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Shoryuken! All things Street Fighter! Tatsunoku vs Capcom talk encouraged.

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Posts

  • thepassengerthepassenger Registered User regular
    edited January 2010
    Why do I consistantly fall for Ryu's crossover jab-jab-jab-fireball when I should be hitting him with an upward ball, electrocuting him, or fadc-ing backwards?

    Why am I so terrible?
    I recently started playing Blanka again occasionally and electrocuting 100% cross-up attempts is so satisfying. When in doubt, just mash punch. :P

    thepassenger on
    PSN: ohvermie <- ADD ME FOR STREET FIGHTING ACTION!
  • AumniAumni Registered User regular
    edited January 2010
    Aumni wrote: »
    Won an SF4 tournament over the weekend. It felt good.


    Best part about tournaments though? Three new people all within 30 minutes who would like to host casuals at their house.

    In person competition 4tw, lolz, roflcopter, <(^.^)>.
    Grats Aumni. It wasn't the one in Danbury CT was it? I was tempted to make the trip out, but decided to see Avatar that afternoon instead (due to crap-ish weather outside). Also, no 360 stick. :(

    Nah, it was a smaller tourney in Middletown. Danbury is too far out for most of the CT guys to go normally.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • Evil MultifariousEvil Multifarious Registered User regular
    edited January 2010
    so i was thinking, it would be interesting to hear people describe how they play their characters - their main strategies, tricks, and matchup facts - in the interest of both improving one's own character use and getting better at certain matchups (ie blanka.)

    I play Bison, and I play him like this:
    • When I'm close: lk scissors pressure, of course; it's safe on block and can be cancelled from a low attack like c.lk or c.mk. I will do this any time I'm up close and we're playing footsies. I will also throw out a c.mk or c.lk on wakeup, fishing for hits, if I don't think they'll do a reversal. Sometimes I'll go c.lk > c.lk and, if it's blocked, I'll walk up and throw.
    • When I'm almost as close: j.mk crossup pressure. bison has a nice crossup, and the options afterward include HK for straight damage, jab jab short SK for pressure/chip, jab jab > throw for mindgames. however, this tends to get me into trouble, when people start catching on and doing DPs or other reverals with good timing.
    • When I'm knocked down: EX scissors or EX psycho crusher for invincibility and horizontal escape, and possibly for damage; EX devil reverse for escape and confusion when they don't know where i'll land; teleport to get the hell out.
    • When I'm far away: appropriately spaced scissor kicks that are safe on block but vulnerable to quick DPs. dash or jump in. I have trouble with being spaced by a strong Ryu who's throwing fireballs, especially if I try to jump forward. I don't like to use the meter for it, but EX scissors to advance through fireball zoning works really well, since it has lots of invincibility frames.
    • c.HK slide to advance quickly while keeping charge, especially after a knockdown; risky, especially if they do a quick rise and a reversal.
    • HK and MK to zone and anti-air. Excellent kicks, great pokes, but the HK often trades as anti-air, and sometimes flat out loses.
    • Baiting with Devil Reverse and Headstomps. Anti-air with Headstomps. EX headstomp is a fantastic attack, but all headstomps are punishable by jumping back and attacking, or even a well-timed DP. So I just don't throw them out as a front-line attack - I use them to counter jumps. I will also do EX headstomp on wakeup, especially against Ryus who think they can DP it - it will often trade, but I do more damage.
    • What I suck at: Using Focus Attacks, and advancing through effective zoning. I have no idea when to use Focus Attacks successfully, except for quick fireball absorption, and that's really risky for me. I never FADC my scissor kicks. I'm pretty sure these two problems are linked. The other day I fought a very good Ryu who zoned me out almost completely, and when I finally got in, he didn't fall for any of my games - he blocked low against every lk > scissors, he teched every tick throw, he blocked every crossup (or just DPed it). On occasion I could win a round by being extremely aggressive, but on the whole he made me feel very predictable and bad. I was psychically demolished. 20 losses in a row.
    • My bad matchups: Blanka, because I can't fucking hit him. His attacks seem really safe - even when I punish a blanka ball with a scissor kick, the chip damage is greater than my SK damage! Electricity beats crossup, but slide/lk > scissors beats electricity. I jump too much and get anti-air-balled. Most of his jump attacks beat my s.HK. I just don't even know.
      Chun-Li, because she zones me out with pokes, constantly, and her air attacks beat mine quite often. Chun Lis like to sit there and mash out LKs and LPs, and there's not much I can do about it; they also counter jump-ins with EX SBK.
      Gief, although it swings drastically my way if he can't get in through HK/MK zoning.
    • How to beat my Bison: Play defensively. Zone me with fireballs and anti-airs and DPs agains crossups, jump back and attack a lot to prevent any headstomps, block low all the time unless I'm jumping over you, be ready to tech throws if you start blocking those crossups, because I'm going to start trying to throw you. Bait EX scissors on wakeup, because it's not safe on block if you're close enough. Don't jump very much, and if you do, make it a crossup. Tick throw me, I suck at teching. Use focus attacks against my jump-ins, it will explode my brain. Focus my follow-up dive attack after a headstomp. Focus my devil reverse. DP either one of them instead. Ultra either one of them instead. I guarantee I'll fall for it. Play Blanka.

    Evil Multifarious on
  • InquisitorInquisitor Registered User regular
    edited January 2010
    Good concept EM, and an interesting read. As a new player I'd love to see more (especially for Blanka because his sub-forum on SRK seems sorely lacking compared to a lot of characters). One day I'll be able to make my own little write ups.

    Inquisitor on
  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited January 2010
    I'l actually give that a go when I get home EM. I'd do it now but I'm not up to typing a dissertation on my Palm Pre.

    ChaosHat on
  • RanadielRanadiel Registered User regular
    edited January 2010
    @ Evil M., regarding Blanka:

    My experience with Gouken has showed me that Blanka's attacks do have a few key weaknesses. His horizontal ex-ball can be stopped with jab spamming, and I have knocked him out of his aerial ball after he's reached his apex and is descending, but still curled in his ball with Gouken's standing mk. I assume this would also work with Bison's standing hk since it seems to reach just as high as Gouken's kick. I also don't believe the aerial ball has armor break properties, since I'm able to Kongoshin it as well, so you may just want to charge Bison's focus attack if you see Blanka launch himself in the air then nail him as he comes down.

    Also, you can hit Blanka through his electricity with an attack that just barely touches him and you'll take no damage. I do this often with Gouken's standing hk. There is a certain 'sweet spot' where Gouken's foot just barely connects with Blanka's face and it'll work every time. I'm sure Bison has something similar you could use.

    Ranadiel on
  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    edited January 2010
    Aumni wrote: »
    I've been seeing a lot more new faces at my Singles tournament lately - if any of you are in the Seattle area feel free to show up on Saturday nights - I usually update this thread on SRK with any new info:

    http://www.shoryuken.com/showthread.php?t=215559

    Usually a 5$ buy-in for the Singles tourney that runs from around 8PM until 10-12 depending on turnout and how many setups we actually end up having. Good atmosphere at a bar with cheap drinks (I think it's 4$ beer and 6$ you call its).

    We also turn it over to casuals as soon as the tournament matches are over. AT 10:30PM Tournament Wars matches start, which is at the moment a 3v3 league, next season will be SSF4 and be two man teams.

    http://www.tournamentwars.com/

    Shameless plug over.

    Good work Aumni - I don't think I've played you yet now that I think about it.

    Do you play on PC at all? 360 is in microsoft's hands atm.

    Yeah, I'm on all three versions, though if you catch me at night I'm usually running it on a laptop at work. :o

    FuriousJodo on
    FuriousJodo on Twitch/PSN/XBL/Whatever else
  • ValiantheartValiantheart Registered User regular
    edited January 2010
    Hey EM I play Bison too PS3.
    My strategy is to try to keep the match just outside of s.mk range as much as possible. From there you can do the following:

    1. Dash throw
    2. Dash 3xcr.lk xx sk
    3. S.mk or s.hk poke
    4. Jump in with fp fireballs

    The best thing about this distance is you can dash in under jump ins and hit a c.mk or s.hk. This works incredibly well against scrubs who will sometimes just stand there for extra punishment.

    I employ a lot of sk pressure whenever possible. Against a lot of chars I will do sk, c.lk, sk. Against shotos I like to put a little pause in there because they always try to stick out a poke after the first sk.

    For wake up I get up close and move back and forth rapidly to cause some confusion. Bison is very good at wake up throws.

    I used to do crossup mk but against better players all this gets you is punished so I use it rarely now.

    I don’t use FA’s as much as I should unless it’s a match where it obviously benefits you such as Viper or Chun. I could definitely stand to teleport more.

    Hardest matches:
    Rufus, Blanka

    Valiantheart on
    PSN: Valiant_heart PC: Valiantheart99
  • thepassengerthepassenger Registered User regular
    edited January 2010
    I find it funny that Evil M. has problems vs. Chun Li as Bison, but I find when I play Chun Li, Bison is one of my worse match ups. Just throw out a bunch of s.HK (range is pretty great and will keep Chun from getting in close for the pokings). EX.headstomp and j.MP basically ruin my Chun's shit in the air.

    thepassenger on
    PSN: ohvermie <- ADD ME FOR STREET FIGHTING ACTION!
  • DasUberEdwardDasUberEdward Registered User regular
    edited January 2010
    so i was thinking, it would be interesting to hear people describe how they play their characters - their main strategies, tricks, and matchup facts - in the interest of both improving one's own character use and getting better at certain matchups (ie blanka.)

    I play Bison, and I play him like this:
    • When I'm close: lk scissors pressure, of course; it's safe on block and can be cancelled from a low attack like c.lk or c.mk. I will do this any time I'm up close and we're playing footsies. I will also throw out a c.mk or c.lk on wakeup, fishing for hits, if I don't think they'll do a reversal. Sometimes I'll go c.lk > c.lk and, if it's blocked, I'll walk up and throw.
    • When I'm almost as close: j.mk crossup pressure. bison has a nice crossup, and the options afterward include HK for straight damage, jab jab short SK for pressure/chip, jab jab > throw for mindgames. however, this tends to get me into trouble, when people start catching on and doing DPs or other reverals with good timing.
    • When I'm knocked down: EX scissors or EX psycho crusher for invincibility and horizontal escape, and possibly for damage; EX devil reverse for escape and confusion when they don't know where i'll land; teleport to get the hell out.
    • When I'm far away: appropriately spaced scissor kicks that are safe on block but vulnerable to quick DPs. dash or jump in. I have trouble with being spaced by a strong Ryu who's throwing fireballs, especially if I try to jump forward. I don't like to use the meter for it, but EX scissors to advance through fireball zoning works really well, since it has lots of invincibility frames.
    • c.HK slide to advance quickly while keeping charge, especially after a knockdown; risky, especially if they do a quick rise and a reversal.
    • HK and MK to zone and anti-air. Excellent kicks, great pokes, but the HK often trades as anti-air, and sometimes flat out loses.
    • Baiting with Devil Reverse and Headstomps. Anti-air with Headstomps. EX headstomp is a fantastic attack, but all headstomps are punishable by jumping back and attacking, or even a well-timed DP. So I just don't throw them out as a front-line attack - I use them to counter jumps. I will also do EX headstomp on wakeup, especially against Ryus who think they can DP it - it will often trade, but I do more damage.
    • What I suck at: Using Focus Attacks, and advancing through effective zoning. I have no idea when to use Focus Attacks successfully, except for quick fireball absorption, and that's really risky for me. I never FADC my scissor kicks. I'm pretty sure these two problems are linked. The other day I fought a very good Ryu who zoned me out almost completely, and when I finally got in, he didn't fall for any of my games - he blocked low against every lk > scissors, he teched every tick throw, he blocked every crossup (or just DPed it). On occasion I could win a round by being extremely aggressive, but on the whole he made me feel very predictable and bad. I was psychically demolished. 20 losses in a row.
    • My bad matchups: Blanka, because I can't fucking hit him. His attacks seem really safe - even when I punish a blanka ball with a scissor kick, the chip damage is greater than my SK damage! Electricity beats crossup, but slide/lk > scissors beats electricity. I jump too much and get anti-air-balled. Most of his jump attacks beat my s.HK. I just don't even know.
      Chun-Li, because she zones me out with pokes, constantly, and her air attacks beat mine quite often. Chun Lis like to sit there and mash out LKs and LPs, and there's not much I can do about it; they also counter jump-ins with EX SBK.
      Gief, although it swings drastically my way if he can't get in through HK/MK zoning.
    • How to beat my Bison: Play defensively. Zone me with fireballs and anti-airs and DPs agains crossups, jump back and attack a lot to prevent any headstomps, block low all the time unless I'm jumping over you, be ready to tech throws if you start blocking those crossups, because I'm going to start trying to throw you. Bait EX scissors on wakeup, because it's not safe on block if you're close enough. Don't jump very much, and if you do, make it a crossup. Tick throw me, I suck at teching. Use focus attacks against my jump-ins, it will explode my brain. Focus my follow-up dive attack after a headstomp. Focus my devil reverse. DP either one of them instead. Ultra either one of them instead. I guarantee I'll fall for it. Play Blanka.

    Hm i'll do this with my Sakura.

    Close: It really depends on the character i'm playing against. If it's a shoto i'll just sit right in DP range while crouching and blocking. If they throw out the DP or go for any jump in i'll hit them with cr.HP and head into combo and mix ups. If they don't fall for that i'll just throw out a few low kick hurricane kicks in an attempt to bait a focus or force them into crouching and then go for the flower kick or a cross up attempt. If they are knocked down i'll just jump on wake up 80% of the time and try to land a neutral fierce kick into combo.

    Knocked down: I just try to get away usually. Sometimes i'll use an EX DP if I am confident the opponent will try to attack me or if I know it will whiff and carry me across the screen.

    Far away: Turtle until I figure out how to get in. If they don't have a way of punishing my shitty fireballs i'll just throw them and try to use them as bait or chip damage while I build meter. Fortunately a lot of folks will start absorbing the fireball and then i'll do an ex-otoshi timed with their FA so they get hit by the otoshi and fireball and it tends to do a damn nice chunk of damage. If they have a better fireballs I just pretend my Sakura is Guile and slowly work my way into a range where I can get an attack off against the spam and start working for mix ups.

    Where I want to be: Just barely outside of poke zone so I can catch people with cr. HP. It links well into a lot of her specials and if I can frustrate by presenting the opponent with an enemy just outside of their range i'll usually be able to lead them into the mix up game with a focus attack or tatsu to break through one of their own.

    My mixes: Generally I don't hit the full sakura combo that I should be using as BnB.

    HP xx lk tatsu xx cr.HP xx ex tatsu. I'm still at the point where I concentrate on the combo a bit too much and make some mistakes. Usually I'll just go cr. HP xx ex tatsu. . .then from there. . .

    my preferred cross under is using her neutral low kick. It comes out very fast just when the opponent is near enough to the ground to expect a cross under to be impossible. But it isn't. Then a quick dash under and i'll go for

    cr. lp >> cr. lk >> cr. HP >> ex tatsu

    from that I like to go for either a standing punch or kick reset and then neutral jump HK >> cr. HP >> ex tatsu and depending on the character i'll do a sakura otoshi or j. HK/HP. By then a lot of characters have dizzy so if i'm feeling confident i'll jump in with

    j. HK >> HP xx lk tatsu xx cr.HP xx ex tatsu.

    and by then most folks are in the corner so my only cross up option is the delayed J. HK which again a lot of people don't expect and from there i'll either throw out an EX SRK or go for a grab or if i've gauged the person to be pretty susceptible for the cross up combos i'll finish it up with another BNB into tatsu.

    What I suck at: Not using stronger combos or turtling too much and losing my offensive pressure. I have a lot of trouble with characters with high air priority because I still jump in waaaay too much. I also don't poke enough with Sakura because Chuns pokes kind of spoiled me.

    Bad Match ups: I can't beat a good Vega. They're just yelling out all flamboyantly and flipping all over the place while I have no idea how to even begin to hit them. I hate it. Plus they just flip out of every mix up attempt and yeah. Good Vegas destroy me.

    How to beat my Sakura: Just play keep away. If I can't get close and you won't come near I end up getting terribly frustrated and making mistakes. Once someone realizes they can't get through the mix up game and they end up zoning my out my game falls to pieces. I just don't have too many reliable ways of getting in close. It's awful but such is the cost of Sakura I suppose.[/b]

    DasUberEdward on
    steam_sig.png
  • ValiantheartValiantheart Registered User regular
    edited January 2010
    Chun is very small and most of the time s.rh goes over her unless you are point blank.

    Her c.hk and s.sp > all Bison's pokes.

    You have to psychic FA the c.hk to beat good Chuns.

    Valiantheart on
    PSN: Valiant_heart PC: Valiantheart99
  • chamberlainchamberlain Registered User regular
    edited January 2010
    Inquisitor wrote: »
    Good concept EM, and an interesting read. As a new player I'd love to see more (especially for Blanka because his sub-forum on SRK seems sorely lacking compared to a lot of characters). One day I'll be able to make my own little write ups.

    I'll give it a go with Blanka, but a good chunk of it may be wrong. :)
    When I am close:jab or light kick, cancel into ball on hit; I can almost always hit confirm this. Against most characters the ball is safe even if the whole thing is blocked, so I will got for the chip damage, exceptions being Boxer, Honda, Dictator and Dhalsim (Dhalsim can counter even if the ball hits, that bastard). Once the player gets used to waiting for the ball I will tick throw.

    When I am almost as close: Ducking roundhouse kick has surprising range, as does ducking fierce punch. Ducking fierce punch will punish some jump ins. Waiting for fireballs at this range is fun, as they are punishable with river run or ex ball. I tend not to be too down back but have a vertical ball ready almost all the time. Will hop forward into throw if you are waiting for me to do something.

    When I am knocked down: Panic, because this is the weakest part of my game. Vertical ball beats most attempts at throw on my wake up. Horizontal ball breaks armor if needed. EX raindow ball to escape corner. Back dash and get killing most of the time.

    When I am far away: Get closer, because I am doing something wrong (unless I am fighting 'gief, then hit once and run away). EX ball through fireballs. Light punch ball to close space. EX rainbow ball cross up works once before a good opponent figures it out. I jump too much, and most shotos figure this out if they are any good and just dragon punch my approach.

    What I am looking for: You to let me cross you up. Cross up medium kick - double knee X light punch X fierce ball is a nice little combo when I can get it. If I catch you doing nothing on wake up I will hop over you and throw you from behind. Fireballs at medium range will always get punished with the river run. When I have an ultra I am looking for jump ins that are early enough for me to hit you first. If you happen to end up in the corner with just a little health you will get chipped to death.

    What I would love to do more often but need practice:light punch X blanka ball FADC into throw or sweep. Nothing is a guaruntee after the FADC, but this is something that I have never seen another Blanka do, and I would like to add it to by bag of shenanigans even if it only works once or twice a match. I just need to practice and see if I can get what is in my head into my hands.

    What I suck at:Focus attacks in general get ignored. The way I play has not changed much from HDR, and that is not a good thing. My cross up combo should end with electricity, not a ball, but I have a hard time with even simple electric combos like light punch X electricity, so I go with what I hit more often. In other words, my execution is lacking.

    How to beat my Blanka: Play Ryu and cross up jab apparently. Seriously though, I am not going to throw out balls for no reason, so standing and and jabbing the air is not going to work. If you are a shoto, watch your fireball range. Wait long enough and I will jump in, just uppercut me out of it. My wakeup game is terrible, keep the pressure on and I panic. I will try to cross up more often than I should, if you can counter that you take away my best combo. Play Blanka; I am terrible at mirror matches. Play Rose, if you can air throw on reaction to my jump in I am toast. Play Ryu and be pacient, I will get wreckless soon enough, usually pushing the range of the river run a little to far.

    That was actually kind of fun.

    chamberlain on
  • thepassengerthepassenger Registered User regular
    edited January 2010
    Hmmm then maybe I am playing Chun all wrong then D:

    thepassenger on
    PSN: ohvermie <- ADD ME FOR STREET FIGHTING ACTION!
  • DasUberEdwardDasUberEdward Registered User regular
    edited January 2010
    Inquisitor wrote: »
    Good concept EM, and an interesting read. As a new player I'd love to see more (especially for Blanka because his sub-forum on SRK seems sorely lacking compared to a lot of characters). One day I'll be able to make my own little write ups.

    I'll give it a go with Blanka, but a good chunk of it may be wrong. :)
    When I am close:jab or light kick, cancel into ball on hit; I can almost always hit confirm this. Against most characters the ball is safe even if the whole thing is blocked, so I will got for the chip damage, exceptions being Boxer, Honda, Dictator and Dhalsim (Dhalsim can counter even if the ball hits, that bastard). Once the player gets used to waiting for the ball I will tick throw.

    When I am almost as close: Ducking roundhouse kick has surprising range, as does ducking fierce punch. Ducking fierce punch will punish some jump ins. Waiting for fireballs at this range is fun, as they are punishable with river run or ex ball. I tend not to be too down back but have a vertical ball ready almost all the time. Will hop forward into throw if you are waiting for me to do something.

    When I am knocked down: Panic, because this is the weakest part of my game. Vertical ball beats most attempts at throw on my wake up. Horizontal ball breaks armor if needed. EX raindow ball to escape corner. Back dash and get killing most of the time.

    When I am far away: Get closer, because I am doing something wrong (unless I am fighting 'gief, then hit once and run away). EX ball through fireballs. Light punch ball to close space. EX rainbow ball cross up works once before a good opponent figures it out. I jump too much, and most shotos figure this out if they are any good and just dragon punch my approach.

    What I am looking for: You to let me cross you up. Cross up medium kick - double knee X light punch X fierce ball is a nice little combo when I can get it. If I catch you doing nothing on wake up I will hop over you and throw you from behind. Fireballs at medium range will always get punished with the river run. When I have an ultra I am looking for jump ins that are early enough for me to hit you first. If you happen to end up in the corner with just a little health you will get chipped to death.

    What I would love to do more often but need practice:light punch X blanka ball FADC into throw or sweep. Nothing is a guaruntee after the FADC, but this is something that I have never seen another Blanka do, and I would like to add it to by bag of shenanigans even if it only works once or twice a match. I just need to practice and if I can get what is in my head into my hands.

    What I suck at:Focus attacks in general get ignored. The way I play has not changed much from HDR, and that is not a good thing. My cross up combo should end with electricity, not a ball, but I have a hard time with even simple electric combos like light punch X electricity, so I go with what I hit more often. In other words, my execution is lacking.

    How to beat my Blanka: Play Ryu and cross up jab apparently. Seriously though, I am not going to throw out balls for no reason, so standing and and jabbing the air is not going to work. If you are a shoto, watch your fireball range. Wait long enough and I will jump in, just uppercut me out of it. My wakeup game is terrible, keep the pressure on and I panic. I will try to cross up more often than I should, if you can counter that you take away my best combo. Play Blanka; I am terrible at mirror matches. Play Rose, if you can air throw on reaction to my jump in I am toast. Play Ryu and be pacient, I will get wreckless soon enough, usually pushing the range of the river run a little to far.

    That was actually kind of fun.

    It made me realize that I don't really know my weaknesses. I need someone to beat my ass and teach me /:

    DasUberEdward on
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  • Evil MultifariousEvil Multifarious Registered User regular
    edited January 2010
    i fucking hate chun's c.HK so much.

    Evil Multifarious on
  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited January 2010
    Hmmm then maybe I am playing Chun all wrong then D:

    You should be beating Bisons in the air all the time. She has waaaaay better air to air. The roundhouse, while annoying can be focused or poked under too. Really aggressive Bisons can be annoying, but he's not an awful matchup. Now, BOXER without super is a matchup that can go to hell. I hate Boxer.

    ChaosHat on
  • InquisitorInquisitor Registered User regular
    edited January 2010
    Mmm loving this stuff guys, very informative.

    Inquisitor on
  • Evil MultifariousEvil Multifarious Registered User regular
    edited January 2010
    I find it funny that Evil M. has problems vs. Chun Li as Bison, but I find when I play Chun Li, Bison is one of my worse match ups. Just throw out a bunch of s.HK (range is pretty great and will keep Chun from getting in close for the pokings). EX.headstomp and j.MP basically ruin my Chun's shit in the air.

    I usually beat Chun Li players, but that's because I rarely face good ones. I find that good Chun players tend to turtle up and counter my offense very effectively. When I do beat a Chun Li who's a good player, it's usually a really sloppy, desperate match, and I don't feel good about it.

    Evil Multifarious on
  • rakuenCallistorakuenCallisto Registered User, __BANNED USERS regular
    edited January 2010
    Aumni wrote: »
    Akuma is always a great answer on paper...well, because he is about as resilient as a piece of paper.
    I can acknowledge this comment.

    rakuenCallisto on
    cbtswoosig.png
  • DasUberEdwardDasUberEdward Registered User regular
    edited January 2010
    I find it funny that Evil M. has problems vs. Chun Li as Bison, but I find when I play Chun Li, Bison is one of my worse match ups. Just throw out a bunch of s.HK (range is pretty great and will keep Chun from getting in close for the pokings). EX.headstomp and j.MP basically ruin my Chun's shit in the air.

    I usually beat Chun Li players, but that's because I rarely face good ones. I find that good Chun players tend to turtle up and counter my offense very effectively. When I do beat a Chun Li who's a good player, it's usually a really sloppy, desperate match, and I don't feel good about it.

    Yeah I was going to say when I played Chun I turtled like hell and abused her neutral jump HK.

    DasUberEdward on
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  • aBlankaBlank Registered User regular
    edited January 2010
    Chun is very small and most of the time s.rh goes over her unless you are point blank.

    Her c.hk and s.sp > all Bison's pokes.

    You have to psychic FA the c.hk to beat good Chuns.

    You don't have to be psychic with your FA's :P Chun's armor breaking ability blows unless she's good at dash legs. As long as you know the range of your FA, you can pretty much toss that out constantly. If she's one of those hasanshu chun's, you might even catch one and get a big combo off of it. Just backdash if she doesn't take the bait, release if your FA is in range and she does take the bait, or dash forward if she does a long range poke and you think your FA will miss.

    Chun also breaks under bison pressure. She's literally got nothing other than psychic ex-sbk to really break it. She can back dash the charge if she guesses right too, but she's pretty well fucked in the corner.

    aBlank on
  • Hiryu02Hiryu02 Registered User regular
    edited January 2010
    so i was thinking, it would be interesting to hear people describe how they play their characters - their main strategies, tricks, and matchup facts - in the interest of both improving one's own character use and getting better at certain matchups (ie blanka.)

    I play Bison, and I play him like this:
    • When I'm close: lk scissors pressure, of course; it's safe on block and can be cancelled from a low attack like c.lk or c.mk. I will do this any time I'm up close and we're playing footsies. I will also throw out a c.mk or c.lk on wakeup, fishing for hits, if I don't think they'll do a reversal. Sometimes I'll go c.lk > c.lk and, if it's blocked, I'll walk up and throw.
    • When I'm almost as close: j.mk crossup pressure. bison has a nice crossup, and the options afterward include HK for straight damage, jab jab short SK for pressure/chip, jab jab > throw for mindgames. however, this tends to get me into trouble, when people start catching on and doing DPs or other reverals with good timing.
    • When I'm knocked down: EX scissors or EX psycho crusher for invincibility and horizontal escape, and possibly for damage; EX devil reverse for escape and confusion when they don't know where i'll land; teleport to get the hell out.
    • When I'm far away: appropriately spaced scissor kicks that are safe on block but vulnerable to quick DPs. dash or jump in. I have trouble with being spaced by a strong Ryu who's throwing fireballs, especially if I try to jump forward. I don't like to use the meter for it, but EX scissors to advance through fireball zoning works really well, since it has lots of invincibility frames.
    • c.HK slide to advance quickly while keeping charge, especially after a knockdown; risky, especially if they do a quick rise and a reversal.
    • HK and MK to zone and anti-air. Excellent kicks, great pokes, but the HK often trades as anti-air, and sometimes flat out loses.
    • Baiting with Devil Reverse and Headstomps. Anti-air with Headstomps. EX headstomp is a fantastic attack, but all headstomps are punishable by jumping back and attacking, or even a well-timed DP. So I just don't throw them out as a front-line attack - I use them to counter jumps. I will also do EX headstomp on wakeup, especially against Ryus who think they can DP it - it will often trade, but I do more damage.
    • What I suck at: Using Focus Attacks, and advancing through effective zoning. I have no idea when to use Focus Attacks successfully, except for quick fireball absorption, and that's really risky for me. I never FADC my scissor kicks. I'm pretty sure these two problems are linked. The other day I fought a very good Ryu who zoned me out almost completely, and when I finally got in, he didn't fall for any of my games - he blocked low against every lk > scissors, he teched every tick throw, he blocked every crossup (or just DPed it). On occasion I could win a round by being extremely aggressive, but on the whole he made me feel very predictable and bad. I was psychically demolished. 20 losses in a row.
    • My bad matchups: Blanka, because I can't fucking hit him. His attacks seem really safe - even when I punish a blanka ball with a scissor kick, the chip damage is greater than my SK damage! Electricity beats crossup, but slide/lk > scissors beats electricity. I jump too much and get anti-air-balled. Most of his jump attacks beat my s.HK. I just don't even know.
      Chun-Li, because she zones me out with pokes, constantly, and her air attacks beat mine quite often. Chun Lis like to sit there and mash out LKs and LPs, and there's not much I can do about it; they also counter jump-ins with EX SBK.
      Gief, although it swings drastically my way if he can't get in through HK/MK zoning.
    • How to beat my Bison: Play defensively. Zone me with fireballs and anti-airs and DPs agains crossups, jump back and attack a lot to prevent any headstomps, block low all the time unless I'm jumping over you, be ready to tech throws if you start blocking those crossups, because I'm going to start trying to throw you. Bait EX scissors on wakeup, because it's not safe on block if you're close enough. Don't jump very much, and if you do, make it a crossup. Tick throw me, I suck at teching. Use focus attacks against my jump-ins, it will explode my brain. Focus my follow-up dive attack after a headstomp. Focus my devil reverse. DP either one of them instead. Ultra either one of them instead. I guarantee I'll fall for it. Play Blanka.

    Okay, here goes, I play Abel. This is how I play.

    EX TT. All the time.
    Just kidding.

    What I'm good at: Mixups and mind games. Depending on the matchup, I can run shenanigans the entire round. I always try to get the knockdown, from there I can either start crossup mixup jumpins, or bait wakeup specials to punish.

    Much of my game is based on reading my opponent, do they know how to block CoD properly? Do they know wheel kick hits high? Do they link combos properly, or do they leave gaps? All these things dictate how I play, whether its rushdown or bait-and-punish. Don't get predictable, and don't leave gaps in your blockstrings, I will EX TT you right out of them.

    A general outline is: get the knockdown, then rush up and see what they do. After their tendency is established, I get the kd again, then either; crossup jump in to TT/rush up EX TT/crossup jumpin CoD combo/rush up and block/punish/infinity.

    Strangely, I have an easier time against "good" players than random jumpers/mashers. I can usually predict the "smart" thing my opponent will do in most situations and punish them for it. Random novices don't know the right thing to do and often get out of my traps by being totally random.

    My weakness: Teching throws, and certain wakeup scenarios. Also, NEUTRAL JUMP PEOPLE! Neutral jump at the right time completely fucks up my game.

    Bad Matchups: Zangief, duh. Just lariat. Blanka can be tough as well if he is smart and doesn't ball when I have ultra. Good Dhalsims. Smart Akumas.

    How to beat me: Learn Abel's tricks. Everything Abel does is a mixup, practically. Because of this, if you know my options, you can usually select the proper counter or escape. Everything Abel does has a counter to it. Everything. Neutral jump on wakeup if I'm rushing down, combo on the way down. It's surprisingly safe. Play Gief. Throw me a lot.

    Hiryu02 on
    Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
  • RanadielRanadiel Registered User regular
    edited January 2010
    My Guoken. Feel free to add in comments/suggestions:

    What I'm good at: Kongoshin, fireballs and palm rush through projectiles. I'm at my most comfortable when I can keep you at a far-to-midscreen distance, which gives me ample time to palm rush through projectiles, punish jump ins with Kongoshin or other anti air normals or pepper you with fireballs.

    When I'm close: Against most opponents I will throw out his crouching sk sk hk or mp mp jab fireball. If My opponent starts to show a tendancy to jump in after the second crouched hit, I will use his hurricane kick to catch them as it combos out of his crouched mp. Still working on this though, not as good as I'd like to be. Sometimes I like to throw in a short demon flip and try to catch the unwary with his throw, though this doesn't work against smaller characters if they are crouched. He also has an effective crossup with his aerial mk that I am still trying to perfect. If an opponent jumps, I can usually catch them with his standing hk axe kick. I don't usually play this close though because of my weakness to throwing.

    When I'm just inside poke range: It really depends on the character, but this is an area where Gouken excels and I'm still trying to refine my game. Gouken has a LOT of options and creative ways to punish people at this range. Jump-in attacks - > Kongoshin. Empty jump-ins - > crouching fp or standing mk. Fireballs - > mp palm rush - this will phase through every fireball, even supers and ultras. Dash throw, dash hk sweep, medium demon flip into sweep, air parry and throw on landing, or knife kick into c.hp - > hp palm rush. His FA also has some decent range on it, and his standing hk moves him forward a little which can catch the unwary. Like I said, LOTS of options.

    When I'm far away: Pepper with fireballs, all day. Gouken's come out ridiculously fast and he recovers super quick, and gradually creep forward. After every few jab fireballs, I'll throw a mp fireball at an angle which will sometimes catch people off guard; they try to jump over one to close distance and I'll knock them out of the air, then follow up with a palm thrust, though this takes careful timing Because he can charge and delay his release on the fireballs, you can mess with people, lulling them into a false sense of security, then when you see them start to jump, release and nail them. If a character has no range attack, I have no problem with keeping them at bay the entire match.

    When I'm knocked down: This can be a scary place for me because I have somewhat limited options. Gouken's wake-up into Ultra or Super is a poor choice because it is easily blocked, and you'll whiff against anyone who happened to jump in the air or try to cross you up. If they do crossup and use an attack in the process, throwing out a standing Kongoshin will send them flying. Sometimes I'll EX-Kongoshin against an aggressive opponent, just to be safe and cover both high and low attacks. Still these counters can be anticipated by an opponent, who may delay their attack then punish my whiffed Kongoshin, or they may just throw me. If I have no other option or am trying to mix things up, I'll jump away with his mk or straight up with his fp.

    When you're in the corner: Gouken is dangerous with his corner game, though admittedly I am not as good as I should be. Lately I have been trying to use his EX-Demon flip - > knife kick as a crossup; this tends to work most of the time and gives me an opening into his c.fp - > hp palm thrust combo. If I managed to send you into the corner using his EX-Palm thrust and have knocked you up, expect an EX-hadoken for two extra hits and an Ultra. I am also starting to utilize his c.mp - > jab fireball to push myself away from crouched opponents, then will Kongoshin their jump in, or c.fp it.

    When I'm in the corner: Again, this is a danger zone for me. Depending on what the other person is doing, or who they're playing, I might push them away with a c.mp and jab fireball, then try to jump and hurricane kick to get myself away. If they're being aggressive and I can anticipate their next attack, I will Kongoshin and send them to the other side of the screen. Other than that I don't really have a corner game other than GTFO.

    What I suck at: Focus canceling; I don't really do it at all. I could probably get in a lot more hits if I utilized it properly. I tend to not use his EX-Palm rush as often as I should and miss out on a lot of damage opportunity. I will still sometimes fudge the input on his Ultra off the launcher throw, and will mistime the EX-hurricane kick, causing me to miss it completely and get punished hard when I land. I tend to get thrown a lot. I sometimes overuse Kongoshin and get predictable with it, which causes people to delay their attacks or do empty jump ins and throw me; I do feel like I'm getting better at this though.

    My bad match-ups: Balrog, Ryu. They hit hard, they combo well and punish severely. Bison gives me trouble as well though I think I'm starting to get the hang of him. Good, defensive Chun Li's and Guiles can become difficult if I get too predictable, though I feel like I'm getting better against them as well. Most other characters I feel I can take, or at least make them a close enough match I felt I could have won had not made a crucial mistake.

    How to beat me: Stay in my face. Vary your jump ins and crossups to either be real or empty and you can either get in a throw or at least land an aerial and combo into it. As I've mentioned a few times earlier I tend to rely on Kongoshin too much as a means of defense, so if you can keep me guessing and fake me out you'll likely get in a ton of free damage.

    Ranadiel on
  • Evil MultifariousEvil Multifarious Registered User regular
    edited January 2010
    hiryu, i feel like if you got the psychic falling sky down for when they neutral jump, you'd scare the shit out of your opponenets

    it's risky but the psychological damage is so worth it

    Evil Multifarious on
  • Hiryu02Hiryu02 Registered User regular
    edited January 2010
    hiryu, i feel like if you got the psychic falling sky down for when they neutral jump, you'd scare the shit out of your opponenets

    it's risky but the psychological damage is so worth it

    The problem with FS is the angle it goes out at. Normally, when a neutral jump is used properly on me, I end up right up next to them. That close, FS tends to go behind them and gets stuffed/misses.

    Hopefully in Super they tweak the properties of FS. Right now it has to be perfectly timed/spaced. It's only guaranteed after a launch, practically.

    Hiryu02 on
    Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
  • thepassengerthepassenger Registered User regular
    edited January 2010
    Yeah I was going to say when I played Chun I turtled like hell and abused her neutral jump HK.
    Whenever I play a really aggressive Bison, turtling is the last thing I want to do. Otherwise I end up getting pushed to the corner and then it's psycho rape time. :( Sure if the Bison is all happy to headstomp and devil's reverse all day, whatever, I'll hang back and they can eat neutral jump HK or jump backwards HK. But if Bison is on me like white on rice, I find myself trying to escape pressure via backdash or jump back which then usually leads to me eating a couple standing HKs. I usually wind up succumbing to the pressure game, and start making stupid mistakes. Such as indulging in my horrible habit where if I see someone jumping in, I will think that it's the best idea to jump at them. Which is why I think Chun loses air-to-air against Bison. I think EVERYONE loses air-to-air in that scenario unless they have a jumping normal that hits upwards. :P

    thepassenger on
    PSN: ohvermie <- ADD ME FOR STREET FIGHTING ACTION!
  • Evil MultifariousEvil Multifarious Registered User regular
    edited January 2010
    Hiryu02 wrote: »
    hiryu, i feel like if you got the psychic falling sky down for when they neutral jump, you'd scare the shit out of your opponenets

    it's risky but the psychological damage is so worth it

    The problem with FS is the angle it goes out at. Normally, when a neutral jump is used properly on me, I end up right up next to them. That close, FS tends to go behind them and gets stuffed/misses.

    Hopefully in Super they tweak the properties of FS. Right now it has to be perfectly timed/spaced. It's only guaranteed after a launch, practically.

    i have never had that problem; falling sky will always grab them on their way up if you predict their jump, as far as I've seen. the major problem is that if they don't jump, hey, you're gonna eat their biggest combo.

    Evil Multifarious on
  • aBlankaBlank Registered User regular
    edited January 2010
    Yeah I was going to say when I played Chun I turtled like hell and abused her neutral jump HK.
    Whenever I play a really aggressive Bison, turtling is the last thing I want to do. Otherwise I end up getting pushed to the corner and then it's psycho rape time. :( Sure if the Bison is all happy to headstomp and devil's reverse all day, whatever, I'll hang back and they can eat neutral jump HK or jump backwards HK. But if Bison is on me like white on rice, I find myself trying to escape pressure via backdash or jump back which then usually leads to me eating a couple standing HKs. I usually wind up succumbing to the pressure game, and start making stupid mistakes. Such as indulging in my horrible habit where if I see someone jumping in, I will think that it's the best idea to jump at them. Which is why I think Chun loses air-to-air against Bison. I think EVERYONE loses air-to-air in that scenario unless they have a jumping normal that hits upwards. :P

    Use Chun's jumping forward kick for air-to-air. Your air FP juggle *may* work but tends to lose if bison sticks his attacks out first. J.short can work too since it's got nice long active frame and pokes forward but meh, less damage :P

    aBlank on
  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    edited January 2010
    so i was thinking, it would be interesting to hear people describe how they play their characters - their main strategies, tricks, and matchup facts - in the interest of both improving one's own character use and getting better at certain matchups (ie blanka.)

    I play Bison, and I play him like this:
    • When I'm close: lk scissors pressure, of course; it's safe on block and can be cancelled from a low attack like c.lk or c.mk. I will do this any time I'm up close and we're playing footsies. I will also throw out a c.mk or c.lk on wakeup, fishing for hits, if I don't think they'll do a reversal. Sometimes I'll go c.lk > c.lk and, if it's blocked, I'll walk up and throw.
    • When I'm almost as close: j.mk crossup pressure. bison has a nice crossup, and the options afterward include HK for straight damage, jab jab short SK for pressure/chip, jab jab > throw for mindgames. however, this tends to get me into trouble, when people start catching on and doing DPs or other reverals with good timing.
    • When I'm knocked down: EX scissors or EX psycho crusher for invincibility and horizontal escape, and possibly for damage; EX devil reverse for escape and confusion when they don't know where i'll land; teleport to get the hell out.
    • When I'm far away: appropriately spaced scissor kicks that are safe on block but vulnerable to quick DPs. dash or jump in. I have trouble with being spaced by a strong Ryu who's throwing fireballs, especially if I try to jump forward. I don't like to use the meter for it, but EX scissors to advance through fireball zoning works really well, since it has lots of invincibility frames.
    • c.HK slide to advance quickly while keeping charge, especially after a knockdown; risky, especially if they do a quick rise and a reversal.
    • HK and MK to zone and anti-air. Excellent kicks, great pokes, but the HK often trades as anti-air, and sometimes flat out loses.
    • Baiting with Devil Reverse and Headstomps. Anti-air with Headstomps. EX headstomp is a fantastic attack, but all headstomps are punishable by jumping back and attacking, or even a well-timed DP. So I just don't throw them out as a front-line attack - I use them to counter jumps. I will also do EX headstomp on wakeup, especially against Ryus who think they can DP it - it will often trade, but I do more damage.
    • What I suck at: Using Focus Attacks, and advancing through effective zoning. I have no idea when to use Focus Attacks successfully, except for quick fireball absorption, and that's really risky for me. I never FADC my scissor kicks. I'm pretty sure these two problems are linked. The other day I fought a very good Ryu who zoned me out almost completely, and when I finally got in, he didn't fall for any of my games - he blocked low against every lk > scissors, he teched every tick throw, he blocked every crossup (or just DPed it). On occasion I could win a round by being extremely aggressive, but on the whole he made me feel very predictable and bad. I was psychically demolished. 20 losses in a row.
    • My bad matchups: Blanka, because I can't fucking hit him. His attacks seem really safe - even when I punish a blanka ball with a scissor kick, the chip damage is greater than my SK damage! Electricity beats crossup, but slide/lk > scissors beats electricity. I jump too much and get anti-air-balled. Most of his jump attacks beat my s.HK. I just don't even know.
      Chun-Li, because she zones me out with pokes, constantly, and her air attacks beat mine quite often. Chun Lis like to sit there and mash out LKs and LPs, and there's not much I can do about it; they also counter jump-ins with EX SBK.
      Gief, although it swings drastically my way if he can't get in through HK/MK zoning.
    • How to beat my Bison: Play defensively. Zone me with fireballs and anti-airs and DPs agains crossups, jump back and attack a lot to prevent any headstomps, block low all the time unless I'm jumping over you, be ready to tech throws if you start blocking those crossups, because I'm going to start trying to throw you. Bait EX scissors on wakeup, because it's not safe on block if you're close enough. Don't jump very much, and if you do, make it a crossup. Tick throw me, I suck at teching. Use focus attacks against my jump-ins, it will explode my brain. Focus my follow-up dive attack after a headstomp. Focus my devil reverse. DP either one of them instead. Ultra either one of them instead. I guarantee I'll fall for it. Play Blanka.


    I'm not that great at really understanding what I do. So I'll just say that I do this:
    http://www.youtube.com/FuriousJodo/

    FuriousJodo on
    FuriousJodo on Twitch/PSN/XBL/Whatever else
  • thepassengerthepassenger Registered User regular
    edited January 2010
    I think the point of this is to explain the thought process behind why we play certain characters the way we do. Especially in the case of Fuerte. Unless there really is no thought process and it's just random tortilla flops and flips and then when you've crushed them mentally with your super dynamic cooking, you just infinite them to death. D:

    thepassenger on
    PSN: ohvermie <- ADD ME FOR STREET FIGHTING ACTION!
  • Evil MultifariousEvil Multifarious Registered User regular
    edited January 2010
    so i was thinking, it would be interesting to hear people describe how they play their characters - their main strategies, tricks, and matchup facts - in the interest of both improving one's own character use and getting better at certain matchups (ie blanka.)

    I play Bison, and I play him like this:
    • When I'm close: lk scissors pressure, of course; it's safe on block and can be cancelled from a low attack like c.lk or c.mk. I will do this any time I'm up close and we're playing footsies. I will also throw out a c.mk or c.lk on wakeup, fishing for hits, if I don't think they'll do a reversal. Sometimes I'll go c.lk > c.lk and, if it's blocked, I'll walk up and throw.
    • When I'm almost as close: j.mk crossup pressure. bison has a nice crossup, and the options afterward include HK for straight damage, jab jab short SK for pressure/chip, jab jab > throw for mindgames. however, this tends to get me into trouble, when people start catching on and doing DPs or other reverals with good timing.
    • When I'm knocked down: EX scissors or EX psycho crusher for invincibility and horizontal escape, and possibly for damage; EX devil reverse for escape and confusion when they don't know where i'll land; teleport to get the hell out.
    • When I'm far away: appropriately spaced scissor kicks that are safe on block but vulnerable to quick DPs. dash or jump in. I have trouble with being spaced by a strong Ryu who's throwing fireballs, especially if I try to jump forward. I don't like to use the meter for it, but EX scissors to advance through fireball zoning works really well, since it has lots of invincibility frames.
    • c.HK slide to advance quickly while keeping charge, especially after a knockdown; risky, especially if they do a quick rise and a reversal.
    • HK and MK to zone and anti-air. Excellent kicks, great pokes, but the HK often trades as anti-air, and sometimes flat out loses.
    • Baiting with Devil Reverse and Headstomps. Anti-air with Headstomps. EX headstomp is a fantastic attack, but all headstomps are punishable by jumping back and attacking, or even a well-timed DP. So I just don't throw them out as a front-line attack - I use them to counter jumps. I will also do EX headstomp on wakeup, especially against Ryus who think they can DP it - it will often trade, but I do more damage.
    • What I suck at: Using Focus Attacks, and advancing through effective zoning. I have no idea when to use Focus Attacks successfully, except for quick fireball absorption, and that's really risky for me. I never FADC my scissor kicks. I'm pretty sure these two problems are linked. The other day I fought a very good Ryu who zoned me out almost completely, and when I finally got in, he didn't fall for any of my games - he blocked low against every lk > scissors, he teched every tick throw, he blocked every crossup (or just DPed it). On occasion I could win a round by being extremely aggressive, but on the whole he made me feel very predictable and bad. I was psychically demolished. 20 losses in a row.
    • My bad matchups: Blanka, because I can't fucking hit him. His attacks seem really safe - even when I punish a blanka ball with a scissor kick, the chip damage is greater than my SK damage! Electricity beats crossup, but slide/lk > scissors beats electricity. I jump too much and get anti-air-balled. Most of his jump attacks beat my s.HK. I just don't even know.
      Chun-Li, because she zones me out with pokes, constantly, and her air attacks beat mine quite often. Chun Lis like to sit there and mash out LKs and LPs, and there's not much I can do about it; they also counter jump-ins with EX SBK.
      Gief, although it swings drastically my way if he can't get in through HK/MK zoning.
    • How to beat my Bison: Play defensively. Zone me with fireballs and anti-airs and DPs agains crossups, jump back and attack a lot to prevent any headstomps, block low all the time unless I'm jumping over you, be ready to tech throws if you start blocking those crossups, because I'm going to start trying to throw you. Bait EX scissors on wakeup, because it's not safe on block if you're close enough. Don't jump very much, and if you do, make it a crossup. Tick throw me, I suck at teching. Use focus attacks against my jump-ins, it will explode my brain. Focus my follow-up dive attack after a headstomp. Focus my devil reverse. DP either one of them instead. Ultra either one of them instead. I guarantee I'll fall for it. Play Blanka.


    I'm not that great at really understanding what I do. So I'll just say that I do this:
    http://www.youtube.com/FuriousJodo/

    i want to play against you at some point

    generally my matches against a good fuerte consist of me yelling AAAH AAAH AAAH KICK HIM AAAAH AAHH WHAT THE AAHH GET HIM

    Evil Multifarious on
  • thepassengerthepassenger Registered User regular
    edited January 2010
    aBlank wrote: »
    Use Chun's jumping forward kick for air-to-air. Your air FP juggle *may* work but tends to lose if bison sticks his attacks out first. J.short can work too since it's got nice long active frame and pokes forward but meh, less damage :P
    I really need to recognize that there are more buttons that I can press while jumping with Chun. Those other two kick buttons aren't just for getting EX.legs going! :P

    thepassenger on
    PSN: ohvermie <- ADD ME FOR STREET FIGHTING ACTION!
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    edited January 2010
    I'll get in on this action:
    KEN:

    Close: Fierce Dragonpunch

    Knocked down: Fierce Dragonpunch, ex Dragonpunch if I have meter

    Far away: Hmmm....throw a fireball? I don't know really, I'm usually not far away.

    Where I want to be: In the air with my fist, and your body, on fire!

    My mixes: Standing Fierce xx Fierce Dragonpunch, crouching Fierce xx Fierce Dragonpunch, EX-Dragonpunch, Super Dragonpunch, Ultra Dragonpunch

    What I suck at: Cross-ups, grabs, kick attacks, zoning, mind games, blocking. As you can see, not much really.

    Bad Match ups: Ryu. His character basically stole Ken's moveset, so he's used to my tactics. But much like a clone, he forgot to copy the most key aspect: Fire!

    How to beat my Ken: Play like a bitch. Wait for me to make a mistake in timing (such as the phone ringing or my little brother distracting me) and punish. Also, games with red bars make my Dragonpunch that much more powerful and tricky to block, so try joining games that have green bars instead.

    MNC Dover on
    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
    Twitch Page
  • Hiryu02Hiryu02 Registered User regular
    edited January 2010
    Hiryu02 wrote: »
    hiryu, i feel like if you got the psychic falling sky down for when they neutral jump, you'd scare the shit out of your opponenets

    it's risky but the psychological damage is so worth it

    The problem with FS is the angle it goes out at. Normally, when a neutral jump is used properly on me, I end up right up next to them. That close, FS tends to go behind them and gets stuffed/misses.

    Hopefully in Super they tweak the properties of FS. Right now it has to be perfectly timed/spaced. It's only guaranteed after a launch, practically.

    i have never had that problem; falling sky will always grab them on their way up if you predict their jump, as far as I've seen. the major problem is that if they don't jump, hey, you're gonna eat their biggest combo.

    I'm honestly not that great with FS period, and so perhaps I'm just mistiming it. What I have done that's been much safer and more effective when I expect a jump is close hp. It knocks em out of the jump and forces a reset. They HAVE to block it if they don't jump. So even if they block, it's back to a neutral state.

    I know it doesn't get a kd, but I'd rather get some damage or be safe if I don't hit, as opposed to eating a free combo.

    Edit: EM, Jodo's Fuerte is very good. I only got a few matches with him on PC, but it was a blowout no matter which of us won. But then again, the Fuerte/Abel matchup is very momentum based. Once he gets going, it's very tough for me to stop him, and vice versa.

    Hiryu02 on
    Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    edited January 2010
    so i was thinking, it would be interesting to hear people describe how they play their characters - their main strategies, tricks, and matchup facts - in the interest of both improving one's own character use and getting better at certain matchups (ie blanka.)

    I play Bison, and I play him like this:
    • When I'm close: lk scissors pressure, of course; it's safe on block and can be cancelled from a low attack like c.lk or c.mk. I will do this any time I'm up close and we're playing footsies. I will also throw out a c.mk or c.lk on wakeup, fishing for hits, if I don't think they'll do a reversal. Sometimes I'll go c.lk > c.lk and, if it's blocked, I'll walk up and throw.
    • When I'm almost as close: j.mk crossup pressure. bison has a nice crossup, and the options afterward include HK for straight damage, jab jab short SK for pressure/chip, jab jab > throw for mindgames. however, this tends to get me into trouble, when people start catching on and doing DPs or other reverals with good timing.
    • When I'm knocked down: EX scissors or EX psycho crusher for invincibility and horizontal escape, and possibly for damage; EX devil reverse for escape and confusion when they don't know where i'll land; teleport to get the hell out.
    • When I'm far away: appropriately spaced scissor kicks that are safe on block but vulnerable to quick DPs. dash or jump in. I have trouble with being spaced by a strong Ryu who's throwing fireballs, especially if I try to jump forward. I don't like to use the meter for it, but EX scissors to advance through fireball zoning works really well, since it has lots of invincibility frames.
    • c.HK slide to advance quickly while keeping charge, especially after a knockdown; risky, especially if they do a quick rise and a reversal.
    • HK and MK to zone and anti-air. Excellent kicks, great pokes, but the HK often trades as anti-air, and sometimes flat out loses.
    • Baiting with Devil Reverse and Headstomps. Anti-air with Headstomps. EX headstomp is a fantastic attack, but all headstomps are punishable by jumping back and attacking, or even a well-timed DP. So I just don't throw them out as a front-line attack - I use them to counter jumps. I will also do EX headstomp on wakeup, especially against Ryus who think they can DP it - it will often trade, but I do more damage.
    • What I suck at: Using Focus Attacks, and advancing through effective zoning. I have no idea when to use Focus Attacks successfully, except for quick fireball absorption, and that's really risky for me. I never FADC my scissor kicks. I'm pretty sure these two problems are linked. The other day I fought a very good Ryu who zoned me out almost completely, and when I finally got in, he didn't fall for any of my games - he blocked low against every lk > scissors, he teched every tick throw, he blocked every crossup (or just DPed it). On occasion I could win a round by being extremely aggressive, but on the whole he made me feel very predictable and bad. I was psychically demolished. 20 losses in a row.
    • My bad matchups: Blanka, because I can't fucking hit him. His attacks seem really safe - even when I punish a blanka ball with a scissor kick, the chip damage is greater than my SK damage! Electricity beats crossup, but slide/lk > scissors beats electricity. I jump too much and get anti-air-balled. Most of his jump attacks beat my s.HK. I just don't even know.
      Chun-Li, because she zones me out with pokes, constantly, and her air attacks beat mine quite often. Chun Lis like to sit there and mash out LKs and LPs, and there's not much I can do about it; they also counter jump-ins with EX SBK.
      Gief, although it swings drastically my way if he can't get in through HK/MK zoning.
    • How to beat my Bison: Play defensively. Zone me with fireballs and anti-airs and DPs agains crossups, jump back and attack a lot to prevent any headstomps, block low all the time unless I'm jumping over you, be ready to tech throws if you start blocking those crossups, because I'm going to start trying to throw you. Bait EX scissors on wakeup, because it's not safe on block if you're close enough. Don't jump very much, and if you do, make it a crossup. Tick throw me, I suck at teching. Use focus attacks against my jump-ins, it will explode my brain. Focus my follow-up dive attack after a headstomp. Focus my devil reverse. DP either one of them instead. Ultra either one of them instead. I guarantee I'll fall for it. Play Blanka.


    I'm not that great at really understanding what I do. So I'll just say that I do this:
    http://www.youtube.com/FuriousJodo/

    i want to play against you at some point

    generally my matches against a good fuerte consist of me yelling AAAH AAAH AAAH KICK HIM AAAAH AAHH WHAT THE AAHH GET HIM

    I'll be on PC version tonight at some point probably, depending on how busy I am. Probably won't have time at home to play on 360/PS3 until Thursday or Friday.

    FuriousJodo on
    FuriousJodo on Twitch/PSN/XBL/Whatever else
  • DasUberEdwardDasUberEdward Registered User regular
    edited January 2010
    Yeah I was going to say when I played Chun I turtled like hell and abused her neutral jump HK.
    Whenever I play a really aggressive Bison, turtling is the last thing I want to do. Otherwise I end up getting pushed to the corner and then it's psycho rape time. :( Sure if the Bison is all happy to headstomp and devil's reverse all day, whatever, I'll hang back and they can eat neutral jump HK or jump backwards HK. But if Bison is on me like white on rice, I find myself trying to escape pressure via backdash or jump back which then usually leads to me eating a couple standing HKs. I usually wind up succumbing to the pressure game, and start making stupid mistakes. Such as indulging in my horrible habit where if I see someone jumping in, I will think that it's the best idea to jump at them. Which is why I think Chun loses air-to-air against Bison. I think EVERYONE loses air-to-air in that scenario unless they have a jumping normal that hits upwards. :P

    If you can get distance you do have the kikoken as a an option if they start trying to spam SKs or psycho crusher. I'd just stay back and wait for an opportunity for them to get overzealous and eat an ex SBK. Duno I never had too much trouble with Bisons.

    DasUberEdward on
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  • DasUberEdwardDasUberEdward Registered User regular
    edited January 2010
    Anyone up for a few games on PS3?

    Also let's talk about psychological damage as I think it's a pretty important aspect of the game. One of my favorites? Hitting a fireball with ex-otoshi. Generally coming completely across the screen and slamming someone into the air for three hits really puts an end to wild fireballs.

    DasUberEdward on
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  • solsovlysolsovly Registered User regular
    edited January 2010
    Aumni wrote: »
    Ranced wrote: »
    Inquisitor wrote: »
    In a more SF4 related note I still can't settle on a character. I think I'm tired of playing characters in 2D fighters that can be zoned very easily (say, Tager in BB). I liked E. Honda initially but having to fight Sagat with him is enough to make me want to give up the character. Who is really good at not being zoned in SF4?

    Akuma is always the right answer for any question.

    Akuma is always a great answer on paper...well, because he is about as resilient as a piece of paper.

    That's a bonus, it just means he gets his ultra faster. They should nerf him in SSF4 by giving him more life.

    solsovly on
  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    edited January 2010
    I was browsing SRK and in the SSF4 forum someone actually made a Sagat Improvement Thread.

    FuriousJodo on
    FuriousJodo on Twitch/PSN/XBL/Whatever else
  • StokedUpStokedUp Registered User regular
    edited January 2010
    I'll take a stab at this from what I remember with my Gen (how I miss him...):
    • When I'm in yo grill: I will c.short into either a quick jab jab to kara throw, throw some jabs then if it connects quickly combo a hands, or push you just far enough where I can switch stances and cross you up VERY quickly or catch you trying to jump.
    • When I'm poking distance: I will pressure you with s.mp into mk>hands>mk hands or simply fish for mk>hands>mk hands. Occasionally I will FA (actually I do this alot since Gens has such great range) to close the distance (see im in yo grill). But after some pressure and stuffing any jump ins from this range I will cross you up with Crane stance.
    • When I'm knocked down: If I think that you will put me in ANY mixup situation that I cannot backdash away from or stuff with reversal Gekiro I will Ex-Oga away to safety or counter hit you with it if your attack has a long recovery time. If I do not have any meter then I have to basically guess, which ends up usually being back dash or gekiro.
    • When YOU are knocked down: This is my favorite. 9/10 I will do ambiguous crossups on you usually resulting in a flashy s.mp>mk>hands>mk>hands for damage and stun, crane stance crazy cross up to c.short trip into sweep, enabling me to cross you up on wakeup again... or if you block then Kara throw setup resulting in another knockdown. If you are a beginner at this game this is usually GG and quit (random player matches). Occasionally after a forward throw I will short kick Oga off your side of the screen for a (usually) ambiguous blocking situation into knockdown.
    • When I'm far away: I stay within range of my Crane stance long jump to punish any zoning or mistakes which enable me to close the distance safely. Also I usually have the opponent spaced where any jump in attempt (when they get scared of my mk>hands>mk>hands pokes) can be stuffed with c.hp or double crane hk into ultra.
    • To get in quickly: To get in safely I either FA "faint" to dash mk>hands>mk>hands or else hold the FA and if they jump, cross under into throw or sweep.
    • Zones, pokes. Gen has a huge range sweep with mantis c.hk. Mk of course is a great poke and if used correctly will be feared by the end of the match. It changes peoples view about Gen basically. If my opponent has a great poke I will start throwing out random s.mp in mantis stance. It has amazing priority and of course when it hits, can be comboed into mk>hands>mk>hands. Against Balrog or anyone with super armor attacks, I'll use the double hitting mantis s.hp.
    • Best matchup for me from what I remember. Ryu. Gen can counter alot of Ryus strategy by being smart and being quick. See Evo Jibbo vs Daigo and you will see what I mean. Balrog. Gen can stuff the s**t out of every charge attack or poke using mk or c.mk>hands>mk>hands. Oh and kindof Chun-Li. In my opinion, Gen and Chun are similar but Gen has the edge overall. In the air, Gen will win (hp crane stance), I think there poking is slightly in Gens favor and he has a kara throw. I love all these matches mainly because when playing smart opponents they are nice back and forth. Chess match style.
    • What I suck at: Conserving meter with Gen. I never "mastered" the mk>hands therefore I would end up getting ex-hands alot, throwing away one of Gens best weapons. His super. He buils meter incredibly quickly but alas I never took advantage since I would ex-hands at least once every 3 times. Ultraing with Gen from Ogas or double Crane HK. Also landing his jump in crane double HK > c.mp>fierce roll.
    • How to beat my Gen: Play Agressively. The winner of this fight is who takes the momentum and keeps it the longest. Gen does not have a reversal that I can mash out so take advantage and keep the pressure up. I will have to take risks to reset the situation or retake the momentum.
    • General tips for learning Gen: Start with learning exactly when you should use each or his normals. Fundamentals man, mantis = c.hp > anti air s.mk>poke s.mp>anti poke, anti air jab > setup for his kara throw... jumping mantis mk is his crossup, jumping mp is his air to air, jumping crane hp super air to air or jump in (great priority). After you learn that and can switch stances at WILL, then start learning mk>hands, itll take awhile.

    Wow, this just made me can't wait to get my xbox back... I hate ALL of you.

    StokedUp on
    [SIGPIC][/SIGPIC]
    Gamertag(SSF4/MW2)StokedAidzzzSC2 ID Stoked.655
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