Who has Best Mix-Up game?

Pretty much everyone has basic high low mixups. I’m surprised I never see anyone else combo Ryu’s ultra from his :r::mp: overhead. If you land Ryu’s overhead, it’s a guaranteed ultra (if you have 2 meters and ultra).

Everyone uses :r::hp:->DP->FADC->Ultra, but I never see anyone else use :r::mp:->DP->FADC->Ultra.

This is really good in the corner, because everyone blocks low to avoid :d::mk:->EX tatsu->Ultra.

Akuma and Gen

Holy shit, I didn’t know it could do that. I might actually go back to maining him if that’s possible.

when i tested this combo out i found it to only be guaranteed against a character thats NOT crouching… months ago. havent ever been able to combo it versus… ryu? i think in training mode if hes crouching.

who are you using this on and can you combo it off of them while crouching?

gief has the scariest mixups… ud is right. too bad for gief its so hard for him to get into position to serve up that cheese unless your one of the few world class giefs out there…

imho damn near every character has good mixups… too me its more about a characters ability to FORCE there mixup game on other characters, as well as how safe said characters damage comes about… not too many characters have SAFE mixup game, thats also easy to setup…

but yeah “easy to set up” is more of a relative term than a quantifying one… it, like most things, comes down to the individual players controlling there characters.

meh, i like chuns mixup game :nunchuck:

-dime

Akuma has great mixups, but this is not why. If you do demon flips off of these on any character with an uppercut you will get guaranteed uppercutted. There is no mixup. Akuma’s dive only beats uppercuts after certain knockdowns.

Not entirely true.

You do have to be aware of the uppercut as it will counter some attacks, but using the flip you can bait it and punish it to make them think twice about using it. If you intentionally overshoot your foe and cancel with the palm strike you can make most uppercuts whiff and get a free punish. In several of the situations I outlined the opponent doesn’t have that much time to counter especially with a reset and anti-air cancel. The dive kick will trade with reversal upper cuts (Which can be a bad thing) and beat out non reversal. On a cross up dive most often the upper cuts will whiff.

If you were going for a grab and think you are going to get an uppercut you can also use the palm strike so in the event of a trade you are both knocked down instead of Ryu or Sagat getting a free Ultra.

His flip gives him another set of options on top of the typical shoto mix ups. If you are smart with the flip it is safe from even reversal and EX uppercuts. The flip is capable of beating almost anything your foe can throw at you, but once again it is a case of making them guess wrong. Thus the mix up.

Oh you’ve got to be kidding me. Am I the only one who is going to talk about our loved, laughing, American and completely sterotypical Boxer? Ha ha ha! Say goodnight, chump!

I have to agree with the crowd that thinks Fuerte is top, and I believe Gief is a close second and Seth/Akuma come in at a fair distance behind those two.

Reasons I think Fuerte has excellent mix up.
Pros:
1: Can beat non EX DPs with a same set up that beats block and crouch block, perfectly timed and spaced 214P, fierce has ridiculous properties and if well executed requires things that are either naturally unthrowable and will hit in the wanted direction Really jump installed lariet, and not much else. Back dashing seems to be the only option hort of IOH that actively beats this guarenteed since jumps can be punished post landing with EX legs.
2: RSF is a threat for all get out of jail cards, and it hurts like a Zangief mix up, leading to of course, another mix up.
3: On practically all mix up options it guarantees another mix up.
4: Getting in to start mix up situations is easier than with Gief.
Cons:
1: If a mistake in execution or timing is made options that are otherwise 100% safe become vulnerable.

Zangief’s mix up:
Pros:
1: A lot of his options negate the threat of DP.
2: On connection with any option huge damage output, most of them lead to mix up directly afterward.
3: On a correct prediction after certain mix up a new mix up situation is presented.
4: Can have mix ups fail multiple times and still has the life to keep at them well beyond the point any other character would be dead.
Cons:
1: Some options end up being highly vulnerable to punishment.
2: If someone fully escapes getting in again can be difficult.

Seth’s mix up:
Pros:
1: Can start mix up from abnormal situations thanks to wall jump, teleport, dive kick, and block stun of j roundhouse.
2: Mix up leads to a lot of stun.
3: can reset mix up in weird situations thanks to tandem engine.
4: Lots of situations to reset into more mix up.
Cons:
1: Most options have some response that either gives the opponent favorable positioning, or damages Seth.
2: Any damage incurred is huge.
3: The options that beat DP and some other things often don’t lead into as useful situations. like cross up head stomp
4: Capcom made us pay if we want him to put his pants on, it’s the inverse of a strip club. --;

Those are just my random thoughts on those folks. Not as knowledgeable about Akuma and Viper, though they seem to be very able to dish out options that have more favorable outcomes than unfavorable.

Gief only has mix up if he knocks you down. He’s pretty useless if you’re good at keeping him zoned. And if you have a good wake up escape like teleports or a good back dash he still doesn’t have a good mix up. It’s either lairet or command throw. 50/50. But with many characters both are escape-able.

I think it is hard not to put Fuerte at the top just because his whole game is one giant mix up. He is the only character that doesn’t survive well without them. As much as I like Akuma’s and have been amazed at Viper’s mix ups, Fuerte takes the cake easily.

lol

Look up what contradiction means before using it to flame you snobby little shit.

“09ers”

I love nerd elitism, I mean to get laughed at for asking someone to define an e-colloquialism is just retarded. Its not like I asked where the clitoris was. I have been playing fighters since their inception in arcades all over the country, I just wasnt familiar with the terminology used here.

Do all “03ers” have such a poor grasp of the language? Is your join on date really that important to you? :looney:

… UD just got done saying how a good zangief can option select short or green hand to punish wake-up teleports… i would be highly surprised if that method wouldn’t punish back-dash as well. you are right about what gief needs to start his mix-up though.

Haha lariat or command throw?? Oh yeah, I’m gonna do a random lariat right in your face. And yeah, Highlulu, backdashing in most cases is no longer an option for you. Seriously, most characters HAVE to block Gief’s first meaty attack or else get hurt.

Although yeah, you’re right, mixup games are only the payoff for a successful application of your control of the opponent’s space and options. But… that’s how mixup games always are. Gief’s are so powerful to make up for the fact that he can be kept out; that’s how he’s balanced as a character. Other characters’ are good but less dangerous because it’s not as hard for them to start their mixup games. Personally, I think that makes Gief much more interesting.

They don’t cuz they can’t on crouching f. MP has less frame advantage on hit so you can’t do it. Ryu would very well be better than Sagat if this was possible.

My mistake. I guess people just don’t block after the overhead. I assumed when it misses I just mistimed the link. It 100% for sure works on standing opponents. I know that for sure cuz i use it all the time.

(Loox @ join date under my picture)
You beat me to it :rofl:

the thread could use better direction though shrug

I don’t think EF is actually ‘great’ on mix-up…its more mix-up verse ‘match-up’. too many characters can erase his ability to mix-up…and make him pay HARD for it.

Thinking on the concept of mixup though, so many characters use it/them that no one really stands out as ‘Da Best’. some are one tirck ponies, some are “Z0mg ragequit”. In no order…

Ken - if he lands a j.mk on a blocking opponent at the right distance esepcially online shudder he has several options between OH/tick throw/kara-throw". the range and speed on his f.mk allows for some ‘annoying’ poke mix-ups

Blanka - he has the rainbow roll…and he has the rainbow roll with another button. Sure there is his j.mk cross-up, but its easily defneded against. so he has rainbowroll and well timed horizontal roll on wake up

Ryu - poke and OH mixups - especially in corner

Gief - dont get knocked down. If you do just play dead, way too many options from O-S wake up game, to knees, to splash, to ticks, to baits. Your best option once being knocked down is to shake the magic 8ball for answers.

Guile - See Ken…add air throw for folks trying to escape…best in the corner

Chun-li - headstomp+crossup special kick+OH special thats virtually safe on block with really really fast low attacks…

Honda - Buttslam/cross-up tick shennanigans

Fei Long…CWs…

Vega back wall dives…

Akuma…see Ryu…

Seth…can you even block his head stomp…like honestly?

  • :bluu:

Naw he’s not useless att all when zoned. He’s got the tricks to get back in. Most Gief dmg comes from non-command throws actually.

  • :bluu:

Haha the best mixup is…not that important.

Rainbow roll is complete garbage against a player that knows what they’re doing. Also, crossup hori balls are unsafe on hit, iirc. Buttslam is similar to rainbow ball imho, except that it’s at least usually safe on block, and you aren’t fucked if it crosses up ifthey FA.

OH = overhead? sorry for the nub question in advance :stuck_out_tongue: