I thought it would be nice to have a thread that people could ask questions about certain matchups they may have trouble with and peeps could share their knowledge on how to deal with said matchups. If isn't popular will fade into obscurity.
Quote from: CrazyMobius on December 14, 2009, 03:37:27 PM
I thought it would be nice to have a thread that people could ask questions about certain matchups they may have trouble with and peeps could share their knowledge on how to deal with said matchups. If isn't popular will fade into obscurity.
Sweet as. I'm Happy to give advice for people looking for help playing (or versus) Viper or Claw (Or a few others too)
Can I start the ball rolling:
The Viper vs Boxer match up. Anyone got any advice?
What's the hardest part about that matchup btw?
Wow, where would you start?
about the only advantage would be that boxer is kinda ass against crossups.
OMG ask me anything. * gets ready to link SRK forums *
They have nothing in the Tiger construction (Sagat matchups) thread for Akuma. So i read Akuma's one and theyre pretty much all grouping up pointing and laughing at us Sagat players, bastards.
Gimme Viper vs Sagat tips, I'm good against other Vipers, I preety much get raped till a have ultra then random/semi setup FADC Ultra for lol amounts of dmg. Mash is my enemy in this match, due to stun like a bitch. You probably wont tell me anything that i dont allready know. Oh yeah I just remembered tk/kara tk owns her lol. Is JHP the best AA? Or FHK, i get stuffed heaps outta FHK though I dunno. Sagats pretty hard to play tbh, and I promised him i'd stop switching back to easier chars. And take the losses like a man.
So yea, Viper and Akuma are meanies. Even though I still beat them. I just wana see if ya's can tell me something new, so yeah, enlighten me please.
o.k
Viper vs Boxer:
Flux: due to his retarded hitbox (Esp while ducking) you can't cross him up with your usual jump ins, which is one reason why this match is one of the toughest for Viper.
The hardest part is building and maintaining pressure in the match, boxer's c.lp beats everything you've got at close range, and only succumbs to lp.tk at sweep range, at which point boxer's c.hk beats it clean. There's no *sweet spot* that I've found on the ground versus boxer, unlike other charge characters like Honda/Banka/Dictator, you can't hover in that sweep zone and play mix ups, as all boxer has to do is c.lp and he's free. His j.hp and j.hk at best trade with your AA hp.tk, so the game becomes this weird dance of trying to pin him down, but not get too friendly (basically just trying to bait Headbutts or overheads so you can retaliate), and trying to score a knockdown to safe jump in, or go j.lk.bk ontop of him to keep a little pressure on.
It's not unwinable by any means, the biggest problems I have is keeping momentum once I get a hit in, and getting that hit in in the first place.
Viper vs Sagat:
I may need more info on what you're having trouble with, I believe you're haviing trouble with Hhyphen's Viper, which plays a little different than mine, so I'll try to talk as generically as I can.
This is a fairly even match IMO Weazzy, Had about 15 games vs Jacks Sagat yesterday, and we've been playing pretty much everyday so I can say the hardest thing for Sagat is an unpredictable Viper. When I played my usual Pressure game I got owned by Him, I found when I started really mixing up the Bk's and tk's it worked alot better. But anyway, for Sagat: Yes Kara Tiger Knee is good, in fact continued Tiger knee pressure strings are pretty much the BnB's in the match for you. J.mp (Smoof elbow) is your best jump-in, easily trades with the best timed AA knuckle I've got. Hmmm, can't really think of anything else besides the match gets sooooo much easier for you once you've got 2 stock and an ultra. Stupid really, as you build meter piss easy with all your shit with very little risk, and once you've got your Stock/Ultra you can play no-brain mode and happily mash at anything I throw at you in effort to TU FADC Ultra or a variation in this. Yay. I guess I know that Jack knows how to keep you being predictable, his spacing and the opportunities he takes are really tight, probably the tightest Sagat I've played. Very little error (Not that It matters for Sagat) means very very little opportunity for Viper to grab momentum.
Anyways, Always happy to battle you to get you more comfortable with the match up whenever bro, don't ignore those invites, yeah? :D
Fuerte vs Dhalsim.
Seems to be all about turtling up and waiting for him to teleport. But turtling is lame.
Quote from: ILL_BILL on December 15, 2009, 10:16:20 AM
Fuerte vs Dhalsim.
Seems to be all about turtling up and waiting for him to teleport. But turtling is lame.
When I'm Sim I feel pressured by the wakeup game. But I know you don't like doing that.
Quote from: CrazyMobius on December 15, 2009, 11:34:53 AM
Quote from: ILL_BILL on December 15, 2009, 10:16:20 AM
Fuerte vs Dhalsim.
Seems to be all about turtling up and waiting for him to teleport. But turtling is lame.
When I'm Sim I feel pressured by the wakeup game. But I know you don't like doing that.
Really? But the teleport basically makes it void. The only exception being if im able to guess which way youre teleporting, and that kind of comes back to the whole 'wait until he teleports' thing.
True James. BTW lp tk under knee Ultra's a good wake up call for knee trap happy Sagats ( what are you's all looking at?, bastards ).
I've lost to Hyphen like 2 times, hes easy, his Vipers like mine ( Not a bad thing lol). I've realised you were probably joking about the Ignoring Invites thing, even though i equally hate you's I still man up take a big swig of beer slap my self in the face and read my reasuring , confidence bootsing lines i have que carded. *looks down at card* ''YOu are doing well'' *looks back at screen* '' Perfect!!! WTF!!! RAHH! '' You and Brodsta are the only dudes I dont wana play when i'm stoned though , Viper zipps cross the screen, by the time my pupils slowly follow, she's on the other side again, you need to get blazed to sorta rebalance that out.
I'm on hopspital drugs after my surgery, and i'm not even sure what i'm on about anymore.......my arm hurrrtss......i wish I could play sf4 now.
i might get something useful outta this.
whos got some protips for chun vs rufus? stu divekicked my face off on saturday, and i had no real response to that :S
Fuck, i forgot about this thread. Im having a Fuerte/vega match discussion in the friggin SSFV new info thread.
Im gonna go ahead and continue it here once someone answers richards question.
Quote from: ILL_BILL on December 15, 2009, 02:52:25 PM
Quote from: CrazyMobius on December 15, 2009, 11:34:53 AM
Quote from: ILL_BILL on December 15, 2009, 10:16:20 AM
Fuerte vs Dhalsim.
Seems to be all about turtling up and waiting for him to teleport. But turtling is lame.
When I'm Sim I feel pressured by the wakeup game. But I know you don't like doing that.
Really? But the teleport basically makes it void. The only exception being if im able to guess which way youre teleporting, and that kind of comes back to the whole 'wait until he teleports' thing.
Go into training mode with sim and muck around with his teleports. they are pretty shit and once you have them down you can guess him out easily.
Bill, you do know wall dives can be focus attacked then either free combo or throw depending on which side aye. Bait the flip, slide. Bait a jump in with a few walk up run backs. EX run back splash > Vegas pokes.
Quote from: weazzyefff on January 18, 2010, 06:26:50 PM
Bill, you do know wall dives can be focus attacked then either free combo or throw depending on which side aye. Bait the flip, slide. Bait a jump in with a few walk up run backs. EX run back splash > Vegas pokes.
Vegas wall dives are pretty shit as weazy said. Most charcters can just square jump and hit him out of them. When I was playing against James's Vega eons ago I would just square jump roundhouse or air throw them.
I consider Vega as fuertes second hardest match, after akuma, on about a par with boxer. Vega is annoying cause he has loads of options to escape mixups, great pokes to keep fuerte out, and a great long reaching focus. I think even Kai mentions it in SRK that Vega is a real annoying match for the mexican.
Honestly, I think you have to play it really defensively. Run away alot and dont even bother going in for an attack until you have built up 2 bars to ex. Try and get damage early by EX running through his pokes and grounding him. Then dont get all runny with grounded mix ups. Just run next to his corpse and almost meaty cr. forward him. That way if he flips back you can punish, and if he flip kicks you should be able to block before it hits. Do this a couple of times or three and youll encourage vega to stop "flipping" out of your wake up games and you can get more crafty. Just watch for the tech throw. Once you get the initial damge proceed to time him out and run away.
Be careful on focussing the wall dives cause he can just grab you straight out of it and izuna drop, or worse super izuna drop you.
After you start running away most vegas are gonna start trying to do the move where vega bounces off the wall and stabs you, so when you see him charging across the screen stay crouching cause his stabs off the wall go straight over fuerte.
Dont use DP+k to escape his wakeup games. It will get you stabbed alot. Just block and guess the tick throw where applicable.
LOL what wake up games? He doesnt even have a crossup.
Quote from: weazzyefff on January 18, 2010, 08:42:52 PM
LOL what wake up games? He doesnt even have a crossup.
Meaties, meatie throws, izuna drop crossup, EX stab off wall thingie, Ground Based crossup Using DF+Roundhouse, meaty slide mixups.
Everyone has unique stuff they can do to mix up a downed opponent. All of Vegas leave him open fairly quick afterwards and allow him to stab, if not sweep a fuerte doing tortilla to escape mixup pressue when downed.
True, those games are retardedly easy to play though lol.
Its the fucking jabs and pokes that screw me over. Most of his other stuff seems pretty straight forward to get around.
looks like im fucked. oh well.
Quote from: samurai black on January 18, 2010, 11:33:02 PM
looks like im fucked. oh well.
I know grab some candles, some lube and some wine.
Check SRK bro. I cant think of fuck all, but keep in s HK distance i guess. If he gets too rape like EX SBK his ass away.Or even try a UB HK, that might get you outta the dive kick/mix up bull shit for free. Dunno. Check SRK and try the shit I said. I play a bit of Chun, but no one really plays Rufus on psn besides Derrace, and he deserves my top chars.
You need to get online bro.
Quote from: samurai black on January 18, 2010, 05:21:37 PM
i might get something useful outta this.
whos got some protips for chun vs rufus? stu divekicked my face off on saturday, and i had no real response to that :S
Skulls Bible of Chun, chapter Rufus-
- Standing Jab after blocked tornado
- Focus absorb dive kick \ early AA, lvl1 focus, dash up and stomps
- DF Roundhouse, EX Messiah bait by jump back, late forward into sweep to catch and punish it.
- DF Roundhouse, jump back roundhouse(instant overhead) to feel him out
- Zone with walking roundhouses, kikokens, sweeps, and occasional hasan-shu
- Reversal his low fierce (long punch) with ultra
- stomp mix ups are safe on his wake up (EX messiah included, startup)
- Jump back roundhouse against his pressure, it anti airs
- AA dive kicks with far roundhouse, sweep, far fierce, neutral jump roundhouse, standing jab,
- If he tries to tornado through kikoken, ultra punish.
- Defend against dive kicks with high and low blocks, EX SBK when they land, close fierce after blocking high, High block dive kick = Reversal EX legs. short hazan-shu mixups on low block
- Go under EX-messiah with low fierces, crouching strong, and crouch forward (meaty) can work too.
- Jump back roundhouse a lot to lure some of their jump roundhouses, then punish their landing with some short short EX legs
- Dodge Rufus's jumping roundhouse like the plague or you eat ultra \ Ex snakestrikes and get peaced out.
Hope that helps.
Skullators sounds better than SRK's one.
SRK
Vs. Rufus (4-6)The primary things that make this match hard are that Dive Kick beats EX SBK cleanly, and EX Messiah Kick destroys Chun's in-close game. If you are getting Dive Kick spammed, you can try to jab Rufus out of it, anticipate the jump and beat him in the air, or FA absorb it and back-dash away. As for EX Messiah Kick, same as against the shotos, you'll need to be very careful about your wakeup game. If you can bait out the Kick and jump straight up over it, you can punish Rufus afterwards. If you end up blocking it, you end up in a position where Rufus can still potentially hurt you. The best Rufus strategy is part keeping him away, part attacking him carefully. Also, be wary of the skies - he has a number of ways to beat you up there which lead to great damage for him.
Rufus
J.MP and J.MK are good Air-to-Air tools.She has a floaty jump. Ex SS her.Dive Kick beats EX SBK on wake upShe can punish blocked Rufus´s cr.HP with super/Ultra.
Ohh wait, how do you Ultra punish if he Tornado's through Kikouken? Unless it's rrrreeeall late, or your just making a meeeean guess. Am I missing something here? I HAVE just smoked a phat philly blunt.
Given the speed of chun's fireballs, id say you have enough time to throw one out as tornado bait, pause, start charging, and then fire the ultra out on reaction to the tornado.
My guess.
Wouldn't it be pretty easy do to if tornado whiffs?
Quote from: Smoofologist on January 19, 2010, 09:58:59 AM
Wouldn't it be pretty easy do to if tornado whiffs?
Yea but who the hell is gonna whiff a tornado when chun has charge and ultra? Since tornado snuffs fireballs, the rufus MIGHT try and use it for that reason.
But for the most part, i think weazzy is right in his thinking for the most part. Despite having just smoked a 'phat philly blunt'
Quote from: ILL_BILL on January 19, 2010, 10:09:08 AM
Quote from: Smoofologist on January 19, 2010, 09:58:59 AM
Wouldn't it be pretty easy do to if tornado whiffs?
Yea but who the hell is gonna whiff a tornado when chun has charge and ultra? Since tornado snuffs fireballs, the rufus MIGHT try and use it for that reason.
But for the most part, i think weazzy is right in his thinking for the most part. Despite having just smoked a 'phat philly blunt'
It's SRK. I guarantee you dumb asses do shit like that all the time.
cool beans. got something to apply to my typically mindless gameplay.
I used for the most part followed by for the most part. I fail at sentence.
Quote from: ILL_BILL on January 19, 2010, 06:17:18 AM
Given the speed of chun's fireballs, id say you have enough time to throw one out as tornado bait, pause, start charging, and then fire the ultra out on reaction to the tornado.
My guess.
Yeh and sometimes when at full screen Rufus players will opt to build their meter by snuffing Kiko with tornado instead of just neutral jumping.
If they full screen tornado like that you can dash forward ultra on reaction.
Quote from: ILL_BILL on January 19, 2010, 06:17:18 AM
Given the speed of chun's fireballs, id say you have enough time to throw one out as tornado bait, pause, start charging, and then fire the ultra out on reaction to the tornado.
My guess.
LOL, fuck man that falls into the reeeealll late category. Kikouken then charging for 2 secs what da fuck, lame.
No Rufus gonna do that shit.
Quote from: Skullator on January 19, 2010, 10:44:29 AM
Quote from: ILL_BILL on January 19, 2010, 06:17:18 AM
Given the speed of chun's fireballs, id say you have enough time to throw one out as tornado bait, pause, start charging, and then fire the ultra out on reaction to the tornado.
My guess.
Yeh and sometimes when at full screen Rufus players will opt to build their meter by snuffing Kiko with tornado instead of just neutral jumping.
If they full screen tornado like that you can dash forward ultra on reaction.
Thatll work once... and then never again on that same player.
Seems wierd that the rufus would build meter with tornado instead of going over the fireball with lp snake strike.
But i know shit all about rufus OR chun, so i should probably keep my trap shut before i make a (bigger) dick of myself.
same punish. You wouldnt do that anyway. It's like a Sagat player still spaming TS after Chun has Ultra. Noob as.
It was just one bullet point in a list of things you can look for in that match up lol, gosh!
And last I checked people get hungry \pressured and make mistakes like that all the time weazzy
Quote from: Skullator on January 19, 2010, 11:35:38 AM
It was just one bullet point in a list of things you can look for in that match up lol, gosh!
And last I checked people get hungry \pressured and make mistakes like that all the time weazzy
Oh yeah i know. I was just seeing if I missed something. But all good.
Quote from: Coldfire_v2/CV on January 22, 2010, 11:17:19 AM
Hey James,
Hahah good games il get better one day. lol
IM usually good with fighting most people online and figuring out how to counter etc, the only 2 i have alot of problems is blanka and ehonda especially if its slightly laggy, with no lag i find it really easy to pop them out of the air with just a standing medium kick but cant really do this online if its laggy.
With blanka i i block the roll and ground smash straight after to catch him on his landing, i probably have more problems with blanka than ehonda.
I guess its also because i dont play enough of them online to get in good practice.
If you've got any c.viper tips for them id appreciate anything you could offer.
Hey CF bro!
O.k. First up, don't be discouraged as these are two of Vipers hardest match ups. I'll do my best to give you some tips on each, generally speaking, if there's something in particular that's giving you grief, feel free to add it in a post below and I'll deal with it if it isn't covered in the following.
Blanka:
O.k, Blanka is a tough match mainly because he naturally foils your jumping game. This is on of those matches where you've got to really be on point in your ground based footsies & mix-ups. So this is how I approach the match-up.
Blanka has three main ways of approaching you: By air, ball or walking/hopping up. Similar to Honda below, you Should look to apply pressure to Blanka whenever he loses his charge to approach you, you can normally do this by MK.TK if he tries walking up (If he's being Bold) if he jumps at you (and doesn't connect, but tries to cover ground) you can pick on him upon his landing with c.MK XX LP.TK or MP.TK, or take a step forward and go for the awesome f.mp Overhead, both of which lead to her strong mix-up game, use your c.MP/c.MK XX TK.feint to build close pressure into another overhead, forcing him to block high, then allowing you to jump in for pressure again, or bold moves such as dashing in for a throw or insta.air.BK cross-up.
Usually knocking a Blanka down means he's going to be sitting on the DB charge so don't jump on him on his wake-up as up Ball (EX esp) will stop every trick you've got in the air. I like to stay within LP.TK/MP.TK range to exert more ground pressure. But don't go too crazy, as one Ex.Ball can stop all your strings if you're not patient with your pressure. Normally I'll string into a TK, then wait momentarily, then string again into an overhead mix-up.
Luckily Viper's c.Mp has good enough start up to beat alot of Blanka's close pokes at the range where you normally end up after a LP.TK. LP.Tk has a deceptive hit box that actually leaves Viper further away from her opponent than she appears to be, on hit I believe it's +1 frames, so you can feel pretty confident that following with a C.Mp (5 frame start up) will counter hit anything (bar S.HK) that Blanka can throw at you at that range, leading into more TK/feints and mix ups. this is Viper's main ground based tool in the Blanka/Honda match up to apply pressure.
If you feel the need to advance on a turtle Blanka, do so slowly with emphasis on the blocking low in a pinch to avoid the obvoius Blanka Slide (Amazon River Run), you can normally get to within MP.TK range and start baiting predictable jump-ins or horizontal Balls both of which you can easily punish.
If he's quite jump/cross-up happy, remember LK.BK is your friend vs those tick throw attempts. c.LK beats electricity at any range, and so does j.LK. Her overhead can also stop electricity, but only from furtherest range. so use c.LK if you get that opportunity to punish up close (of course this leads into her link combos etc, so that's good)
You can jump at Blanka if he loses his charge so take advantage of positioning that tempts him to break it, then go for your jump-in pressure >> mix-ups etc etc.
Blanka, like honda is one of those matches where it's much more important what you don't do rather than what you do. As long as you're more patient, and well aware of when he has charge and when he doesn't you can pressure accordingly.
Honestly, When I lose to a blanka player now it's normally down to me trying to be mister flash as usual, if you play quite conservatively and keep your spacing/mix-ups in mind you'll be fine.
Honda:
Alot of what I mentioned before also applies to Honda, cept somethings that get easier to do versus Honda also mean other things get a little harder.
Give me a few minutes to compose my post, and I'll continue here. And please feel free to ask any questions specifically about the above mentioned etc etc etc.
O.k Viper vs Honda:
Like Blanka, most of this match involves trying to keep Honda off a charge, or tempt him off it. Once he's off it, you can pretty much pressure him better in the air than you could Blanka, and, Honda is easier to play with once you've knocked him down from the Air than Blanka is too.
#1 rule is be patient.
Watch your opponent.
Like Blanka, Honda is 100% easier to tackle when you know he has no charge to EX.headbutt everything you try to do. MP.TK as a reversal hit's a blocked HP or MP Headbutt, however, it doesn't work vs LP or Ex headbutt, but just be thankful you blocked it et al lol! Certainly in my experience the positioning is much more lenient in this match up than the blanka one, but your mistakes are going to lead to more punishment, especially if you get knocked down, so what you gain in some mobility vs Honda you lose with damage once he knocks you down at close range.
Same as the above use your TK's to apply pressure but be careful about your follow ups. Headbutts own Viper if she gets too TK happy, so pick your pressure moments carefully, and watch your opponents habits. for example if you tend to jump back after a blocked MP.TK, Honda's typically EX.Splash and can clip you, if you dash back, you'll possibly eat EX.Headbutt. So play it safe and wait a little during your mix-ups and sequences. You can jump at Honda from close range, and do the standard J.HK XX BK to cross up, or, as Honda is one of the easiest characters to cross up for Viper, j.MK to throw him off the DB and B charge at the same time. Spacing is the key for that one, but you can usually cross up mix-up into overhead/tick throw etc, then be at a good range to cross up again and do the same.
Watch the full screen super jumps. don't do em unless Honda is descending from a jump himself, as his neutral J.HP is god. You can tempt Honda a little easier than Blanka to come for you, which I'll recommend, but if you're going to do that with Seismo's I recommend only doing it at far range if at all, as anywhere from 2/3 screen distance Honda can quite easily jump in and kick your ass.
Where c.MP was quite good at close range vs Blanka, c.MK is every effective versus missed/baited Splashes and missed jump ins versus Honda. From there move into a quick mix-up, Insta cross up BK is really good versus Honda from a C.MK XX TK.feint, so remember that little trick too.
If he get's Splash happy, just concentrate on your blocking and waiting for the missed one or to safely dash under and out to safety.
Don't linger too much in Honda's face with pressure strings, work more on taking to the air once you've got a string going, and score those cross-up shenanagins.
Turtle Honda's are a pain, mainly because they can take such a beating and have no reason what so ever to come for you unless you have a huge life lead. Don't take the bait, use any life advantage to keep away in that case, even if it's only one Blocked TK worth of life you have more. You've got to train the opponent to come for you, as you known that almost all forward momentum Honda has is going to mean him losing charge for a moment, when he does, jump/punish/mix-up and retreat.
Honda's typically play quite differently depending on who's fronting them. I don't know who you've fought but I can recommend Coffindrop, dk69dk, Oeista, Cptmunta, Crazymobius and Jorna as notable Honda players on PSN. Each of these players was a different style but overall playing them will teach you some decent tricks for playing the the others.
like I mentioned, I'm more than happy to answer specifics. So fire away! :d
I have a question
How does the match up of Dhalsim vs Viper pan out
I find it near impossible to antiair her and get seismo'd a bit
any input?
Quote from: Barnstorm on January 22, 2010, 03:03:16 PM
I have a question
How does the match up of Dhalsim vs Viper pan out
I find it near impossible to antiair her and get seismo'd a bit
any input?
I've played some Sim matches against James' Viper. It's hard cos Viper players all play different and have different tricks.
Jumping HK (long) can be a good snuff for air shenanigans also drill can be useful too. In general I'd say stay in the air and be ready to teleport and be ready to slide when Viper's on top of you.
I gotta say it's definitely in Viper's favor.
I have the most trouble with Inst air teleport shenanagins when I'm applying pressure. Also dhalsim's s.mk snuffs every poke Viper's got and will beat MP.TK pressure at close range. Like Simon said, Slide is your friend vs jump-ins, the positioning for Dhalsim is quite crucial, so look to jump out of pressure strings and be ready, again as Simon mentioned, to insta teleport behind and attack in response.
S.hk Knee is decent anti-air, as is j.mp if you find yourself in the air at the same time together. Just don't be suckered into playing a ground game versus Viper and the match can stay in your favor. You have to be prepared to be as mobile as Viper is.
Dunno what to add apart from if you're having trouble with specific sequences/moves then I may be able to shed a little more light.
Dhalsim players are as varied as Viper players I feel, those with a solid attack plan are much harder to fight than those intent on running as away from Viper as much as they can.
Oh and versus seismo's, just remember to block low. Simple.
Quote from: Barnstorm on January 22, 2010, 03:03:16 PM
I have a question
How does the match up of Dhalsim vs Viper pan out
I find it near impossible to antiair her and get seismo'd a bit
any input?
Buy Gootecks & Sabin's secrets of sf4: dhalsim :)
Quote from: fluxcore on January 22, 2010, 03:38:48 PM
Quote from: Barnstorm on January 22, 2010, 03:03:16 PM
I have a question
How does the match up of Dhalsim vs Viper pan out
I find it near impossible to antiair her and get seismo'd a bit
any input?
Buy Gootecks & Sabin's secrets of sf4: dhalsim :)
nice
Quote from: hydrokinesis on January 22, 2010, 01:11:56 PM
Quote from: Coldfire_v2/CV on January 22, 2010, 11:17:19 AM
Hey James,
Hahah good games il get better one day. lol
IM usually good with fighting most people online and figuring out how to counter etc, the only 2 i have alot of problems is blanka and ehonda especially if its slightly laggy, with no lag i find it really easy to pop them out of the air with just a standing medium kick but cant really do this online if its laggy.
With blanka i i block the roll and ground smash straight after to catch him on his landing, i probably have more problems with blanka than ehonda.
I guess its also because i dont play enough of them online to get in good practice.
If you've got any c.viper tips for them id appreciate anything you could offer.
Hey James thanks thats given me some safer options against lagg battles instead of being tricky lol im just addicted to counter hits hahaha. GIven me a few things to think about against charge characters