MinhHoang, post: 1260656 wrote:
Hey guys, I've recently started playing guile on GGPO and hes pretty fun. But what I'm having problems with is what to do vs dic players. After headstomps it seems like they're perfectly safe. Are there any tips with this match up?
CrotchMonkey, post: 1260663 wrote:
Someones got to help me with honda and chun, worst matchups for me yet. Against chun, my c.mk gets stuffed, and c.fp doesn't seem to even trade with her jumps and I get thrown like crazy. She even has a fb . Every damn attack seems to end with her lightning kick shit right in my face, so even if I was blocking I can't even throw a sonic boom without touching a leg. Should I just rh flash kick through it or something? Wait for her to stop and then go from there? I get some kind of opening vibe from that like I need to do something.
Anyone have any insight on these two matchups?
Mixah, post: 1260664 wrote:
against honda, you have to keep away. if you're worried about getting tick'd, his knee hop can be used against a tick throw to escape it... but watch out because it does put you back in distance to be tick'd anyway.
remember that no matter which side you're on, down is down.... if he does the ass splash crossup, lk flash kick immediately.. don't do hk... if you wait to long, try to block it... it will win as long as you get it off around the peak of the attack.
thousand hands are like blanka's electric... he's too close, reversal throw. remember to always maintain that charge... sonic booms to keep away... if he does the ass splash to hop over it, walk up and trip... move back... that's the basic stuff to help this fight.
brian, post: 1260666 wrote:
lw3, post: 1260673 wrote:
does dictator have more throw priority over guile cause i keep getting thrown out of crossup lk, lp or mpxxflashkick when playing on ggpo
jae hoon, post: 1260671 wrote:
This may have been covered already and I apologize if it is. I really just started ST not to long ago and I have alot of trouble with good T Hawk players. The matches are always close but it seems alot of my stuff gets out prioritized during the match. Also Sonic Booms dont seem to be to safe to do.
Sanjuro_The_Ronin, post: 1260676 wrote:
Your joking right?
The Gule vs. Hawk match-up is nothing but an uphill fight for T-Hawk. SBs are safe to do IF you do them right and you really dont have that much to fear of your cr.forward getting DPed because of the angle of Hawks DP.
Just turtle your ass off, thats all you really need to do.
Footsy Bebop, post: 1260679 wrote:
Just do jump forward instead of jump roundhouse
So, I think my nemisis in ST is the following:
I knock down Rog, and want to do safe jump roundhouse, stand fierce, fierce sonic boom. It auto dizzies if it connects, and if its blocked it pushes Rog back significantly across the screen giving you lots of space.
It sounds trivial but for some reason I fail at this some ridiculous fraction of the time. The basic problem seems to be that the jump roundhouse has a lot of pushback, and if you don't time things well, your stand fierce will whiff, or possibly even become far stand fierce instead of close stand fierce. Needless to say, when these things happen you are fucked.
Wolf, if you're lurking, I have the impression you are way more consistent at this than me.. do you have any trick to it, or is it just automatic and I suck?
PS, Rog's standing sprite is set farther back than his ducking sprite which is what makes crossing him up inconsistent.. I wonder if this could also be screwing me up on the above combo?.
wolf_1, post: 1260684 wrote:
regarding jump rh > close standing fp > fierce sonic boom combo:
after every knockdown i always attempt the above combo. obviously if you sweep balrog or if he techs a throw then this will not work. i haven't really put much thought into this situation but i just simply find the right spacing for the jump-in and then hit balrog low and deep. from what i've noticed, my close standing FP usually whiffs if my jump-in was placed too far out. for the most part, whenever i whiff FP, my fierce sonic boom will usually come out. i don't remember what happens if balrog just crouches while you are going for the jump-in.
success rate for me on this combo is about 60 to 75 percent. most of my mistakes come from mis-timing the jump-in rather than having incorrect spacing.
basically, there really isn't a trick to it, just make sure you can get yourself close enough to do close standing FP.
mixup strat - if you pull this combo off balrog atleast 2 times in a row, go for a tick throw on the third opportunity/knockdown.
Battosai, post: 1260685 wrote:
foward kick + stand fierce+ sonic boom on rog as a meaty.
wolf_1, post: 1260686 wrote:
is this possibly a trade off? like brian stated, if you open with roundhouse and if the combo connects, it's a guaranteed dizzy. if you open up with forward, you won't pull off a dizzy but you'll possibly have a better chance of connecting the close standing fierce?
Brian, post: 1260682 wrote:
Perhaps there is a small window of spacing where it works, but the above considerations explain why this window is so small?
wolf_1, post: 1260686 wrote:
ShinVega, post: 1260696 wrote:
Yes, but when you Kara you should enter c.short~c.jab+Up/Twds (or Up/Away depending on super motion used). That's how you renda cancel the jab into the super. You're tricking the game engine into allowing you to cancel chain combos into supers.