Rashid Match-Ups Thread

jchensorjchensor Salty ChenJoined: Posts: 1,934 admin
edited March 2016 in Rashid
If you’re having problems with a specific character match-up, look for advice here!

=== NOTE: If you want to become the OP for this thread so you can maintain the top post to aggregate the thread's information here, contact me via the SRK messaging system and I will be able to convert you to become the OP for this thread. ===
Post edited by jchensor on
http://jchensor.blogspot.com

"We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

"Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

(AV art obtained from here: http://meatbun.us/blog/?p=162)
«13

Comments

  • -Hibikster--Hibikster- Joined: Posts: 385
    So far my two toughest matchups are Bison and Chun.
  • raskieraskie Joined: Posts: 9
    Watching Arturo online recently. He came up against a fairly good Rashid in ranked, and somehow, managed to make the matchup look completely free... Rashid doesn't have a way in. It was really painful to watch.
    Birdie totally looks like Uncle Phil...
  • PakmanPakman Rashidooo Joined: Posts: 474
    edited February 2016
    Footsies, whiff punishing and spacing guide:

    Generally speaking it is difficult to maintain "proper" spacing with rashid because his back walk speed is quite slow and he has no retreating attack moves whatsoever. Similarly, as Rashid lacks any meaningful damage, particularly in the AAs department it is difficult to keep your opponent grounded long enough to establish a solid sweet spot - in most cases you are looking to gain momentum so you can get in and stay in with Rashid as opposed to playing a more methodical game.

    Whilst he doesn't excel in footsies, he can play footsies and has a respectably solid whiff punishing game.

    St.mk and cr mk set up your footsie portfolio, with the latter hit confirmable into eagle spike or mixer and the former into V trigger.

    Overheard (Break assault or towards and heavy punch) has deceptively long range (his second furthest reaching normal next to standing heavy kick) so on wake up, you want to be around one backdash away from opponent to set up overhead low mix ups. As it happens, cr mk > eagle spike puts you in the exact space for overhead - move forwards a little from this spot and you can now threaten with Cr mk to reset the low/overhead game. It's not great but better than something at least.

    St Heavy kick has a wonderful ability to hop over certain low attacks as well as KD'd opponents, and grants you a CC on top of that. It is also his furthest reaching normal.

    St Heavy punch has a nice visual aid, and hit confirms into all his specials for solid whiff punishing. Technically speaking it has less actual range than cr mk, but it has a really fantastically sized phantom hit box letting it tag whiffed moves in their recovery frames where cr.mk would often miss.

    Raw Eagle spikes, particularly lk version, let you fly over a lot of crouching normals, and on hit space you correctly for an overhead on wake up.


    VS Birdie

    Sweet spot: ???? (varies) it's difficult to play footsies and a legit spacing game with birdie as he has a significant portfolio of attack ranges - from up right up close to damn near full screen. Anyways here's what we've got.

    Hanging Chain (chain whip throw) - on whiff, eagle spike works wonders. It is possible to v skill roll under the chain as it comes out, but it is risky.

    Bull Horn - mash crouching lk or st lp will stop even ex strength level provided you hit him before his head comes down. Because of this you can afford to get in a little close (around 2 character spaces apart) He is completely vulnerable throughout the entire animation, so if you time it right you can tag him with anything and everything.

    Bull Revenger - HK version practically goes full screen. Fortunately he is completely vulnerable throughout, so m/h spinning mixer or cr mp stops this quite well.

    Ex Bull revenger (dolphin dive) - same as above, however the jump arc is a lot lower, space travelled is a lot less and it activates earlier - just make sure to tag him early as he can very well grab you in your start up animation.

    V trigger variations:

    Ex Bull horn now gains multi-hit armour, meaning you'll have to block punish this one.

    Once you are 'in', Birdie's normals come into play and they are quite troublesome.

    St Hp - eagle spike, cr hp, st HP - it is difficult to tag him with the latter two

    F st HP - maintaining position is difficult here since Birdie moves forwards. He also has a lot of frames of armour and he gets CC on hit. You're just gonna have to respect the spacing on this one and either back dash or block punish.

    Df St Hp - Bull slider. You can tag him with st mk and punish poorly spaced ones with cr HK. Everything else is too risky.

    St Mk - st HP, st mk are your best bets here.

    Cr Mk and Cr Hk - these two are lumped together because Birdie can set up a very nasty footsie trap that will snag attempts to whiff punish cr mk. Fortunately, you can tag his cr Hk with your own. Your St mk gets low profiled here a lot (possible to tag him with it but you have to be very quick otherwise you eat the sweep) but raw eagle spikes don't and neither do wws's. Lp.mixer works great as always as does st HK.



    VS Ryu


    St.mp or st. hp -> lp mixer, st mk, st HP (CC), cr. Mk, lk, cr mp, st Hp

    Cr mp -> St. Hk, st. Mk, flap spin (towards and medium, hit confirmable), mixer,

    Cr lk or cr mk - overhead punch, Eagle spike, lp mixer, st. HK, st mk, cr mk, cr heavy kick, cr lk


    Sweet spot - 1.5 character spaces apart (using training room boxes as a guide with 1 box representing 1 character space).


    VS FANG

    Sweet spot - 3 character spaces away due to his longest reaching special (sotoja)

    Satoja - Heavy punch into eagle spike is your best bet (although cr mp does also work, visually it is easier to tag him with st HP) as everything else gets tagged on start up and/or recovery or whiffs completely - you can pressure him with whirlwind shots from this distance too.

    If he does mp or hp nishikyu (projectiles) rolling v skill into nail assault on reaction (you will avoid the poison all together)

    If he does lp version, there's no way of tagging him without getting hit at that distance, but if you want to you can use nail assault to mitigate the damage by taking only one hit. Alternatively, you can dash in/empty v skill roll and throw him - you are completely invulnerable to his projectiles throughout the throw animation.

    V skill poison projectile - all levels of eagle spike will actually go over the projectile, however because Rashid rebounds on hit he can end up backing into the projectile before it leaves the screen. V skill nail assault can be done on reaction and will as a bonus nullify the projectile at the same time. Normal v skill into dive kick also works well.


    VS Cammy

    Sweet spot: 2-3 character spaces away (to accommodate reaction time to her specials)

    Cr mk - lp mixer on reaction works wonders. Her recovery is too quick to tag her with anything else reliably. Eagle spike also works.

    St mk - cr HP, st HP are your most reliable ones.

    Cr HK - eagle spike flies over, cr HP works wonders as does overhead.

    VS Chun Li

    Sweet spot: ????

    Rashid generally loses the footsie war with Chun as her normals are just too good to contend with and he doesn't really have anything to threaten her with . Spacing her out is also difficult, especially as she has an advancing crouch attack and you can't retreat quickly enough.

    St HK - cr mk is your best bet, because Chun has godlike normals

    St Hp - same as above

    St Mk - same as above

    Cr mp - same as above. You could also use overhead, but Chun can mash jab and body you. Your cr mk tags both her cr mk and cr lp - problem solved.


    VS Dhalsim

    St HP - cr HK (from full screen), press it just as soon as you see his limbs, and it will tag him perfectly. HK eagle spike also works really well as does cr mk.

    St mp - st HP (from mid screen), excellent whiff punisher. On CC, hit confirm into eagle spike for serious damage. Congrats you are in, pressure him on wake up. Raw HK eagle spike on whiff also works well.

    St mk - st HP, st mk, st HK all work really well. You can press st HP relatively early on reaction and you'll tag him good and proper

    St HK - cr HP hit confirm into eagle spike works wonders. Whiff punishing this one is quite tricky though and if you miss time it, you're eating a CC.

    Cr HK (slide) - the slide is deceptively quick, but it is possible to cr rhk on whiff. He gets a CC if you miss time it though. Best to block punish this one.

    Cr mk (slide) - as above. Although he doesn't travel as far so it is a little easier to tag him with cr HK.

    Cr lk (butt shuffle) - travels even less further so slightly more easier to tag with cr HK. Can also tag him with cr mk.


    VS Karin
    Typically you're going to be fighting her at mid screen as her footsies aren't *that* good - she has much better specials which is ehat you'll be dealing with most of the time (fortunately, they are all block punishable) Still, better to be prepared for those times you do get in and/or face turtle power Karin.

    Cr mk - cr.mk, cr. HK, usual.

    Cr hk - cr.mk, cr.HK. st HP is also possible but timing it is weird

    St mk - st mk, st HP, cr mk

    St HK - cr HP. Miss time it and you eat a CC...

    That's all for tonight I am getting tired and bored. I will sort this out into alphabetical order.
    Post edited by Pakman on
  • T20thoughtsT20thoughts Shurororororo! Joined: Posts: 1,587
    What can I throw out to stuff Karin's distance overhead arm-flailing move, preferably on reaction? Darn woman kept pressuring me with it last match I had.
  • Richboi90Richboi90 Joined: Posts: 13
    What can I throw out to stuff Karin's distance overhead arm-flailing move, preferably on reaction? Darn woman kept pressuring me with it last match I had.

    St lk can beat it if used correctly, ex spinning mixer, ysaar, and super all work on reaction as well
  • PakmanPakman Rashidooo Joined: Posts: 474
    What can I throw out to stuff Karin's distance overhead arm-flailing move, preferably on reaction? Darn woman kept pressuring me with it last match I had.

    She's vulnerable throughout the entire move (Resenha) so anything will stuff it. Having said that, during the active frames, it is a little tricky to stuff her but I have had success with cr mp and mp spinning mixer. She's -6 to -4 on block depending on the strength used, so if you can't get the timing, block punish.
  • Ink-Ink- Rapper James Joined: Posts: 156
    edited February 2016
    What can I throw out to stuff Karin's distance overhead arm-flailing move, preferably on reaction? Darn woman kept pressuring me with it last match I had.

    st.MP is great to stuff it. However if you block the overhead part you can punish 100% of the time with st.LK, it also counterhits the followup clean so you will be able to link into st.MP.
    Post edited by Ink- on
  • JnanaJnana Beatboy Joined: Posts: 556
    edited February 2016
    f.mp goes further than st.hk
    f.mp and L Mixer have about the same range. All 3 of these moves are -2 on block and they all have their own benefits.

    f.mp just about puts you in grab range
    st.hk goess over low profile moves
    L mixer beats a lot of normals, from my experience, but it can be swept/hit low
    Post edited by Jnana on
    Jnana; it rhymes with ya mama
    SSF4: Guy
    T6: Devil Jin
  • T20thoughtsT20thoughts Shurororororo! Joined: Posts: 1,587
    So Claw can Super straight through V-Trigger if you try to catch him in the air with it. At least if the tornado isn't already up before he's above you.
  • lolraidlolraid Joined: Posts: 13
    Any tips on fighting Nash? It just feels like I get my normals stuffed and I get zoned out super easy.
    Spencer/Wright/Akuma.
    Firm believer of turnabout mode.
    Stuck in Puerto Rico
  • CrayRavenCrayRaven Joined: Posts: 181
    How safe is -2 on block?
  • branwagonbranwagon AmazingLTS Joined: Posts: 28
    lolraid wrote: »
    Any tips on fighting Nash? It just feels like I get my normals stuffed and I get zoned out super easy.

    Nash is my worst match up by far. What's worse is he's the most common character online right now (Ryu where you at?) And it seems he's pretty easy to play. When I get on next I'm gonna hit the lab and see what we can do against him. Hopefully some of the other Rashidoboyz will join me!


    CrayRaven wrote: »
    How safe is -2 on block?

    -2 means your opponent can move 2 frames before you can. There are no normals or specials that are fast enough to punish that, and I think only Gief can punish you with CA. So it's pretty safe. Just be aware if for example you press st.lk after and your opponent presses a 5 frame normal, they will win and counter hit you.
  • dommafiadommafia FightMoneyCollector! Joined: Posts: 370
    Any video links or tips for BISON? he's my nightmare right now.
  • wufftypewufftype Arcane Fox Joined: Posts: 35
    Aargh, runaway Ken is doing my head in!!
  • Super eelSuper eel Joined: Posts: 57
    wufftype wrote: »
    Aargh, runaway Ken is doing my head in!!

    That's not a problem for Rashid since he can maneuver through Ken's fireballs (neutral jumps, roll, wall jump, his "whirlwind-fireball"). Also, if they're running away, just follow them and let them corner themselves B)
  • wufftypewufftype Arcane Fox Joined: Posts: 35
    Thanks Super eel! I must admit, I'm terribly impatient, which is my biggest downfall I guess. I keep trying to charge in and I get stuffed by runaways and defensive players. I really need to learn to control my pace so I can control the pace of the fight.

    Taken a few runaway Ken's down... now on to turtle Ryu's! ;)
  • ZenisideZeniside Joined: Posts: 2,987
    edited February 2016
    Chun IA LL should not be in the game. It makes the match-up lamer than it already is due to her ground game.
  • angelpalmangelpalm Oink oink Joined: Posts: 23,334 ✭✭✭✭✭ OG
  • raskieraskie Joined: Posts: 9
    edited February 2016
    dommafia wrote: »
    Any video links or tips for BISON? he's my nightmare right now.

    Yeah. He seems especially hard.

    A big part of my problem is in me being a scrub who can't block crossups properly.
    I tend to hit Bison's with qcb k a lot though. And the knockdown will put you on their shit.

    To mitigate against their rush down, I try to backdash just inside his jump range to try and stop him from using his jumping mk.
    While doing this, I try to poke with hp, f hk and, of course, standing mk. Also, crouching mp is his goto AA.

    But as yet, I can't consistently keep him out.
    Birdie totally looks like Uncle Phil...
  • MICHAEL419MICHAEL419 Joined: Posts: 146
    angelpalm wrote: »
    Can someone explain to these scrubs who rashids good match ups are and tell them to stop whining

    http://forums.shoryuken.com/discussion/204251/srk-lounge-ronin-was-here/p683

    Looks in thread....

    Yea I think I'll stick to the parts of this site that talks about fighting games.
  • dommafiadommafia FightMoneyCollector! Joined: Posts: 370
    raskie wrote: »
    dommafia wrote: »
    Any video links or tips for BISON? he's my nightmare right now.

    Yeah. He seems especially hard.

    A big part of my problem is in me being a scrub who can't block crossups properly.
    I tend to hit Bison's with qcb k a lot though. And the knockdown will put you on their shit.

    To mitigate against their rush down, I try to backdash just inside his jump range to try and stop him from using his jumping mk.
    While doing this, I try to poke with hp, f hk and, of course, standing mk. Also, crouching mp is his goto AA.

    But as yet, I can't consistently keep him out.

    I have had problems dealing with his crossup in the corner, now I just wait for their jump and D + VSkill out of the corner. Works great. My main problem is knowing when I can interrupt his bs strings. I keep getting hit by what seems to be cr.mp, s.mp, s.fierce (the standing fire punch?) and I have to take it or get frame trapped. I'm going to have to hit the lap and figure out if there's a button that can interrupt that bs.
  • ZenisideZeniside Joined: Posts: 2,987
    edited February 2016
    A lot of frame traps are not as tight as you think. If you know it is 4 frames or worse and they are not too far away you always have st.lk to counter-hit or push them out.

    Bison st.mp is +2 and cr.mp is 6 frame start-up sost.lk counter-hits the cr.mp before it is active. I use it against cammy players using that brain dead cr.mp cr.mp frame trap. The only issue is you get nothing off of it due to the push-back in a lot of the cases, but at least it will make them rethink mindless frame-traps. We are fortunate to have a 3 frame normal. If only st.lk was +7 on counter-hit then we could link a sweep and that would be magical.
    Post edited by Zeniside on
  • raskieraskie Joined: Posts: 9
    edited February 2016
    dommafia wrote: »
    I have had problems dealing with his crossup in the corner, now I just wait for their jump and D + VSkill out of the corner. Works great. My main problem is knowing when I can interrupt his bs strings. I keep getting hit by what seems to be cr.mp, s.mp, s.fierce (the standing fire punch?) and I have to take it or get frame trapped. I'm going to have to hit the lap and figure out if there's a button that can interrupt that bs.

    I'm going to try the D + V Skill thing. That would be awesome if it's a consistent AA option...
    Like, trying that against Vega's FBA shenanigans might prove useful too...

    Also hoping that "bs" in your post really is "bullshit", and not "blockstring". Kappa
    Birdie totally looks like Uncle Phil...
  • T20thoughtsT20thoughts Shurororororo! Joined: Posts: 1,587
    Nash just abused the hell out of his long-reaching back knuckle command normal. It LOOKS like it should be punishable on reaction, but that retreat of his messed me up. Any hints?
  • ZenisideZeniside Joined: Posts: 2,987
    You have to get closer to him to sweep. We can't punish it near max range.
  • vivaldi290vivaldi290 Joined: Posts: 627
    Karin:
    Sometimes Karin can sweep you where you are unable to counter sweep back, use Lp spinning mixer to punish her.

    Necalli:
    Mk-> Stomp is not a true blockstring, punish him with ex ww
  • T20thoughtsT20thoughts Shurororororo! Joined: Posts: 1,587
    Man. A patient Gief is tough. They gave him some proper getting-in skills in this game!

    Rashid's normals feel pretty stubby against a Gief who's content to take his time, walk in, poke, flex and block. I'm guessing that any long-range jumpin should be met with MP/EX Mixer, but does anyone have good ways to counter Dat Flex?
  • AbruptAbeAbruptAbe Joined: Posts: 8
    Bison is the bane of my existence so far matchup wise, tend to do fairly well against everyone but him.
  • ZenisideZeniside Joined: Posts: 2,987
    edited February 2016
    Rashid normal attacks are stubby regardless of the opponent. I think his cr.mk should have its range extended a tad to reach from near max st.mp. It has the same range as his cr.lk at the moment.
  • dirty boxerdirty boxer Joined: Posts: 168
    Bison macth up seems hopeless buttons too good.
  • BasedRamboBasedRambo Joined: Posts: 2
    Bison matchup is just waiting for him to do stuff like his dashing and catching it with cr. mk and also AA. If you wanna rush him down then use buttons like st.lp or st.lk on counter hit both go into st.mp.
  • BasedRamboBasedRambo Joined: Posts: 2
    Also don't be afraid of Bison's plus frames on moves like EX Double Knee Press. When you have V meter use it a reset neutral. Bison has a tough time with that.
  • PakmanPakman Rashidooo Joined: Posts: 474
    So necalli has been stomping mud holes in me from day one. Has anyone got any suggestions as to how to play this match up? Up close I just end up eating his normals all day, even if I block i can't seem punish anything and then the stomps start happening. Staying at full screen lets me punish Disc's Guidance on whiff/block but it's too much of a grind to stay/return full screen doing this for 99 seconds and without a horizontal projectile it's difficult to bait anything from there either.



  • MoTheHawkMoTheHawk Just Fight. Joined: Posts: 170
    edited March 2016
    vivaldi290 wrote: »
    Karin:
    Sometimes Karin can sweep you where you are unable to counter sweep back, use Lp spinning mixer to punish her.

    On the subject of options for punishing max-range sweeps (absolute edge of the hitbox and as meaty as possible):

    Punishable with c.HP(1) xx H/EX Spike (166+ dmg):
    • Ken
    • Zangief
    • Cammy
    • R.Mika
    • Necalli
    • Laura
    • F.A.N.G

    If they're in the corner, you can use c.HP(1) xx d+V-S~K
    > H Mixer lv.2
    or
    > CA

    Punishable with s.MP xx M Spike (160 dmg):
    • Vega

    Punishable with c.LP xx M Mixer lv.2 (107 dmg):
    • Bison

    Punishable with c.HK (100 dmg):
    • Ryu

    Punishable with L Mixer lv.2 (40 dmg):
    • Chun
    • Nash
    • Karin
    • Rashid

    Impossible to punish:
    • Dhalsim
    • Birdie
    Check out our monthly MAXOUT tournaments in Kansas City - Twitch Channel - Twitter - Facebook Group - YouTube Channel
  • Ink-Ink- Rapper James Joined: Posts: 156
    @MoTheHawk

    To expand on your near corner punish you can do a MP Mixer before CA after the V-Skill kick.
  • T20thoughtsT20thoughts Shurororororo! Joined: Posts: 1,587
    Okay, what the hell is up with the priority on Ryu's jumping attacks? The underside of his leg passed straight through my fist, dangit.
  • T20thoughtsT20thoughts Shurororororo! Joined: Posts: 1,587
    It seems starting Dhalsims REALLY like to use his slide up close. It seems properly punishable unless done at max range, but does anyone know the frame data on that?
  • DrSlouchDrSlouch Gyah gyah gyah gyah! Joined: Posts: 147
    edited March 2016
    I'd like to note that although it's somewhat high risk, against characters who use primarily normals to anti-air, it is a viable tactic to use an airborne Eagle Spike (done from a regular jump, not V-skill) to beat their anti-air, if they expect you to only use a normal, since he hangs for a bit before descending. Again, although this is high risk, it's better than having nothing available at all. This tactic is obviously not effective against anything that functions like Shoryuken since they come up to meet you.
    I've also found that one of the best uses for the run version of Spinning Mixer is to tag people who like to back tech (especially after a mid-screen Eagle Spike, where they will end up a decent distance away) if you think they're likely to do anything other than block or do a reversal (which is actually pretty common because lots of people think they can safely mash stuff or jump immediately when they end up that far away). It is -2, so this isn't a tactic you can use often, but again, at least when you have a hard read you have this option available to you rather than nothing. And the run mixer DOES have good corner carry, especially mashed.
    My PSN ID is DrSlouch and my XBL is Doctor Slouch. My main UMvC3 team is Ryu/Firebrand/Sentinel, my back-up team is Thor/Dormammu/Dr. Strange, and my Skullgirls team is Filia/Peacock.
  • ZeroX03ZeroX03 Joined: Posts: 409
    I'm having a very difficult time against Gief, the matchup definitely seems to be in his favour. Land 3 combos = one SPD and you're on even footing. He seems to win in the footsie war and can easily blow up Rashid's pressure game. Probably going to switch to Nash for this matchup.
  • sidstylersidstyler Joined: Posts: 39
    Any thoughts on the Nash matchup? I for one am struggling with it. It may just be that there are a lot of Nash players and hence there's a bigger probability that it's a good player that's beating me.

    His fireball game messes me up. They are so slow that I can't roll under them. Then there's his jump ins. For me it seems like c.MP gets stuffed or whiffs against Nash's options most of the time.
  • neemo6neemo6 huh what Joined: Posts: 563
    How do you deal with vega wall dives?
    SSFIV: Sagat/Rufus
    MvC3: Zero/Skrull/Doom
  • afrotronicafrotronic Joined: Posts: 172 ✭✭✭✭✭ OG
    neemo6 wrote: »
    How do you deal with vega wall dives?

    Jump back mp.
  • MoTheHawkMoTheHawk Just Fight. Joined: Posts: 170
    edited March 2016
    RE: Your options after blocking Bison L Scissors in the corner

    L Scissors is -4 on block, but his most common strings (i.e. s.HK > c.MP xx L Scissors) push him too far back for you to punish with your lights or mediums.

    But he doesn't have any buttons faster than 4f, so if he wants to immediately jab after the Scissors to keep pressure going, you have two stronger buttons with enough speed range to stop him: f+MP and s.HP

    My favorite option is s.HP xx s.V-Skill.
    • If Bison pushed a button after L Scissors, you get a CC and can confirm this into an M Air Spike out of the V-Skill for 213dmg. (and builds almost an entire chunk of V-Gauge!) As an added bonus, with the s.HK > c.MP xx L Scissors string I mentioned earlier, if you land the CC, the distance is perfect for M Air Spike to hit Bison's toes to cancel the Spike's recovery, so you get to stay on top of him.
    • If Bison tries to jump or dash forward after L Scissors, the s.HP will still hit, just no CC. But hey, you still get to flip out of the corner.
    • Same if he decides to just block. You still escape the corner.

    But... he can whiff punish your s.HP by walking backwards then doing his own s.HP xx H Scissors, which can lead to 50% life lost if he has V-Trigger on deck. So consider risk vs. reward if the Bison is catching on to the fact that you're pushing s.HP every time you block L Scissors.

    f+MP is the safer, lower-commitment option. Slightly more range than s.HP, and all but impossible to whiff-punish.

    Safe options out of f+MP include:
    • f+MP xx L WWS
    • f+MP xx L Mixer
    • f+MP xx EX Spike (Spend 1 bar for a guaranteed safe corner escape)


    Check out our monthly MAXOUT tournaments in Kansas City - Twitch Channel - Twitter - Facebook Group - YouTube Channel
  • dommafiadommafia FightMoneyCollector! Joined: Posts: 370
    Any video links or tips for BISON? he's my nightmare right now.
    MoTheHawk wrote: »
    RE: Your options after blocking Bison L Scissors in the corner

    L Scissors is -4 on block, but his most common strings (i.e. s.HK > c.MP xx L Scissors) push him too far back for you to punish with your lights or mediums.

    But he doesn't have any buttons faster than 4f, so if he wants to immediately jab after the Scissors to keep pressure going, you have two stronger buttons with enough speed range to stop him: f+MP and s.HP

    My favorite option is s.HP xx s.V-Skill.
    • If Bison pushed a button after L Scissors, you get a CC and can confirm this into an M Air Spike out of the V-Skill for 213dmg. (and builds almost an entire chunk of V-Gauge!) As an added bonus, with the s.HK > c.MP xx L Scissors string I mentioned earlier, if you land the CC, the distance is perfect for M Air Spike to hit Bison's toes to cancel the Spike's recovery, so you get to stay on top of him.
    • If Bison tries to jump or dash forward after L Scissors, the s.HP will still hit, just no CC. But hey, you still get to flip out of the corner.
    • Same if he decides to just block. You still escape the corner.

    But... he can whiff punish your s.HP by walking backwards then doing his own s.HP xx H Scissors, which can lead to 50% life lost if he has V-Trigger on deck. So consider risk vs. reward if the Bison is catching on to the fact that you're pushing s.HP every time you block L Scissors.

    f+MP is the safer, lower-commitment option. Slightly more range than s.HP, and all but impossible to whiff-punish.

    Safe options out of f+MP include:
    • f+MP xx L WWS
    • f+MP xx L Mixer
    • f+MP xx EX Spike (Spend 1 bar for a guaranteed safe corner escape)


    You Sir, have just made my life a lot better vs my biggest opponent. Noting all this shit down!
  • B.Z.BB.Z.B McDabbler Joined: Posts: 83
    edited March 2016
    Any tips on dealing with Nash at neutral? His fireballs seem tough to try and punish with roll kick. I usually end up on the defensive pretty quickly.
    Dibble Dabble
  • sidstylersidstyler Joined: Posts: 39
    B.Z.B wrote: »
    Any tips on dealing with Nash at neutral? His fireballs seem tough to try and punish with roll kick. I usually end up on the defensive pretty quickly.

    Yeah still having issues with the Nash matchup also. I try to really get in his face and that seems to work to a degree but I find it really hard to keep the pressure going. As soon as he gets a c.MP on me then he can reset back to the fireball game.
  • afrotronicafrotronic Joined: Posts: 172 ✭✭✭✭✭ OG
    sidstyler wrote: »
    B.Z.B wrote: »
    Any tips on dealing with Nash at neutral? His fireballs seem tough to try and punish with roll kick. I usually end up on the defensive pretty quickly.

    Yeah still having issues with the Nash matchup also. I try to really get in his face and that seems to work to a degree but I find it really hard to keep the pressure going. As soon as he gets a c.MP on me then he can reset back to the fireball game.

    Pro tip: if nash uses cr.mp you can beat any followup except his light attacks and B+MK with your 3 frame lk.

    Most nash players tend to use medium attacks after cr.mp so you can check their offense with it.
  • JeremiahBipsonJeremiahBipson Joined: Posts: 45
    edited March 2016
    Two questions:

    1) When Bison does his slide, and you block it, sometimes I can throw him as a punish, but sometimes the good Bisons tech me every single time. Shouldn't I be able to punish it every time? (maybe there was lag or I was too slow?). Also, is there time for a better punish other than a throw?

    2) Vega/Nash have really good air throws (Chun as well). Is there any air move that Rashid has that can beat those air throws?
    When they are on point with the air throws, it makes it really hard for Rashid to do much of anything (at least for me).
  • PakmanPakman Rashidooo Joined: Posts: 474
    Two questions:

    1) When Bison does his slide, and you block it, sometimes I can throw him as a punish, but sometimes the good Bisons tech me every single time. Shouldn't I be able to punish it every time? (maybe there was lag or I was too slow?). Also, is there time for a better punish other than a throw?

    2) Vega/Nash have really good air throws (Chun as well). Is there any air move that Rashid has that can beat those air throws?
    When they are on point with the air throws, it makes it really hard for Rashid to do much of anything (at least for me).

    1) Bison is -12 on slide, punish it hard!

    2) Air throws are risks you have to take sometimes. It is possible to CH their air throw with an air attack, but that requires timings and reads - nothing sure fire. Your best bet is to stay as grounded as possible vs these guys - heck vs everyone really.
  • ZenisideZeniside Joined: Posts: 2,987
    He is not always in a state to be punished. The move is -12 with 10 active frames so he can make it relatively safe if spaced properly or has V-trigger.
«13
Sign In or Register to comment.