti-airs for this matchup mostly (obviously not ALL the time but mostly). They are HK Ruffian and air to airs.
HK Ruffian will cleanly beat anything Cammy does or trade in your favour, if you time it right that is.
s.HK for those far jump ins
Air to airs if you fail to react with HK Ruffian in time.
If you try to think about anti-airing Cammy with these three things in your mind at all times I’m sure you’ll find anti-airing a lot easier. At least her dive kick isn’t stupidly quick like Yun’s to the point you can’t even react so you have a chance to react to it.
Is that the only part of the matchup that you’re having a problem with? And if she gets a knockdown into her bullshit Cannon Strike mixup you just have to take it, nothing you can really do.
Against high, non-meaty dive kicks you can press buttons. Against EX Cannon Strike it’s ALWAYS a true blockstring or frame trap depending on what the player decides to do.
I’m guilty of HP xx zonk from time to time, it deals hella stun and is a frame trap in itself. Sometimes I’ll throw it out a couple times early in a match just to judge how well the oppenent knows the matchup. If it goes un-punished, in my exerience its an indicator that you can get away with a lot of other unsafe shenanagins.
Another problem with xx zonk is if its blocked, even if its not punished it resets momentum. If your hit confirming and frame trapping you can just keep the pressure on.
At the moment I am looking for some hints against Ibuki. I really struggle against her, when the opponent knows how to play. Her MK has an extremely good range, so it’s hard for me to outpoke her. After knock the Vortext starts, that’s no problem anymore, figured it out how to block the Kunais (it’s so hard ^^). My problem is even if I blocked the Kunai, the pressure keeps up so bad. she just does her BNBs into her safe kicks and it beginns from new (kick, kick, kick, lol, lol, lol, fuck you, it’s safe! xD) x_X It seems there is no way out except interrupting her with EX-Zonk. It’s just hard to build 3 meters if you are just blocking and can’t find a way out ^^
My second problem: She does a command dash and I want to punish it with a cr.LP or sth. like that, I always eat a counter hit xD I think it’s my own bad timing…
This is a tough one. I actually know this match-up (I’ve faced some good Ibuki players, so I know your pain), and one of the first things is to learn to block properly, which it sounds like you’ve been able to do. Then you just need to be patient and wait for an opening. Cody basically has no options against her pressure strings, so just sit tight and plan a counter. I think you might be able to escape her pressure if you forward dash on reaction to her command jumps to try and reset momentum, since you can punish most of her attempts to get in (use rocks and fake rocks to bait her out and smack her with a high damage punish). The key is to just get her off you and to not let her get on you, the former being a challenge with Cody lacking a DP.
This is probably stuff you already know, but that’s all the information I can offer. Throwing out a c.lk after her kicks and option selecting a lp. cu after her kicks stuffs most of her follow-up options I think, other than command jumps (you should recover fast enough to get up and block her kunai traps though) or neck breaker (that move just seems to go through everything). Correct me if I’m wrong.
Once again, patience is the key to this match-up; mashing buttons is just going to get you killed.