What are the worst match-ups for the top-tier?

Worst match ups for top tier? Hmm…

Sagat: Guile
A-Sak: Hard to say… possibly Cammy, maybe Sagat
Blanka: A-Sak probably
A-Bison: Not really sure… possibly Chun
Chun: A-Sak
Guile: N-Iori
Cammy: Guile

Debatable (sp?) top tiers:

Hibiki: Vega
Honda: Guile most likely
C-Ken: probably Blanka
Kyo: possibly Chun
N-Iori: A-Bison

C/A-eagle also does very well against cammy, A-sakura, and chun li.

and why does guile do well against honda? i would think vega and hibiki have a better match against honda because they can retalliate against a blocked RC headbutt.

I do this with Sakura when I fight against Honda.

Jump back against one of his fierce headbutts, land, d.LK xx free combo.

If Honda was dumb and distanced his headbutt for me perfectly, then I can put a j.MK or j.HK at the beginning too.

I don’t RC against Honda with Sakura at all. My main gameplan is to stick roundhouses in his face (only when he doesn’t have his charge), build meter, and bait Honda into doing something silly so I can punish him hard.


Buk (or anybody else who might be familiar with fighting RC Honda):

Should I even bother trying to attack Honda as he gets up at all? It seems like every pop-up move he does is perfectly safe. LP headbutt, LK butt spash, or level 2 super. Even if I bait him into doing one, I don’t know how to take advantage of it 95% of the time.

sagat counters a-sak? how? she has this broken hurricane kick?

plz tell me =)

LVL3 > BLOCKEDHEADBUT.

It’s kinda similar to Blanka: even if you can punish a blocked Blanka ball doesn’t mean your character beats Blanka. Honda has other powerful things to work with, RC hands to pressure and scary grab mix ups when up close, not to mention the cheapest defense ever.

Honda has a lot of trouble dealing with Guile for the same reason a lot of people have trouble with Honda: his ground game is totally neutralized by RC sonic boom. But then again, I’m not one to talk about fighting Honda. He’s been kicking my ass here (well, the good ones anyway). I just see Honda players getting killed by Guile.

kcxj:

Uhh, well if you anticipate a jab headbutt or a butt splash you can roll and punish. Honda is just hard to pressure in general though. He can also wake up with rc grab or rc hands, both of which are relatively safe to throw out. Meaty fireballs are generally the best way to continue pressuring. There’s character/groove specific things to do, but overall it’s pretty hard to stay on a downed Honda.

i dont understand how guile is cammy’s worst matchup at all. someone care to explain for me?

it seems like once cammy gets in, nothing that guile has can beat her close fierce.

i also dont see how guile can keep cammy back with sonic booms. seems like she can just cannon drill thru it.

even when the sonic booms are roll canceled, all she has to do is just walk up and throw after the cannon drilling under the sonic boom.

it also looks like guile has a harder time punishing “distanced” spiral arrows than any other character without a level 3. sagat and many others have a 4 frame crouching medium that can punish her. guiles c.mk is much too slow, and his c.mp while good, doesnt have enough range.

all i know is that like any other character vs cammy, guile has to keep her from getting in and has that f/b+mk to go over her cannon drills.

someone please explain to me how guile beats cammy. i have no idea on this matchup.

In addition to his sobat kick, Guile can also flashkick the cannon drill on reaction. Since cannon drills arent safe and her jumpins is slow, she has no choice but to fight Guile on the ground.

But Guile has a better ground game than Cammy. Guile’s c.mk outranges Cammy’s s.hk which is her best poke. And she also has trouble dealing with Guile’s s.Hk.

One thing Cammy can do is use her c.mp to counterpoke Guile’s c.mk and link that into a lvl3 cannon super.

Other than that, if Guile throws the sonic boom conservatively and work his ground game, he should be able to keep cammy back from getting in.

Cammy’s low jump RH is homosexual for guile to Antiair if he loses his charge and can’t flashkick or RC SB.

One quick question, for people who low jump at max distance of their j attack, how do people usually deal with that? Because if they don’t do an attack your DP type move, usually ends up whiffing. I assume just RC? Cuz like often, I get hit by K groove Sagats stupid lame ass trick, where, they go Jump in RH, then low jump max distance RH at top of jump, where if it hits they can combo a super. Like I’ve seen people deal with predictable low jumps from max distance, by jump straight or forward attack, or roll behind and combo in low jump recovery. But both of those techniques seem risky. I’m just asking because my biggest problem is not consistently shutting low jumping from chars.

Depends on your groove, if you are in C you can punish low jumps, especially those where thet press the button early, with instant airblock, then attack. You can also roll if your roll is fast. Other grooves, that was a huge problem for me too, thats why i changed to C.

Guile’s d.MK outranges AND goes under Cammy’s far s.HK and far s.HP. Plus it’s only a ridiculous, ridiculous 21 frames long so it’s perfectly safe to stick out without fear of retaliation (unless Cammy is actively looking to level 3 your whiff of course). d.MK is a little slow at 7 frames startup, but that’s what Guile has his 4 frame FAR s.MP and d.MP for.

Far s.MP has a lot of range. If I end up blocking a Cammy drill, this is the move I stick out 90% of the time afterwards.

Other than those notes, I just do lots of s.HK, RC boom. Guile controls the ground in this matchup. When you play Guile correctly, Cammy can’t get in.

If you do accidently let Cammy get in, don’t bother challenging her close s.HP’s. Be patient and wait for your opportunity to psychic flash kick or push her out again. Always, always be ready to tech throw as well. I can’t stress that enough. If you watch the top players like Choi, Justin, or the Japs, you notice they almost never get thrown. You don’t have to do b+HP for a tech hit. All you need to do is hit HP or HK, so you can continue blocking low etc…

*oh, if you don’t have your charge and Cammy low jumps from far on you, just block it. You can throw out preemptive fierces and f+fierce too, but far s.HK is better (as you can keep your charge for an RC boom).


Buk:

Thanks for the Honda tips! I’ll be practicing.

C-groove Chun beats C,N,A groove Cammy.

Ryumexicano

Any tips as to fighting Blanka with TERRY in C-groove?

I have a really hard time beating that beast. I think he is Terry’s worse enemy.

RYumexicano

drop terry? he cant deal with blankas jump ins =\

A-groove TErry fights any top tier, but in C-groove is another thing. In A-groove you are almost 100% guaranteed that you will connect a CC. In C-groove is just different. You cannot punish Blanka’s ball in C-groove. It is hard.

Ryumexicano

your never guaranteed anything, if blanka doesnt jump then he avoids cc.

No more saying who beats who unless you give some reasons from now on.

Well, if you time the low kick jumps correctly, you can give cammy a good fight. If they are in K-groove is harder since they can easily JD or Parry (If in P) and throw you. Chun-li does well against most top tier. CHun-li has killer combos in C-groove. RC kicks on wake ups work fine. Standing medium punch is a good poke against Sagat (timed correctly), or s. HP. Cammy’s drill can be punish by a c. mp and super etc… Rc kicks beat cammy’s standing Hk.

Ryumexicano

Is you are in A-groove, there is always a chance to connect a CC. THere are many ways to connect a CC with Terry. THe oponent dones’t need to jump. You can punish and CC blanka’s ball (if you are using Terry in A-groove). You can do a cross up and CC. THere are many ways to connect a CC with Terry and all characters. There is always a chance…I have no doubt. The problem is that you must know how to take advantage of that chance, and to actually see it…

Ryumexicano

if you jd, you aren’t guaranteed a throw. believe me. they can super or tech hit just to name a few options. jd doesn’t give advantage 100% of the time.