all of my “insight” comes from an amateur at best perspective with a lot of trial and even more error. so don’t take it as holy word because i’m probably completely off with a lot of my ideas and that’s why i lose to these characters the most. :lol: so yeah, i guess you can say this is my plea for help as well. in any case, it’s healthy discussion.
like someone else mentioned, some of these matchups feel like they require you to turtle it out and be super patient in hopes that they get impatient themselves and start throwing out random pokes that you can capitalize on. blanka for me = down back. most of the blanka matches that i comfortably win end in time over’s or close to it. it’s a boring way to play, but sometimes doing nothing is doing a lot. i have the most trouble myself when playing competent blankas who turtle themselves from the getgo.
-as far as guile goes and getting around the SB’s. i’ll try to take time at the beginning of the round to build as much meter as i can, and also build the ultra meter by focusing as many SB’s as i can. doing this may also get them to try to advance to tack on extra damage while focusing. this is usually where i feel i have my best chance to get in some damage and i’ll try to get something done right here. in my head, this is my best way to turn the SB trap against him. LP SB’s ruin my life though.
for the guile air throw set up, i’ll pick u2 and eat a air throw on purpose in hopes of conditioning them to do it again the next chance he has. then i’ll try to bait them into going for it again and hope that they don’t know that i have a U2 on deck :lol: this has varying levels of success for me. i might land u2 once, but they’ll learn and never let me get it again. on the flipside though, i feel like that’s where the meta game of u2 comes in, and from there it gets a little bit easier to close the distance since they aren’t going for air throws anymore.
backing him into a corner is like a double edged sword. sure, he can’t move back any further, but he’s in the corner and naturally holding downback. so he pretty much always has something charged. i’ve been having a lot of trouble with figuring out what to do in that position. i get chipped to hell with rapid fire SB’s if i sit there or i’ll take a FK or cr. HP if i jump in. seems like nothing gets accomplished for me by pushing guile to a corner. it feels like my best chances are when they are in the open and have room to throw out normals i can try to beat out. when they’re in the corner, they seem untouchable.
-for akuma, i’ll lariat and focus fireballs to try to get him to advance. i’ll try to find a spot from there to land something. then i’ll sit on a life lead and hope that they’ll crack. i’ll usually try to get him into the corner and be spaced out enough to make him think twice about teleporting/air tatsu’ing out. but close enough to still make him feel pressured. i try to keep him there long enough to get a life lead to sit on. from there i’ll jump rope fireballs the rest of the round until they decide to take a risk and come to me. which is a risk i’m hoping they’ll take.
other than that, it really depends on how the person is using akuma. obviously, the ones that are content with running out the clock and running away are the most problematic for me. going on the full all out offensive usually ends with me frantically chasing them down for entire rounds.
-with seth. i just hope they’re bad. good/decent ones usually have their way with me. advancing without meter seems like a bad idea, so i’ll try to build meter/ultra while they throw sonic booms until they’ve got me backed up into the corner where i’m then in their arms range. from that point i find myself taking huge risks and trying to guess when they’ll throw out limbs and hopefully catch them with something that leads to a knockdown. sometimes i’ll luck out and just catch em and put them away. but it’s rare. on a positive note, i feel like the pressure is on them to play a perfect game. one slip up for them is a lot of damage. it’s just a matter of me getting them to slip up, but not being able to comfortably advance makes that extremely difficult.
-with sagat. i just play patient and try to close the distance by jumping over tiger shots and advancing on the ground with baby steps or cr. mk/hk. i stop jumping when i’m in their HK range. from there i just gun for the knockdown. and rinse and repeat when necessary. i’m a lot more comfortable with the sagat match than i am with the rest of these folks.
that pretty much sums up my experiences with the DO NOT WANT list.
sorry for the theory fighter wall of text. i’m hoping that being a little thorough with what i’m having trouble with can lead to some knowledgeable folks giving some good advice for these spots i’m/we’re stuck at. am i on the right track? or are there things i’m approaching in the completely wrong fashion?
also. nico - nice avatar.