Seth’s j.HP beats either lariat when it hits Zangief’s head. If it hits Zangief’s hands, Seth gets punished, but a trade can also occur. So, it’s just a spacing issue on the Seth player’s part. Zangief’s own j.HP and j.MK can beat Seth’s j.HP fairly consistantly, but you risk eating Lightening Legs on your way down if a Seth player predicts it.
Treat this match up similarly to Akuma vs. Zangief. Maybe it would be smart to absorb Sonic Booms until you fill up your ultra combo since you won’t get many chances to trap Seth. When Seth is in the corner, do not jump forward and do not dash forward (if you do so, Seth will wall jump immediately and there isn’t one thing you can do about it). Stay in EX Green Hands’ range and look for mistakes (i.e., react to Sonic Booms with EX Green Hand, st. HP can be punished with EX Green Hand, headbutt wall jump attempts, headbutt j.HP attempts, etc.).
When Seth has an ultra/super combo and you are full screen away, do not jump forward (if you do so, free ultra/super combo for Seth). Give the Seth player some options to deal with (i.e., use st.HK to advance, use cr.HK to advance, absorb Sonic Booms late and do not telegraph your focus attacks, neutral jump Sonic Booms, etc.). I know this sounds crazy, but if you have to get nailed by his ultra combo, get nailed when Seth’s revenge meter is 50% full. It will only do 15%-20% of damage on Zangief.
This fight sucks for Zangief. I think if Seth has an ultra and super combo and Zangief is full screen away, the round is basically over.
I started using the jumping MK against blanka to stop his rolls and that seemed to throw them off after i stopped a couple. Last night i happened to play four freaking blankas in a row. lost the first three in close matches and I beat the last one. I think it will be a 5/5 fight for me from now on…
yeah yeah wathever… since you perform a airatack you can not block a low atack after landing any decent blanka will just slide you down after perform a mk
That’s the most accurate description of the Gen fight I’ve seen on any other character’s boards I like the suggestion to play the character too; that’s what I’ve always said when it comes to learning a matchup. I think we’d see alot less “zomg so and so is so OP nerf him” drivel if more people took that advice :wgrin: (this isn’t to suggest that the person asking for Gen help was saying this; it refers to the umpteen page threads titled “CharacterX is OP omgz”)
After a blocked wall dive the grab is guaranteed if it’s deep (usually his full-screen HK or EX version) and is not if he whiffs or doesn’t hit deep. I’ve killed oh so many people by doing a short dive kick then going into super/ultra/both after they think the grab is guaranteed. You’re better off lariating when you see him flying at you and if you blocked but aren’t sure if the grab is guaranteed, don’t stick your neck out and get super->ultra’d (but if you know what a deep dive kick looks like you’d better be punishing him with whatever you can).
When Gen is moving he can’t wall-dive (it’s a down-charge move). No need to watch stances since I can just charge in one stance (mantis) then switch stances (to crane, his stance with his charge moves) and still have the charge ready anyway BUT if I’m moving then you know I can’t dive kick no matter what stance I’m in (same goes for his roll). On a side note, I purposefully wear Gen’s alt costume with the color-changing mask to confuse people that are focusing on my stances too much. Remember that he can change stances at any time even if he’s being thrown, he’s in the air, he’s ultra’ing you, whatever.
Finally if you knock Gen down and he has no meter you can wreck him. Even his DP+K move isn’t throw invulnerable on wakeup (although it should be…) so every special reversal he has can be grabbed through except his ex-oga (which gives him invincibility until he gets to a wall, then he’s fair game even if he goes right into a dive kick).
From what I read in the Bison section, apparently, cr.mp beats Bison’s DR clean. I’ve never actually tried it because I usually just try to FA it. But if it does, this could be another option for DR.
You should be SPDing him after he misses the lp dp but it’s tough online due to lag. If I feel like I don’t have enough time or am too far, I just tag him with a s.mp or you can do s.lp->s.mp. You can even do s.lk xx EX Hand. People take advantage of the lag and do that lp DP trick hoping you’d eat the 2nd one because you mistimed your attack. After I slap them around a few times, they tend to stop. The smart ones anyways. I started to tag f.mk->cr.mk kens with cr.lk. After about the 3rd or 4th one, they realize they can’t link those 2 moves and stop.
I have no idea how to play against El Fruity. It just feels as if all I can do is punish him for a blocked splash or jump up/headbutt for the run grab while occasionally focusing. Does footsies even EXIST for El Fuerte?
limit RSF opportunities (not a problem for Geif) and Fuerte’s makes a mistake that Geif can capitalize on. IMO, it’s an even match-up between Geif’s high stamina/high damage vs Fuerte’s low damage output/damage taking ability. however, Geif has more room for error.
Ken has less frame recov after DP than ryu and such so punishing has to be perfectly timed. Try going with a BnB combo instead of the big SPD punishment.
I usually just give them a good standing MP and leave it at that.
I SPD just about every DP that I block. If im not SPDing it I’m probably doing an ultra. With the ridiculous amount of Ryu scrubs online, u should prob be doing it too.
A standing MP is a weak ass punishment. A knockdown that u can greenhand in for pressure after = good punishment.
If you see a pattern and know it’s coming, then obviously the better choice is SPD. But some times, you can’t react fast enough and the s.mp is a good way of tagging him. And if you are in range, you can follow that up with lk xx EX Hand. That can be risky if you miss judge or mess up the link though.
You do the GH AFTER the light SPD. rofl. Do you even play Gief or just read the forums?
I react fast enough. And I’m not scared to link moves, either. These things are obviously more difficult b/c they reap such a greater reward. DMG and knockdown vs. 90 dmg and bad reset vs Ken, IMO. He’ll prob just jump away and then you’ll be chasing him down.
he was trying to say that he thinks ken can lp srk faster than gief can ex. gh after gief blocks a lp srk from ken. your reading comprehension needs to step up a game '09.
gj. you react fast enough every time. for others, that may not be the case everytime and st. mp for 90 dmg is a decent punish on a lp dp from ken, especially during online play where lag is a factor. nonetheless, if this is offline a spd is the obvious choice.
He didn’t say EX, and HE WAS QUOTING MY POST. I said nothing about punishing a lp srk with a GH. He was trying to say I was wrong like you are, which is not the case. I called him an idiot for for even considering punishing a lp srk from Ken with a GH. Step up your reading comprehension, both of you.
s.mp is a good punishment if u insert linked move, ex GH after it. However, some will wiff from a max distance in the corner, like s.lk. EDIT: Wiffs midscreen at max dist., too
And lolol ppl that complain about lag are too much. 90 dmg and a bad reset are not a good punishment for me. I’d rather keep blocking. And please stop filling the forums up with useless info. At least I’m not theory crafting and I actually test this shit out.
Please. What system do you play on? I’ll be sure to message you for some games so I can rofl even harder at terrible players like you that justify your horrible skill level by calling me a forum newb.