this is mainly for C/A-haoh:
-try to trade hits using c.fierce as AA whenever he jumps. that’s the best you can do against air blanka i think. i don’t know how effective RC dp is. i rarely used it cuz it was slow and i usually only got 1 hit from it for crap damage and stun
-mash on c.jab if blanka starts going for poke strings. there’s a good chacne you can beat out blanka’s normal. if the blanka player gets tricky and tries to blanka ball you in between poke strings, that’s basically like baiting psychic dps. punish with s.fierce(or if for some reason it’s not working, use s.strong)
-for Cgroove only, try to air block blanka jumpins, and do c.jab when you land or throw.
-i rarely use the overhead against blanka, it’s not hard for blanka to react to overhead by doing a blanka ball when he sees you become airborne
-don’t do anything on wakeup against rc elec, i don’t think it’s worth it to try to RC dp out of there
-s.strong is your friend. it beats some of blanka’s normals clean, but once again don’t spam it, cuz it comes out in 8 frames, so that gives blanka plenty of time to do rc elec setups. you should be able to keep him out, just don’t spam move(including c.jab, even though i say mash it…only do it when you know you can get it to come out inbetween strings…don’t use it too many times in a row)
i recently started using K-haoh since i’m actually more of a K-groove specific player. whwnever i get raged, for some reason i want to get in more. but i think that’s the wrong way to approach things for raged haoh. just continue doing the same tactic for the whole game. you’ll at least run time out if you play it safe and turtle/zone when you’re raged.
what i hope for when i play K-haoh, is random dizzies cuz jumping in against most character is no different from jumping in with any other non-top tier character.(i.e. nothing as good as whoring small jump rh with sagat), so you’re gonna have to do a lot of poking with raged s.strong (1.3k damage :D)
i think haoh’s best air normal is j.strong, but for some reason i find j.fierce to be better when doing small jumps.
i’m not sure if this is useful in an actual match, but normally i try something like c.shortx3, c.jab, dash back and s.fierce.
but if they psychic roll/early jump on me i’m screwed. i tried the same tactic, but instead only doing s.fierce if i see them whiff something(hopefully they whiff something with slow reocvery like dps)
i could not punish on reaction with s.fierce, so the s.fierce is pretty much gonna remain as a “random move once in a blue moon” for me. s.strong is by far haoh’s most important move. it ALMOST out ranges vega’s c.strong. if vega stays at max c.strong range, he can pretty much stop haoh in his tracks for the rest of the game. but since it’s somewhat hard to stay only at max c.strong range, you can try to walk foward and poke him out of it.
here’s a list of other things i noticed while playing against vega:
1)if he corners you, you’re screwed cuz it makes it really easy for him to c.strong you at max range all day since you can manuever back and forth
2)do not jump in on vega, non of your air normals will beat vega’s air throw/s.rh. it’s pretty bad beat when you jump
3)do not attempt to psychic roll through his c.strong, vega has enough time to recover and throw you after whiff c.strong(or at least tech). so it’s pointless to risk getting throw just so you can get thrown or teched.
4)spam c.jab when he’s close. just do it…it’s your only hope