The red binder

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THE RED BINDER

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drawing

Move S A R Total OB OH Properties
LP 5(7gr) 4 7 16 3 5 Hits opponent ground at 7. Can hit very low
cLP 4 2 9 15 3 3
MP 7 3 15 25 2 4 God button, slowish
cMP 6 3 12 21 3 5
HP tap | HP 12 4 23 39 -3cl -4far 2 Big feet hurtbox. 2 block anims, cl and far
HP short hold | sHP ? 4 23 ? -3cl -4far 2 Small feet hurtbox. 2 block anims, cl and far
HP h. | hHP 37 4 23 64 1cl 2far KD Small feet hurtbox. 2 block anims, cl and far
cHP 9 6 20 35 -4 2 Can’t VT cancel when airborne (f 10-21)
LK 5 2 15 22 -3 -1
cLK 4 2 8 14 2 4 Low risk move, hitbox covers hurtbox (horiz.)
MK 10 3 17 30 -3 0 Good against lows
cMK 8 2 16 26 -4 2 Very small pushback
HK 11 4 22 37 -2 2 Does not hit crouchers
cHK 10 3 26 39 -10 KD
Knee 12 4 5+10 31 -3 3 Airborne f7-20 No low hurtbox f7-20
HB 12 4 14 30 2 7 AA KD
Move S A OB OH Properties
jLP 5 5 -4..2 1..7 Evasive hurtbox (compact)
jMP 6 4 5..6 12+ Does not hit crouchers. Biggest horizontal range.
jHP 7 6 6..9+ 11..12+ Big horizontal hitbox (jHP HB/HP can miss!)
jLK 6 5 -2?..1 2..8 Crossup
jMK 7 3 -2..6 6..12+ Evasive hurtbox (fast)
jHK 9 5 7..9+ 12+ Evasive hurtbox (late)
jHB 8 5 13..14 18..19 Does not hit crouchers
Body Splash | BS 7 7 6..12 9..12+ Crossup

(against normal bodied characters, tall might vary ~+-2f)

Sequences

Move OB High OB Low OH High OH Low
jLP - Mixup Mixup cLK
jMP LP(1-2f) LP(1-2f) HB HB
jHP LP(0-1f) | cLP Heavy(CC) | µLight cMP/cMK HB
jLK - Mixup Mixup cMP
jMK - LP(1-2f), cLP cMP cMP
jHK µLight(mixup) Heavy(CC) | µLight HB HB
jHB µLight µLight HB HB
Body Splash | BS µLight µLight cMP/cMK HB

Pushback

Small to big.

cMK < LK < cLP < cLK|LP < MK < MP < cMP

Distance on wakeup

Small to big:

HSPD < exSPD < MSPD < LSPD (todo: add AirSPD and Bear)

AirSPD hitbox

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alt_text

SPD hitbox

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Note the EX SPD hurtbox retracted slightly behind.

Flex

Tap flex is 25f (speed of a medium). Early flexing a medium should leave you + (guaranteed CA without the flex hit).

Common Oki (mid-screen)

After QR/BR DR
LSPD µwalk VT1 against crouchers (can be avoided) Dash > (Dash,Light,HB | Knee,Light,Light)
MSPD Dash cLP(3f)/cMP(4f), µwalk VT1 Cf. LSPD
HSPD ALL Dash > (Light,Throw,HB/HK | Throw,Throw,Light)
exSPD ALL = HSPD
fThrow VT1 against 4f -
bThrow µwalk HK, VT1 2nd -
cThrow VT1 2nd -
L/M/HBear VT1 2nd (0 at 1st activation) VT1 1st then 2nd
L/M/HBear cLP HK???? Recheck that one
EXBear VT1 2nd -
Sweep - -
CCSweep - cMK, BS (safe jump)
LAirSPD VT1.2 -
MAirSPD VT1.1 (4f) VT1.1 > VT1.2
HAirSPD VT1 VT1.1 > VT1.2
EXAirSPD VT1 VT1.1 > VT1.2
VT1 Lvl2 cHP HP(meaty) | jfHK exSPD (fake jump, -2) -
cl.Lariat cLK HP
cl.Lariat cLP HK, QR +2/-2 BR +5/+1
cl.Lariat QR cLK HB
cl.Lariat QR LP MP (Flex)
cl.Lariat QR LP ?SPD
cl.Lariat QR VT2 cLP cMP/SPD/throw
cl.Lariat BR Dash cMP/throw
cl.Lariat BR VT1 1st cMP

Common Oki (corner)

After QR/BR DR
exSPD
fThrow
bThrow
cThrow
L/M/HBear cLP/HK
EXBear
Sweep (QR) cLK|cMP|SPD (BR) cMP/LP|Spd
CCSweep
VT1 Lvl2
cl.Lariat QR
cl.Lariat QR
cl.Lariat QR
cl.Lariat QR
cl.Lariat BR LP HB (gets HB HB on counterhit)
cl.Lariat BR cMP SPD
cl.Lariat BR MP cLP
cl.Lariat BR

Instant overheads

Full VT1, dash, Knee, jMK (recheck)

(can replace meaty HB with instant overhead)

+12~+14 -> instant overhead

Little notes

cMP xx Lbear cannot be interrupted by 3f

LK xx Lbear cannot be interrupted by 4f

Everything else is interruptible

You can space cLP HB so that an opposing light button would whiff and get punished by headbutt. In such cases LK xx Lariat will whiff so go for combo into MP.

Press knee at the timing you think the opponent is pressing his low (or slightly before).

VT1 lvl2 jump forward HK (whiff) exSPD catches many people (but is actually -2), can mixup a delay for a real jumpin….

full VT knee (high hit) jump forward body splash (check which characters DPs get fucked up)

Full VT resets: full VT walk knee, full VT dash HK

You can get cHK meaty at -9 in some setups (for instance cLK cLK cLK cHK) but they do not hit stasnding, it’s bait

RETEST

HSPD, cLK, LP, LK, cHK -9
HSPD, LP, LP, LK, cHK, -9
HSPD, cLP,cMP,cMK,cHK,-9
cLP,LP,cLP,cHK -9
MP,LP,LK,cHK -8 MP,cLK,LK,cHK -9

Corner CC HK, LP/cMP, dash => side sweep, it’s bad

Corner full VT help HP works, same dmg than lariat, slightly different frames

HK ground CC double dash 0/+5

HK backdash CC double dash -2/+3

HK air CC double dash ~*8/+13 (very plus)

cHP AA very high, link headbutt, else cMP

HP backdash CC double dash, -8…

Try to hit lariat deep to avoid trades on crossups

VT1

1st 2nd 1st then 2nd (DR)
FThrow

1

1

1

CThrow

-6

1

-3

BThrow

-4

6

2

LSPD µwalk 2 to 11 2 to 11 not a thing
MSPD µwalk 2 to 9 2 to 9 not a thing
H/exSPD

3

(uwalk) 7 to 10

9

L/M/H bear

0

10

6

EX bear

-6

5

not a thing
L AirSPD

-1

9

5

M AirSPD

1

0

2

H AirSPD

3

(uwalk) 7 (to 10?) (hold forward) 7
EX AirSPD

3

(uwalk) 7 (to 10?) (hold forward) 7
AA LP -2 to 9 (high) -1 to 12 (low) not a thing
AA cHP highest not a thing not a thing not a thing
AA cHP 1 to 6 (high) 11 (low) to NOPE (high) not a thing
AA HK cancel -4 to 10 (high) 11 (low) to NOPE (high) not a thing
AA HK CC cancel not a thing not a thing not a thing
AA Lariat highest 8 (back recov) 8 or 9 not a thing
AA Lariat lowest not good (uwalk) 2 to 9 not a thing
Sweep cancel QR not good not good not a thing
Sweep cancel BR not good not good not a thing
Close Lariat QR not good 10 (no uwalk) to 0 (uwalk) 2 to 12
Close Lariat BR 0 (uwalk) 2 to 9 (uwalk) 2 to 12
Far Lariat QR not good 1 not a thing (but 7)
Far Lariat BR not good (uwalk) 0 to 4 not a thing (but 7)

VT2

HSPD Dash cMP VT2 +11 (HB!) VS VReversal on reaction

HSPD Dash cLP VT2 +4 (cMP)

HPSD Dash delay activate (use freeze frames)

Abigail

Checklist

Backwalk (zangief forward 3.05) 3.2
Backdash (zangief forward 25f) 25f
Flex OS: cLP > cMP xx VS against VReversal: +? +10

Post LSPD mixups

Button Blown up by
cLK VT1.1 (-6) ??test: exSPD???
LK,cLP,LP Ø, flex 3 buttons is effective
backdash HK, AirSPD
backjump HK, AirSPD
backwalk LSPD, cMK, cHK

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
µwalk exSPD cLP yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer
sweep MP,MK,HP all whiffP
cMP cMP, HP
fHP Nothing, if very close HK whiffP
HP MP, cMP
cHP Step-in MP whiffP
jumps Far cHP or close late Lariat

Punishes

Blocked Punish
Abipunch L-16/M-19/H-16/EX-23 LSPD max range,HP/HP, closer exSPD, closer HB
cHP Punishable on hit/block, Try MP
HK At tip nothing, but easy to whiff punish (MP, HP, HK…), at ankle LSPD
Overhead EX screw (SHORT HITSTOP)
RunP Nothing at max range, medium or SPD when closer
RunK Tip range no HSPD but almost everything else yes, HB LK Lariat
EXrunP Nothing at max range, medium or SPD when closer
EXrunK Tip range no HSPD, no HB, yes HK, HB, SPD
CA -95, dash neutral jump headbutt combo

Blowup frametraps

Sequence Punish
Flip cancel By awareness, neutral jump HB, air SPD, HB (hits grounded), Lariat
(c)LP(hit) anything not MP MP, Lariat, SPD

Jumpins

AA Blowup
cHP From full screen, can air whiff punish (wait for the button or get CCed) with jMP > LP > Lariat

Or land and whiff punish with MP

From very close distance try jMK, but nothing really wins

LP Very close early LK

Mid screen nothing (surprise with jMK?)

Very far jHP (horizontal priority), maybe jHK

cLP Very close LK

Mid screen nothing (lMK a bit better)

Very far jHK (late hurtbox), sometimes JHP

VS Empty jump or very late jHK
cMP jLK or BS

Flexes

Flexed Frames
(EX)runP 14~21
(EX)runK ~27 (but no reason to flex)

Opponent Oki

Down Oki
bHPxxHP (backrise and do wake up delayed ex spd) Throw/hit mixup on quickrise, Can only meaty hit on backrise but can microwalk a step to grab

Opponent Mixups

Trigger Situation

Neutral

cMP

MP

HB

VSkill (anti - air counter) \

EX Gigaton Hoop (Ex Hammer Punch) \

Gigaton Hoop \

VR kd is 30/35. quickrise gives him easy mixup

ex flip (-2) f.hp(+1) b.HP(-6)

s.mp cancel run. c.hp (-18) cancel flip/run. b.hp (-6) Cancel flip/run, HP flip after KD. Neutral jump is good against flip

light>c.hp>L.flip is 0. His 4f whiffs. SPD wins all his button follow ups.

VT2 Charge

-ex rbg at almost any range beats it clean on reaction. Armor absorbs 1st hit at max screen

-walk up ex spd

-n. Jump or f. Jump airspd top peak recovers before him

-headbutt x super

-vt1 full armor it

-Vt2 freeze spd https://t.co/kbaPMPpmV0

Deal with run and ex run:

Neutral and forward jump beats most of his options

Flex beats his hit options. Run>throw is throw invincible. Spd beats throw option only if your timing is right and out reach him before he starts the grab

air ex spd beats his kick and throw options

punish abi punch (test)

The recovery is long -16l/-19m/-16h/-23ex. hk/ walk up spd should work

c.HP is -18 so he has to cancel into something. cc.hk(only beats flip) or flex (lose to KKK>grab) or neutral jump headbutt(lose to KKK>P) on reaction. If you blocked the flip, backdash is a good defense option

When you see his vt charge c.hp, don't try hp armor thru it. He has ways to counter it. SPD on reaction is better. Neutral jump also works, big punish. You can flex c.hp then flex again flip but you lose huge amount of white life

He can't cancel his charged hp, so flex spd or hp>vt is a good answer

Akuma

Checklist

Backwalk (zangief forward 3.05) 3.6
Backdash (zangief forward 25f) 21f
Flex OS: cLP > cMP xx VS against VReversal: +? +8

Post LSPD mixups

Button Blown up by
LP MP
MK -4 on block, flex
cMK -1 on block, flex
backdash VT1 2nd activation (+3)
backjump L/EX AirSPD
backwalk ??LSPD??, ??cMK??, ??cHK??

Notable mixups

No cLP HB against bdash!

Punish sweep

Ankle distance Max distance µwalk helps?
LSPD HP no

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
if does not hold up if does not hold up whiff

Button affinity

Button Answer
LP MP, Whiff against cMK
cLP MP, whiff on cLK
cMP MP,HB,HP, whiff on cLK
HP cLP whiffP, MP whiffP (hard)
cHP cLP, MP
cMK MK from good distance, flex is dangerous
Air EXFB jMP, jexSPD (late, on the way down)
AirFB nJ HK, Lariat
DiveKick nJ late MK

AA

Far: fJ LAirSPD

Mid/close: cHP (if exFB whiff, rejump airexSPD)

Punishes

Blocked Punish
HP From wrist LSPD, max range nothing
Normal fb If very close SPD
Red fb If very close SPD
VT1 fb They are + on block
VT1 Red fb SPD
EX red fb They are + on block

Blowup frametraps

Sequence Punish
cHP MK exSPD VT
cHP cMP exSPD Lariat
cHP cMK fLariat delayexSPD
cHP MP lariat VT
cMP cMP MP exSPD Lariat VT

Jumpins

AA Blowup
bHP jLK, empty
cHP jHK
HK jMK
mDP can be L/M/H/EX AirSPD (reading early dp) (M and EX best)

Flexes

Flexed Frames

Opponent Oki

Down Oki
exDP 12/17, if he dashes and gief QR, gief is +3
HP>HP He gets everything
HK tatsu BR out of throw range
Fthrow Fthrow dash is -1

How to defend hyakki mixups on post FB wake-up???

TODO: Check out frame data on demon palm and different flexed demons!

Opponent Mixups

Trigger Situation

Neutral

Heavy Red FB x VT activation -> backjump to avoid the fireball

Medium Red FB x VT activation -> block it, but he has less good frames

Meaty demon flip -> Flex or crouch

Gouki can cancel sweep into raging demon!

When flexing tatsumaki -> time to release and block between hits!

fHP -> SPD when not tip range, else safe

MP deals more dmg than FB, ok to trade

ジコケン映像ソース

豪鬼の強い技・通常技

【重要】Vトリガー中の豪鬼対策

【さいごに】豪鬼に対して有効な立ち回り

Alex

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +7

Post LSPD mixups

Button Blown up by
backdash VT1 1st activ +5 (combo!), VT1 2nd activ +3
backjump AirSPD, HK
backwalk
cMP HSPD, LK>LK>Lariat
LP VT1 1st activ -6, exSPD
cLP VT1 1st activ -6, ????exSPD???
LK … flex ...
cLK VT1 1st activ -6,
cMK MSPD, LP>LK>Lariat

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
µwalk LSPD µwalk LSPD yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer
MK HK,HB,MP
HP HK whiffP
HK HK whiffP
Lariat does not hit far crouchers
cMP MP, HB, HP
cMK MK, hHP
cHK HP whiffP
Elbow MP,HK,HP (all whiffP)
Chop MP,HK (all whiffP)
Ex stomp LP

Punishes

Blocked Punish
Ex elbow -17, exSPD, hb, hk, anything
HP lchop -4, nothing
Lstomp -3 to -5! Depending on how low it hits!

Blowup frametraps

Sequence Punish
MP LP exSPD
LPchop > MP exSPD, Lariat, VT

Jumpins

AA Blowup
cHP Far empty, weak to BS crossup
Lariat Far empty, far laaaate HK (might as well be empty), fast jMK fom half screen
HP jLP, jHP, weak to crossup, fasak jMK from half screen
LP jHK destroys it it, pogo stick ok, weak to BS crossup
knee Pretty much a DP

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Walk into his zone and flex cMK, perfect flex guaranttes SPD, when not sure get a mixup at least

When the alex is too wary bait a wish punish cLK Lariat (must be at perfect distance to not get it blocked…)

AA with cHP or flex

EX Elbow -10

Delayed jump os for his powerbomb fake oki. For god sake just raise your focus level to max and jump out of his gimmicks

stomp/stungun

Any ground or air AA beats them. punish chest block normal stomp (-5) with SPD. Punish leg block normal stomp (-4) with c.LP>Lariat

backdash spd, beats grab from frame 1; beats stomp from frame 3 (best counter IMO, beats all his air specials)

Neutral jump will get you killed

After block his F.HP (+3), walking back makes powerbomb whiff then you can whiff punish with SPD (buffer it while walking back or you won't react in time). The pressure is real in the corner. If you are cornered, just V-reversal. EX RBG beats f.hp>s.mp frame trap

If he dares to do an unblockable VT setup, just flex and SPD

Powerbomb dash is -4

Exflash chop dash dash -1 (backrise)

Birdie

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +3
Flex OS: cLK > cMP xx VS against VReversal: +? +4

Post LSPD mixups

Button Blown up by
backdash L/EXAitSPD, HK
backjump L/EXAirSPD, HK
backwalk anything
cLP … nothing ...

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
MP cLP (test MP) no

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer
MP MP,cMP,HP
MK MP,HB
HP Lariat, cHK, jump, HP
cHP
cLP MP, hHP, HB
cHK MP whiffP

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
MP LK exSPD

Jumpins

AA Blowup
cMP Empty bait, risk of getting cHP-ed

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

if you get birdie in the corner and do meaty throw you can input low jab and mash lariat afterwards every time. If he backdashes low jab into lariat will punish and if he jumps the low jab recovers in time that youll lariat the jump

His EX command grab is not throw invincible, EX Bull Horn's armor starts at 1f. After he activates VT, Bull Horn's armor starts at 1f, so it's a true reversal. Neutral jump beats all his reversal options. If he use ex bull horn to get out, you can dash spd him. headbut buffer ca should work too, if you see armor, confirm ca

Delayed spd is much harder on Birdie (long airtime in backdash)

Charged HP after heavy SPD is good, beats birdie zonk and backdash

punish bullheads with light SPDs, or EX IF IN RANGE, exSPD does not reach exBullhead

Only LSPD works against EXLunge, (µwalk does not help)

Bullhorn is -18, punish with whatever you want (HSPD or HP VT)

Can armor the birdie chain (should never be used though),

EX bullhorn cancel VT is -5, normal bullhorn cancel VT are -2 (bullhorn is the one he uses his head)

Bullhead cancel VT is plus

instant overhead works on birdie

Fuudo’s Street Fighter V “30 Minute Cooking” #4 \

Recipe Name – “Birdie” \

Birdie’s Strong Moves/Normals \

(Closing) Useful Strategy Against Birdie \

(Important) Video Archive 01:16:00 shows an effective Hadouken strategy \

Quick punish reference Jab (-4) SPD (-5) c.HK (-10) HK (-11) F.HP>CA (-12) HP (-13)
s.MK(-2), V-reversal (-2) c.MP(-5) s.HP (-6) c.HP(-9) d.HP>f.HP (-12) L/M Chain (-23)
EX Bullhead (-2) H Bullhead (-5) f.HP (-8) L/M Bullhead(-10) Bullhorn (-18) CA (-30)
c.MK(-4) f.HK overhead on 2nd hit (-6) df.HP (-8) c.HK(-11) EX Bullhorn (-19)
Neutral/Footsie Tips
EX dolphin dive (crouching gives you more time to react to it) At mid range, you should focus on reacting to random dolphin dives. You'll see the bar disappear for dolphin dive before youll see it on the screen. Neutral jump and get a fat air headbutt punish (hope it works on S2.1). He doesn't get any Oki after ex dive.
First button you press in a round Use HK or F.HP at the beginning of a round can counter a lot of his options.
Don't whiff heavy attacks Don't whiff heavy attacks, he can whiff punish with mp>bullhead easily
Ways to make the banana disappear: empty jump on it, flex it, walk next to it and crouch block, touch it with the tip of your c.mk
Banana If he throws chains or tries to build meter behind it you can fierce over it. Fierce absorbs chain and punches his fingertips from far over banana. If he doesn't do that Just walk up to about your low jab distance from the banana and chill. Whiff some st.mp to catch his limb. st.mk can kick thru the banana.

Don't get too close or you cant defend yourself without your limbs bumping it

And look out for him to do something stupid like dash or dolphin jump

Can You can walk back and watch him walking towards you. When the distance is right, lp.spd thru the can
When the distance is right, hold forward and flex the can, he usually follows up a hit, you can absorb his hit and release with flex-punch>VT
If he sudently walks back a lot, he's gonna throw a can
Command Grab Oki Killing Head Oki: After the grounded command grab (5F one) Birdie lacks true mixups. He can walk up and meaty you with a normal. If he dashes he is +0 so you can beat/trade any of his buttons except armor
Defense Tips
Tend to abuse overhead React to his meaty overhead f.HK, only the 2nd hit is overhead. It's -6, punish with spd.
Deal with ex dolphin dive It usually comes out right after he knocks you down. If he doesn't do it after a few frames of knocking down, he probably won't do it. s.mp cancel into ex dive is also common. he's - if he dash in after kd. But he can dash then use armor to beat your buttons, like our lp.spd>dash>ex.rgb gimmick.
All bullheads cancel VT are plus, don't try punish unless you read a command grab.
Defense option after get hit by his CA
Gimmicks, resets, shenanigans Counter 1 Counter 2 Counter 3
5lp 5mp 5hp 5lk 5mk 5hk 2lp 2mp 2hp 2lk 2mk 2hk
5lp ok ok ok ok good ok ok
5mp ok ok ok good good ok good
5hp ok ok ok win ok ok ok
5lk lose bad ok ok ok lose ok
5mk ok ok ok ok ok ok ok
5hk ok ok good lose good ok lose
2lp lose bad ok ok ok ok ok
2mp ok ok ok ok ok ok good
2hp
2lk whiff whiff lose ok whiff lose ok
2mk whiff whiff lose ok lose lose ok
2hk whiff whiff lose ok lose lose ok
6hp ok ok ok good good ok good
6mk ok ok ok ok

Blanka

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +8

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

No cLK HB!

Punish sweep

Ankle distance Max distance µwalk helps?
µwalk exSPD Almost impossible yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer
cMP
HP
Slide
cHK
Blanka Ball
LRainbow
MRainbow
HRainbow
MP

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

https://www.youtube.com/watch?v=w5QycSqU3BE

https://www.youtube.com/watch?v=Omu2iAzRwX0&feature=youtu.be

Reaction tips
AA back step rolling lp rolling can be lariated if you are looking for the "Rrr" sound. his command grab is slow
close/blockstring vertical roll for getting in
Notable Framedata
His hop is always minus after cancel from a normal except cc.hp pppp is +2 vt1 pppp is +6ob Slide and wild lift is spd punishable mk knee is +2
Offense tips
g
VS>air spd beats his wake up VT2 dp He can get out of dp ob in VT2, so he's likely to do it on wake up.
VT1 makes his normal vertical roll invincible
Neutral/Footsie Tips
s.hp s.mp is good his normals are short except c.hp.
neutral jump hk can be good beats/trades a lot of his moves.
flex lp rolling and air spd/dash spd depends on how early you flex, you can punish rolling with dash>spd or air spd.
whiff punish c.hp with s.lk lariat
He'll slide eventurally. SPD punish
Defense Tips
just block vt2 rolling If you stop blocking you might get crossed up. First hit is always crossup. Last hit is pretty much always crossup.

Always crouch block midscreen, stand block in the corner. https://twitter.com/wolfgangfinito_/status/972860463422853120

All horizontal rolls xx 3hphk is plus. All vertical roll xx 3hphk is minus except the ex one. VR his + roll is a good option, turns -2 to +2. flex https://clips.twitch.tv/TastyBlazingButterDxAbomb

He has good mid screen oki after pppp
vertical roll is + ob.
ex rbg beats his 5mk(+2) frametrap.
VT1 roll no charge is -14, charged roll is+3

Boxer

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 24f
Flex OS: cLP > cMP xx VS against VReversal: +? +8

Post LSPD mixups

Button Blown up by

Dash is punishable, most boxers should know that.

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
LSPD

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer
HP
HK
DashP
DashL

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
LP MK cMP Lariat
cMP cLP cMP Lariat
HK MK exSPD Lariat
HK LP exSPD
exDash LP delayed exSPD, fLariat
exDash cLP/cLK Lariat, exSPD
MK MK cMP exSPD/Lariat

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Quick punish reference Jab (-4) SPD (-5) c.HK (-10) HK (-11) F.HP>CA (-12) HP (-13)
S.HP (-3) Cr.HP(-5) L/M/H smash 323k (-10) Not sure how to make this little quick punish reference section clean . Any thoughts?
C.MK (-2) s.MK>s.MP (-8) Cr.HK(-14) even max range can be punished by SPD
TAP lv 1 / lv 2 (-2) / (-1) VS spin>K (-6) EX Smash 323kk (-14)
V-reversal (-2) s.lk>s.MK (-7) Final VT punch followup (-13)
F+P/K in charge VT (-2) c.MK>c.MK (-6) Final VT kick followup (-21)
L dash straight (-4) M/H dash straight (-6)/(-7) CA (-45)
VS spin>P (-4) L/M/H dash low (-7) s.MK>s.MP>MP+MK (-17)
Reaction tips
Pay attention to ex punch on block, see if he goes for button or VS. When wake up, watch for VS overhead
throw dash is -1. spd lariat/delayed ex spd ex dash punch ob
After he has VT you only watch for two things Block low Block ex punch>overhead
Offense tips
He has 3f TC He has a 3f TC. Timing your meaty right and keep your frametrap tight. Don't dash after lp.spd, after dash you are -3 so you give him a free TC
Deal with wake up TAP The start up is 26f. Prepare for it because if you see your meaty throw whiffs, you'll have enought time to block/vs it. The easiest way is to just back throw and hold back. Meaty mp/headbutt>spd OS works everytime cuz they are not spd cancelable. lv1-3 TAP are 3-18f upper-body and throw invincible; lv4-6 TAPs are 3-18f fullbody and throw invincible; lv7-10 TAP are 1-18f fullbody and throw invincible.
Well timed meaty beats 3f invincible TAP. You just need to meaty on the first 2f of his wake up. If your normal throw whiffed, you have enough time to block
vid1 vid2
Tick throw spd os beats TAP https://twitter.com/Bao_Special/status/938753688163696640
some universal anti-VR os https://youtu.be/7__w2up9Av4
Anti TAP OS Gief anti Rog wakeup OS that covers TAP/VReversal/Wakeup Jab/Jump/Backdash (video)
Another anti-Tap os (video) one more anti-tap os (video)
After VT lv2 on block, HP,c.mk,c.mp beats his c.mk. You can use this to suck him in
Neutral/Footsie Tips
s.hp f.hp to avoid get CCed If he does it too much (zoning with good buttons), he's open to jump-in
j.lp seems beats his AA
s.lk is bad for counter poke.
Strong buttons He has buttons to blow c.LP. Whiffing your buttons cautiously
He's a charge character If you see Balrog back walking, wait for about half a second, then flex, crouch block, or neutral jump. You should catch most raw Straights or Smashes. Same goes for if he's crouch blocking a lot, or hitting a lot of buttons where they'll obviously whiff : he's charging for a special.
His DP is not a charge movement anymore Mid screen neutrual jump messes up Boxer's mind because he has to give up his charge to do long range AA now.
Deal with his meaty dash punch Avoid playing footsies in the range that he can do meaty dash punch, which is safe. If you stand in the danger zone, do some flex in neutral to catch his random dash punch. He can cancel attacks into VT or CA to punish your VS absorption. Beware when he has full VT or CA meter.
Mid/far range neutral jump can be punished by his CA.
Defense Tips
CA (-45) Minus enough to do jump in punish if you block it. If it's literally full screen (which is rare in real fight,) you can't punish with jump-in combo.
Block one hit then walk back works well He can't do much
VT mid/low reset explained While he's using his VTrigger Bursting Buffalos on you, if it hits, he can do VS mid/low reset after rekka. Mashing c.lp after the third rekka (after he says "three!") beats following mid/low mixups, loses to KBB>P combo (+2) or delayed KBB>P (It's a reset which counters your button but -4 on block). c.lp after the second rekka (after he says "two!") trades with him and he's about +20 after the trade and can still combo. If you block the initial rekka, just try jab or spd, he's -2.
If his VT rekka hits you, mashing VS beats overhead reset. mashing VS then hold forward flex punch beats his VS>low reset. You have to absorb two hits then flex punch the 3rd attack, which means if he's prepared, he can throw you after he sees the 1st low is absorbed. Not many boxers are prepared tho.
EX RGB beats all his rekka resets. Lose to neutral jump, but who does that?
He has no crossup go for the anti air. If you whiff you should still have enough time to block, jab, or tech
Weak OKi Rog has terrible meaty pressure. Backroll and crouch block everything and watch for VS spin overhead. When Rog can get a meaty, he doesn't want the throw. Just eat them. He wants the ST MK or ST HK counterhits to really lay in the damage.
Strong VT confirm Block low after he's VT ready. c.MK>c.MK is a favorite way to confirm into it.
Dash Straight (-4)/(-6)/(-7) Light and Medium Dash punch can be punished with L.SPD or EX.SPD. Heavy Dash Punch can be punished with H.SPD or CA. EX RBG will beat any strength of Dash Punch.
All his TCs can be SPD punished
Dash Grand Blow (low) (-7) SPD punishable EX RBG will beat any strength of Dash Grand Blow.
KBB (his VS spin) Everytime you see KKB, hit him out of it if you're ready. If you weren't, stand block will stop both variations.
Backrise delayed spd if you
ex rbg, forward lariat and delayed ex spd beats EX dash punch>s.lp exRBG beats his all follow ups. forward ariat and ex spd beats s.lp follow up. You have to delay the ex spd by at least 1f to make it work. delay 1-3f would grab him. delay >3f you block. It can beat overhead but you have to delay exact 1f.
Gimmicks, resets, shenanigans Counter 1 Counter 2 Counter 3
Dirty mixup 1 https://twitter.com/chewing5gums/status/848325528402743296
Setups His mid screen quickrise

meaty followups

His mid screen backroll

meaty followups

Analysis / Counter
Crush counter 2HK Can get meaty 5HK (+5)
Dash Grand Blow 24K [+22] / [+25] Dash Throw / dash 2lk / 5HK at distance Out of throw range / Meaty 5HK (+3) / trade vs overhead with huge frame advantage (+21), on block it's (-6) Backroll crouch block
Forward throw [+23] Out of throw range / manual timed hit at distance / dash hit TC>VT No reason to press a button on wake up. Just crouch block
mk>mp>VS+P [35]/[40] Dash Throw / dash hit Dash twice manual timed throw / dash twice 5HK Backroll crouch block
mk>mp>VS+K [+11]/[+16]
5LK>5MK>5HK [+30]/[+35] Dash manual timed throw / dash hit I don't know what he could do, distance is far Backroll, back to neutral
ex punch ob 5lp5hp
mk>mp>VS+P [35]/[40]
mk>mp>VS+K [+11]/[+16]
2mp5mk5lp5hp beats2lp
mkmkhk
2lk4lk4mk2mk

Cammy

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 21f
Flex OS: cLP > cMP xx VS against VReversal: +? +9 (HSPD out of range)

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Test cLP HB cLK HB

2l HK

2l MK vs bjump

Punish sweep

Ankle distance Max distance µwalk helps?
Lspd Ø yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
if does not hold up if does not hold up if does not hold up

Button affinity

Button Answer
MK
HK
cHP
HP
cMK
cHK

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup
VS MP Lariat
MP MP Lariat
cMP MP cMK VT
bMP LP Lariat

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Good string start from LK

cMP is only +1

cMP cMP not bear proof

MP MP not bear proof

MP cMP bear proof (cMK link??)

LK with 2 active frames is hard to meaty correctly

Flex the close jump ins (or read with neutral jump airSPD), at least limit the minus frames, cannot beat all ther jump arcs cleanly (instant dive, delay dive. Jump high MP, crossup… the risk reward is not good)

Only AA the easy jumps

Fuudo’s Street Fighter V “30 Minute Cooking” #01 \

Recipe Name – “Cammy” \

Cammy’s Story Attacks/Normals \

(IMPORTANT) Dealing with Cammy during V - Trigger \

(Closing) Useful tools against Cammy \

Quick punish reference Jab (-4) SPD (-5) c.HK (-10) HK (-11) F.HP>CA (-12) HP (-13)
c.LK(-1) f.HK(-2) Divekick hit your head (-5) c.HK(-12) All DPs (-37)
s.MK (-2),s.HK(-2),c.HP(-2) V-reversal (-2) HK/EX Arrow (-11) b.MP>HK (-12) CA(-30)
s.HP(-3), c.MK(-3) VS>Slide (-2) LK arrow (-12) MK Arrow (-15)
Notable Framedata
c.mp is -1. It's her weakest button on block. Chance for ex spd or ex rgb s.hp -3 c.hp -2
Offense tips
VR changes sides Anti-VR OS (video) video2 video3
Gief gets a side switch mixup as a DP punish against Cammy. Can lead to death. (Video)
Neutral/Footsie Tips
s.mps.lp are generally good against her buttons
Buttons that counter poke/whiff punish her c.MK s.MK.cLP, c.MP all work. s.MK is the best counter poke cuz her hitbox can't hit your leg but you can hit her
AA with c.HP cuz dive kick beats s.lp and lariat
Deal with her jump divekick Jump dive kicks are hard to place and be plus in S2. Stand block will give you more frame advantage than crouch block. If she hits you above waist, she' minus. Hits your head, she's -5. You can also AA with c.HP
Her holligan divekicks are usuauly plus holligan is slow so you just AA it before the divekick. EX divekick is fast and plus, you can VR it tho.
Any button beats her VS, just don't use lariat. If you blocked her VS, you are -2, she'll likely using a medium or heavy button to frame trap you. EX. RBG beats those buttons.
Once she has VT ready she'll do c.hp in neutral and confirm with VT activation. Find a button to counter this (to do).
Defense Tips
Anti her VT cannon strike Activate your VT and flex if you see her jump. It gives you enough frame advantage for spd or s.mp>VT punish. (Video) You can also do some neutral jump buffer air spd once she actives her VT Back jump button AA work too. She wants the VT cannon strike
After her c.mp you can mash ex.spd and win the most of her follow up buttons. c.mp is +1, she has only one 5f button (c.mp) to beat spd and c.mp>c.mp lose to ex.spd if it's not point blank
Her normal frame trap is a 4 button sequence. The 4th button barely touches your hurtbox, you can use ex.spd, lariat, and VT to move your hurtbox back a bit as counter.
s.lk>c.lk>c.lp has no gap longer than 2f gap. Best frametrap ever. Don't walk back because she can easily catch you with this frametrap, you can backdash to avoid tick throw and get air reseted.
Her s.mp, c.lp, s.lp are +2 or +3, don't challenge them c.lk is -1 but can late cancel into c.lp as a frametrap. Mash c.lp if they don't know it.
After her 4 hits string, she'll either 1. holligan (lariat AA), 2. Jump; 3 dash (jab her out); 4 walk forward.
backrise mid screen DP and throw, she has no follow-ups
corner front throw is +9. Her easy meaty is f.HK or walk forward throw. If you see her walk forward, wake up jab. If she does F.HK, still her turn. If she forward jumps she can cross you up.
Always quickrise or backrise because delayed rise allows her to do dive kick setup which will get normal plat players 100% of time.

Chun-Li

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +4
Flex OS: cLK > cMP xx VS against VReversal: +? +5

Post LSPD mixups

Button Blown up by
backdash
backjump
backwalk
LP
LK
cLP
cLK
cMK

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
L/EX SPD nothing yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer
HK
HP
cHK
FB
Stomps

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

cLP MP cMK: exSPD, fLariat, VT

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Quick punish reference Jab (-4) SPD (-5) c.HK (-10) HK (-11) F.HP>CA (-12) HP (-13)
c.LK(-1) S.LK (-3) L Fireball (-6) MK Legs (-9) CA (-20)
s.MK(-2), s.HK(-2), c.MK(-2) HK Air Legs (-3) LK Bird Kick (-6) HK Bird Kick (-10) VS(-24)
df.MK(-2),f.HK(-2) H Fireball (-4) MK Birk Kick (-8) HK.Legs (-10)
EX Legs (-2) s.HP(-5), c.HP(-5) c.MP(-8) c.HK(-12)
L/M Air Legs (-2) M fireball (-5) LK legs (-8) EX Bird Kick (-16)
Reaction tips
air legs in frametrap overhead f.hk? to cross up you on wakeup
Notable Framedata
VT2 kikoken is -2
Offense tips
EX Spinning Bird Kick (-16) Punish with HP CC combo Bait with jump then punish with air headbutt (I hope it works in S2.1)
VT1>knee>jump can bait her DP.
Neutral/Footsie Tips
crMP (slide) After she has full V gauge, she will do it often and cancel into V-Trigger. F.mk to hop over or whiff punish with stLK xx lariat
General tips *Chun's buttons are a little harder to make whiff than most, so attempting to stuff her st.hp and st.hk in particular with an early st.lk buffered into lariat works*This video to the right shows the OS in action, where you need to stand. st.lk will hit the briefly extended hurtbox of normals like chun's. you must hold forward the ENTIRE time from the point of contact for lariat to land https://www.youtube.com/watch?v=w9x81jBxF4A
S.HK C.MP, c.mk, c.HK will beat her s.hk. Chuns usually start the round with s.hk
Use s.hp to beat her s.hp?
Defense Tips
L/M Air legs on block is -2F. Block it you get a free mixup, or just lariat it
She has VT2 setups and you can lariat thru it. (test)
Her b/f mp ob. b/f.mp is 0 ob but better read her followup buttons. Her mid and heavy buttons can whiff punish our jab
She can cancel legs into vt2, makes it a frametrap. (test)
Gimmicks, resets, shenanigans Counter 1 Counter 2 Counter 3
ca>vs setup
fireball ob>dash is + headbutt fireball>dash is -

Claw

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 21f

Post LSPD mixups

Button Blown up by
backdash
backjump
backwalk
LP claw
cLP claw
LK
cLK
cMK
MP noclaw

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
? ? ?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer
MP
cMP
fHP
Aurora
Barcelona
Izuna

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
cMP cLP exSPD, Lariat
noclawHP switch LK cLP exSPD

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Quick punish reference Jab (-4) SPD (-5) c.HK (-10) HK (-11) F.HP>CA (-12) HP (-13)
s.HP (no claw) (-1) EX roll (-2) f.MK overhead (-6) f.HP (claw) (-14)
s.HP (claw) (-2) EX Claw Slash (-3) L/M claw slash (-7)/(-6) MP>HK>VS (no claw) (-13)
s.HK (-1) HP claw slash (-4) HP>HP (claw) (-10) VT AA (-22)
C.HP (no claw) (-2) c.HP (claw) (-5) VS attack (-13) CA(-22)
VT forward / air (-2) L/M/H Roll (-6)/(-7)/(-8) c.HK(-13)
Meaty options He has no reversal. Even CA has no hit invincibility. Can be air spded (not during the ascending part tho) and meaty hit
VR beats his V-trigger escape As long as vega's rose doesn't touch you he won't finish his vtrigger he will just remain in place. They often slide into v trigger to escape the corner if you vreversal the slide before the rose touches you he won't escape.
Air spd his air dive escape attempt
Neutral/Footsie Tips
st,lk buffered into lariat can preemptively stuff many of his pokes, such as f.hp,st.mp, possibly his vskill slash(need to check). Use the video to the right as a resource. You can also whiff punish some of his normals like st.mp, but its a very tight distance. https://www.youtube.com/watch?v=fgJeOA8IrXc
MP>HK>VS (no claw) (-13) Crouch will dodge the HK It's a frametrap finish with (-13) finisher
f.HP (claw) (-14) It's punishable. C.LP works at any range. s.MP/lp.spd mid range. After he has VT, he can f.HP>VT to frame trap you and combo into CA.
Do some c.lp s.mp footsies with extreme patience.
How to deal with aurora spin edge (Slice you) It's pretty minus but the hitbox and push back are very good so you can't punish or whiff punish it His hurtbox moves forward during the long start up frames. s.HP, c.HK, s.HK can CC it When he does this he'll move backwards a bit. Take the chance and walk forward
Treat ex wall dive as ex boom or ex shoulder, you can't react to it and he will just do it randomly. You can punish it with ex air spd if you are prepared.
Defense Tips
Air Dive Sometimes you gotta do neutral jump ex air spd to catch it. Forward jump would jump under him if you are not fast enough jump AA seems more reliable than ground AA. j.MP, air spd, air headbutt HK works well when he doesn't use it to attack but to escape.
EX wall dive kd>roll will land behind you Watch out for the left/right setup
hp xx stance change. punish claw hp xx stance change with spd or c.mp combo ex rgb beats no-claw hp xx stance change
VS flex spd, clp, s.hp armor reversal hk can cc vs spam
Gimmicks, resets, shenanigans Counter 1 Counter 2 Counter 3
Cross up CA https://www.youtube.com/watch?v=v9Cd8ZwKMhE Don't know how to counter, guess the right direction
Post EX Barcerona left/right mixup delay your rise to avoid left/right mixup. 80% of time he's cross up tho. https://www.youtube.com/watch?v=k6CbV2A5xZk&feature=em-upload_owner
Things to figure out
claw c.mk c.lp xx slice you M(high) xx slice you(low) spd beats slice you high Nothing beats slice you low
claw lk 2mp mp after his claw m attacks, spd beats all his imidiate follow up m bottons
vt meat? wall dive
claw c.lp cmp
claw c.lk clp slice m
no caw hp xx vt

Cody

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump
backwalk
LP
LK
MP
cMP

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
exSPD MP? µwalk LSPD yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer
LK
MK
Zonk
HK
fHK
MP
cMP

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki
Zonk hit
exZonk block
LPx4
LPx4 back
Low Ruffian

Opponent Mixups

Trigger Situation

Neutral

Dhalsim

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +7

Post LSPD mixups

Button Blown up by
backdash
backjump
backwalk
teleport
Air teleport
LK
bMK
cMK
CA

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
? ? ?

Button affinity

Button Answer
MP HK, HB(hard)
MK Knee, cHK

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

at mid range use jabs to counterhit his long range moves

MK is his fastest long range move, then MP, HK, HP (slower moves give more leeway to counterhit)

can cLP/MP dash SDP to chase wakeup teleport

VReversal VT1 activations

Outside of cHP range sim has no safe crouching button, meaning he will have a big tendency of pressing standing buttons -> HK will hit a lot

Mediums! \

=> On a 2 medium string, the buttons to beat sim only depends one the second medium!

1st 2nd far mid close
hit MK hop (c)MP -2
block MK cHK cHK +4
hit MP Lariat (c)MP/Lariat -2
block MP dfLariat/HP cHK/HP/fLariat +4

crHP \

Air Drill \

V - Skill (Floating) \

Teleport \

V - Skill - > Teleport \

crMK - > Yoga Flame - > TK Teleport Okizeme \

EX Yoga Fire - > Teleport \

Wakeup CA \

IMPORTANT Dealing With Dhalsim in VT \

Trigger 1 \

Trigger 2 \

CLOSING Important Strategies Against Dhalsim \

Quick punish reference (on block) [on hit] Jab (-4) SPD (-5) c.HK (-10) HK (-11) F.HP>CA (-12) HP (-13)
s.MP (-4) s.HP (-6)[-3] c.LK (-7)[-4] All fireballs (-5)[-3] c.HK (-21)
s.MK (-4) c.MK (-7)[-2] L/EX Yoga Flame (-3)
c.MP (-3) [-1] s.HK(-5) b.HP (-8)[-3] MP Yoga Flame (-2)
reactiontips
React to his fucking minus slide! Even oh it's minus. He'll throw after it oh
EX air spd punish raw vt2 activation He might activate vt2, float, then air fireball. it's ex air spd punishable.
Offense tips
More mid-screen meaty options HP/EX.spd dash clk-clp-lariat combos when he walks back( if a character's backwalk speed >=0.03, it doesn't combo)
Beat his wake up CA (1-4f throw invincible, 1-9f hit invincible) AFTER you see the flash of wake up CA, spd beats it. It even works when you are -3 (L.spd dash). Delayed CA also beats it but timing is hard
Our meaty options When you do meaty hit, you should always do anti-VR OS and react to his teleport with dash or forward jump hk, it beats all his wake up options except wake up CA
Simple anti-VR os: after c.lk, input f.hp then flex really fast. If he V-reversal, you'll flex it; if no V-reversal, you'll headbutt Meaty SPD/throw can grab wake up teleport. RBG beats teleport by grabbing his landing frames. After c.lk, input {f.mk}, and {flex/spd} very fast can beat teleport and V-reversal. It's a three-way OS
tick spd it's good if you are too lazy to do the anti-vr OS. It beats V-reversal
EX air spd has a strike hitbox, as long as your hitbox touches his hurtbox, it grabs. it's very good against Sim's long air to air limbs.
In mid-screen, ending your combo with command grab reset is better than lariat. Cuz after lariat you have no threat to them anymore.
Watch for two things if you walk him into the coner: teleport out; slide xx v-trigger
Common ways to get in knee hop over s.mk then CC HK c.HK cc s.hk ex air spd
after hp.spd, throw/air h.spd OS works. No need to do EX air spd
Neutral/Footsie Tips
SPD his slide
Lariat aftter his s.hp on block catches his follow up buttons
Do more rbg reset cuz you can't win neutral. You need the corner carry
Body splash (Jump d.hp) trades with his c.mp AA.If he doesn't know how to deal with it, just keep doing it.
Flex hit (hold forward while flex) can whiff punish his limb upon absorbing cuz his recovery frames are long. Can't do this too often cuz the grey health stacks too fast
Deal with s.MK f.MK can hop over it / Sweep can CC it. Stand out side it's range, c.lk,c.lp,s.lk, s.mp can whiff punish it. https://youtu.be/dj337JEARZ8?t=53s
If he's spamming s.mk, block it and wait for about 3f then sweep, you'll crush counter him.
Deal with s.MP Counter poke or whiff punishe with s.MP / lariat / f.HP /s.HP. c.mp also works https://youtu.be/dj337JEARZ8?t=27s
Deal with s.HP f.MK can hop over it. c.hk can crush counter it from distance, and you can kind of react to it to whiff punish with s.lk https://youtu.be/dj337JEARZ8?t=1m30s
You can stand outside of sim's reach and whiff punish Sim's buttons. c.lp, s.lk, c.lk, f.hp... a lot of buttons can do the job. s.lp is good because the active/recovery frame is good and it's 10 more damage than c.lp and s.lk. Just don't get pushed into the corner.
You should not lariat or jump over his ex fireball in neutral unless you see a teleport.
s.HK counter poke with f.HP, s.HP. V-trigger sucks it in any range
Nice vid about this MU by Slaynman https://youtu.be/dj337JEARZ8?t=19m56s
He can be jumpy, especially when you get close Dash confirm air spd is an imprortant skill in this MU. If he whiffs an air attack, most of the time you have time to ground or air spd him. Don't just punish with a heavy attack
Jab his raw teleport
If he doesn float (his V-skill) in mid range he's trying to react to your move and punish Don't try lariat, the hitbox can't hit high and he can react to it and punish. HK is good, you will get either a cc or a air reset; ex air spd is good too.
Defense Tips
Look for yoga flame in his frame trap and lariat/VT
Lariat/VT his raw/frame trap V-trigger on reaction. For example, slide>VT is a frametrap.
VR when sim does buttons cancel into VT is good. If you don't do it he's +4 on block.
Wake up lariat beats his meaty yoga gale
delay your wake up can avoid some of his VT grey damage.
Gimmicks, resets, shenanigans Counter 1 Counter 2 Counter 3
Fireball teleport Lariat as long as the teleport isn't meaty
Corner escape (video) Air SPD j.lp

Dictator

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
? ? ?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
if does not hold up if does not hold up if does not hold up

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
Hblast > cMP exSPD, Lariat
exBlast > notMP Lariat
light cLP light exSPD

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Whiff punish HP with MP (very close) or cLP far. Don’t crouch much or it will be harder to get the nice MP whiff punishes.

Flex the psycho axes/knees.

Need to jump at times.

Delay HK will CC jump back LK on SPD oki.

After HP flex there is a mixup “cancel inferno or does not cancel inferno”.

Reaction tips Notable framedata
close/block string s.hp>blast (lariat) hk dash hk throw dash c.mk>infernal c.mp(+1)
Notable framedata/moves Notable framedata
close and mid range Psycho pressure (vt2) is SPD punishable EX infernal(-1) HP blast(+2) His CA is projectile. Lariat beats it c.mp(+1) Usually means his turn is over. SPD. He usually cancel it into blast, lariat thru
3/4 screen psycho pressure (VT2) is + Psycho Inferno L/M/H/EX -12/-11/-10/-1
Offense tips
More mid-screen meaty options HP/EX.spd dash clk-clp-lariat combos when he walks back( if a character's backwalk speed >=0.03, it doesn't combo)
He has 3f VT confirm He can do s.lk>46k>VT confirm so you wanna make your meaty timing right after he's VT ready.
Deal with his 2lp AA it beats j.mk. Use j.lp instead.
After h.spd, throw/air spd OS doesn't work, he jumps back too far
Neutral/Footsie Tips
mp-F.HP(-8) SPD
c.mp good: c.lk, c.hk, f.hp bad: c.lp, s.hp
Slide(-12) SPD You always need to watch for it in neutrual, don't let him read your walk pattern
mk good: s.hk, s.hp, f.hp
Whiff punish f.hp hk (easy) SPD (needs practice)
You can use counter in the MU After 3HP on block, tech throw, and VR on hit, he likes to 5mk. Counter it
fd.HP(+1) He'll do it a lot in neutral. Block. Reversal lp SPD beats all his IMMIDIATE follow up buttons if he's not close. EX spd works too but there is a spot that his st.mk outreach you. If he's far away, he can delay st.mk to beat your spd. s.hp armor beats his s.mk. Flex-SPD works well
The recovery is even longer than our s.hp. You can whiff punish it on reaction if you train yourself.
VT1 punish psycho blast. It's a fireball. HK / f.HP / s.MP
Far dash up spd works well on him because his walk speed is so slow
React to his slow dash (22f) The visual cue is pretty obvious, you should always punish it.
Do some random neutral jumps He's slow so AA you on reaction is hard for him. If he trys 3HP or dash, you can punish with fat jump-in combo. It's a low risk high reward option.
Jump in j.lp beats his c.lp AA j.lk beats his c.hp AA?
clp can whiff punish his "blast" on reaction
Defense Tips
CA(-40) Hold up while blocking. It's minus enough to do jump-in punish
VT EX stomp (-3 against Gief) s.HP to absorb one hit then combo into VT
Normal stomp Just AA him after you block the first hit. Flex/block, then instant air spd for style points Lariat beats normal, EX and VT normal version clean. Beats VT EX stomp too but timing is strict
EX fireball Lariat if you see he dashes up Jump if he's not in AA range (He might be baiting a jump in), buffer air spd and confirm his jump
EX devil's reverse Hard to AA because he can change the timing. You can always block. He's +13 on block. You block and take a throw or V-reversal. AA with c.HP, s.lp or lariat. c.HP works the best due to the long active frames. If c.hp whiffs, you will have enough time to block. flex on reaction, if he delays the attack, you'll have time to AA (Snake Eyez uses c.hp)
VT cancel after sissor kick on block he's in spd range if you VR his deep scissor kick
Lariat beats some frame traps hk>c.mp
Armor thru frame traps ends with specials hp beats phycal blast flex beats scissor kick
EX spd is very good in his frametraps after s.hk ob, ex spd beats all his buttons except c.mk and s.mp (s.mp can't cancel into special, only VT)
VT2 makes his unsafe move frametrap Guess he's gonna do command grab or psycho pressure after scissor kick (delayed ex spd?). If you have a bomb on you, he can trade your jab and do big damage.
Gimmicks, resets, shenanigans Counter 1 Counter 2 Counter 3
EX fireball side switch Lariat Block the right side
Activate VT, dash dash dash to cross you up Just mash jab If he activates VT after ground fireball on block then dash once, he's plus
3hp 5lp loop
hk 2mp h.blast

Ed

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
Lspd Lspd ?

Sfvsim results but seems weird… gotta check

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

fMP / fMPfMP “mixup” is shutodwn with zangief MP

His KK AA doesn’t cover his boot

Can just larait his Vskill on reaction

Can knee hop his Vskill !??? ←- check

Fthrow dash -> -1

You can jump out of his raw CA

When you flex his charged hp, don't punish with raw CA, punish with cHP CA

exFB HP -> blowup with lariat/VT (HP will whiff)

LP MP cMP -> blowup with lariat

fMP

Falke

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
anything anything ?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

F.A.N.G.

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
if does not hold up if does not hold up if does not hold up

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

ex lunge (-3) is not punishable

V-Reversal and EX Slide are throw vulnerable, so once you get in on FANG and have them scared be sure to use your grabs more often.

You can st.HK and command grab through FANG's Clouds if he's standing close enough to them. The recovery is fairly long.

After h.spd, throw/air spd OS doesn't work, he jumps back too far

If FANG Accidentally combos into his Poison projectile, it is -7 on hit and -10 on block. Easy to punish.

s.hp after s.hk on block can armor thru his following upper body attack

Be ready, the lp>mp has 5f gap. SPD punish ←- ?????

Wakeup ca: Block the first hit regularly, the second one as a crossup, and then Borscht Dynamite him. /// Walk a step, j.Hk, s.HK, VT

cr.MP > LPFB > EX Dash - SPD when you see the fb

Instant overhead: if you flex fang's jump back mk instant overhead you can punish with dash up ex spd. Or if you block it with your back in the corner you can punish with dash up super

ファンレシピ | ふ〜どの30分クッキング

2019年10月3日 dango30分クッキング

ジコケン映像ソース

ファンの強い技・通常技

【重要】トリガー中のファン対策

【さいごに】ファンに対して有効な立ち回り

G

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 25f
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
Ø Ø yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Fuudo’s Street Fighter V “30 Minute Cooking” #2 \

Recipe Name – “G” \

G’s Strong Attacks/Normals \

The General Way G Players Aim to Build President Levels \

(IMPORTANT) Dealing with G in V - Trigger \

(Closing) Useful Strategy Against G \

Gill

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 25f
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
Ø Ø Yes but risky, go for walk MP

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Guile

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 25f
Flex OS: cLP > cMP xx VS against VReversal: +? +7

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
EX SPD MK?, HP, µwalk SPD yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

cLP cLP cMP: exSPD, Lariat

button Fireball button: exSPD, Lariat (VT, cMK only)

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

crMK \

fHK / Upside Down Kick \

Sonic Boom \

Learn the difference between Safe Booms and Dangerous Booms \

Rolling Sobat (stMK) \

IMPORTANT: Dealing with Guile in V - Trigger \

Trigger 1 \

Trigger 2 \

Conclusion \

Notable Move/Framedata Notable Move/Framedata
You can jump out of his raw CA VT CA is +5 VR>dash -2
Reaction Tips
You can't react to b.hp then block. You can only react to boom and block when you walk forward.
He might do AA normal then boom. Lariat?
Close/block string c.mk>overhead
Offense Tips
Mash ex spd after you block one hit. It beats all most all of his punch frame traps
Use more anti-VR os. He likes VR
Neutral Footsie Tips
Sweep at the start of a round CC his b.hp. You can do dash safe jump if sweep hits. You can also wait then confirm his h.hp and whiff punish with c.hk, no need to gambling.
Mid range headbutt is very bad. Get CCed by his f.hp
c.mp c.mk, c,hk seems good in neutral due to the low profile
F or b LK (bazooka knee) -3 on block if point blank. In real fight nobody would do it point blank. it usually spaced properly and meaty, the frame advantge is from -1 to 1. SPD is a bad idea.
Sweep(-13) HP is 13f but you have to tap really fast, use HP instead of c.HK if you have VT ready. Test it in the lab to make sure you can do it. It can be very hard. If you block the first hit, you can always ex.spd punish. If you block the second hit, you can always lp.spd punish. You can also flex sweep for 1 hit then spd. If you got knock down by 1st hit you can quick rise and CA him, he's only +3 and his quickest move is 4f, still risky(he can jump, ex DP, etc.)
He can do AA CA His CA can AA your mid/far range jump-in. You can't air spd to avoid it.
Knee seems not effective when they have charge. Most of Guile can flashkick knee on reaction. BUT, you can f.mk>flex to bait a flash kick.
Lariat VT2 flashkick on reaction?
backdash neutral jump over boom then forward jump?
Defense Tips
f.HK (Upside down kick) Throw invincible from frames 8-32. He will use it against throw tech or wake up CA. Wake up flex-spd beats it clean.
Lariat when he follows booms or jump-in behind booms.
Wake up backjump j.mk beats throw and upside down kick
Stand up when he does s.mp>c.MP.Boom>c,mk>knee pressure. If you keep crouching, he'll hit you and be +1. Stand up makes his knee whiff, punish with spd
punish close range VT2 normal dp ob. if he lands in mp spd range, it's spd punishable. You can flex on reaction and spd punish vt2 flashkick
Lariat if you see he dash dash after a boom
EX.spd after block his two hits. His attacks are short.
c.mk (-4) > b.hp is a common crush counter setup. He'll follow up s.hp and cc you hk can cc his b.hp

Ibuki

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +4
Flex OS: cLK > cMP xx VS against VReversal: +? +5

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance (actually her ankle) µwalk helps?
Ø Ø yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
light MP cMP exSPD Lariat

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Fuudo’s 30 Minute Cooking #7 \

Recipe Name - “Ibuki” \

Jikoken Video Source \

Ibuki’s Strong Moves/Normals \

V - Skill (Horizontal Projectile Looking Move) \

fHK (Jumping Split Kick) \

Air EX Kunai \

EX Kunai \

crMP \

Command Dash \

stLK \

crMK \

Kunai Release \

IMPORTANT Dealing With Ibuki V - Trigger \

Fuma Shuriken \

CLOSING Important Strategies Against Ibuki \

Quick punish reference (on block) [on hit] Jab (-4) SPD (-5) c.HK (-10) HK (-11) F.HP>CA (-12) HP (-13)
ex hit grab all hit grabs
Notable framedata
Spd punishable TCs: s.lp>s.mp(-8) s.lp>s.mp>s.hp(-5) c.mp>s.hk(-5)
s.mk(+2) looks like Laura and Akuma's mk but plus St.lk on hit is 0. You can mash spd if you get hit by a far s.lk. Normal VS is -5, you can punish poor spaced VS
EX kunai is -2 after dash overhead is only -2 Notable minus button: s.lk 0 on hit -2 on block; slide on hit -6, on block -10
Offense tips
Don't jump when she has VT2 ready
Neutral/Footsie Tips
f.HK Flex>SPD Use headbutt to avoid getting CCed
c.mp is her favorite button It's low profile so it beats s.hk clean. s.mp is good against it.
Neutral jump j.hp seems beats her AA button (test)
s.lp if you see Ibuki gliding on the sky.
When do you jump in? Out side s.HP range she can AA easily with s.hk. Jump-in unless you read she's gonna do something like kunai or v-skill. Once you get close you can start jump on her more
tips from Nemo: Spending more time in the air against Ibuki. Do some mid range neutral jumping to avoid air ex-Kunai. Ibuki has a bit of a dead zone in her AA game, particularly ones that end up right above Ibuki. Bad idea to jump at her from far away tho, she can AA your far jump well. Her f.HK and vskill, while being good in the neutral, also open her up to jumpins.
Command jump attack always crossup and can land in front or back of you depends on how early she hit the button
V-Skill (-5) s.HP or flex>spd This count as projectile, so you can lariat or VT.
c.lk check often if she likes the dash gimmicks. It's harder to get CCed than c.lp
How do you AA Ibuki? If she's in the corner and you lariat when she tries to jump out you're giving her a chance to super Mario to safety. It is usually best to air to air her, j.Mp or air spd. If you low fierce and she throws ex kunai sometimes itll hit you airborne and it wont combo right

But dont lariat all the time she can beat that

Kunai You can use normal move to parry that. Online Ibuki like to spam Kunai, they'll need to reload often. The reload animation is long, jump or dash punish it.
EX Kunai She's plus. She'll use it to get in. You can V-Reversal, but if she does command dash, she beats you.
V-skill(-5) This count as projectile, so you can lariat or VT. If she likes to abuse it you can jump-in or flex>spd
Defense Tips
She can't do air lp>mk TC and cross under you. lk dash will cross under but she's minus (I guess, need to test it)
wake up spd beats her "meaty" attempt after forward throw (+5)
Quickrise when hit by vs You should only quickrise when you get hit by vs (42/45). She's minus after mk command dash, plus after lk dash but usually not in mixup range.
mixup quickrise/backrise when hit by charged vs Backrise on charged vs (44/47). Quickrise gives her easy mixups if she command dash but she's minus if you backrise.
mk>c.hk>s.hk TC launches you in the air but she can't cross up unless in the corner
She likes to end her frametrap with minus button such as c.mk (-3) and do VS to whiff punish you. Lariat, VT, or flex on reaction
When ex kunai launches you in the air from the ground and follows up in the air with the command jump air TC lp>mk, next she'll do 1. dash lands in front. 2. command dash to your back (minus.) 3. jump and cross up. If in the air she chose j.mp instead of TC, she may or may not cross you up. Seems hit high will cross up, hit low will not
Buttons cancel into command dash is minus but hard to react Delayed hit beats command dash cancel. Just like late tech throw but you hit instead of throw. The vid is anti-laura but same idea (video)
she can start her VT combo from low or mid so it's really hard to block. Need some advice
normal Dp>dash>s.hk on block is 0. Still her turn
After forward throw she has no Oki but dashing to your back is a common gimmick
Her bombs are projectiles, deal with them with your projectile tools. (Lariat, VT)
Single air kunai can't cross-up. Sometims she'll do a air kunai and land on your back. block it and punish with SPD if it's not meaty. Given her enough frame advantage she can air all kunais to cross-up you.
90% sure the only thing ibuki can cancel into command dash and still be + from is her mk TC. Otherwise she has to use ex.kunai or vtrigger and some air reset to make her dashes +
If you get air reseted and you are expecting a left right mixup. Watch her step. If she microwalk back, she usually gonna stay in front. https://www.youtube.com/watch?v=xYueLdqHnZk&feature=youtu.be
Gimmicks, resets, shenanigans Counter 1 Counter 2 Counter 3
Our wake up options? https://www.youtube.com/watch?v=0CEE0-J3jGs
Ibuki set ups https://dafeetlee.wordpress.com/sfv-guides/ibuki/okisetplay/
Getting out of VT Cr.Mp F+Rh Block Stun Mixup https://www.youtube.com/watch?v=YvDVfPCWen4
corner air TC mixup https://youtu.be/lzCJTJqiX8s
Corner air kunai mixup https://youtu.be/__EqKVuk1Rc
Common corner ex kunai mixups https://go.twitch.tv/videos/164680707
ex kunai b.mp command dash mixups If she flinches she's in front, if she doesn't she crossed up (kinda doubt you can react to it, but just try) https://www.youtube.com/watch?v=G-wvbG5lyeE
ex kunai j.mp mixups if j.mp hits low she's in front, j.mp hits high she crossed up https://www.youtube.com/watch?v=Oi-fUwCs9D8

Juri

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +10

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
EX SPD, MK? LSPD, cLP no

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
If does not hold up If does not hold up hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
MP LK exSPD
MP cMP VT
LK LK MK exSPD (reversal)
light light cMP VT
LK light cMK fLariat, VT
meatyFB > button exSPD, Lariat, VT

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Reaction Tips
mid range SPD punish sweep hk thru fireball charge
Close/block string Crossup ex rbg beats lights follow medium traps c.mk>fireball after m attacks her follow ups are beat by ex spd except c.mk CA punish -2
VT1
front throw KD air spd her jump in walk back spd punish her "throw loop"
Notable Move/Frame data
c.lk(0), f.mkoverhead(-6), hk release(-6), all her specials including ex moves are -
light wheelkick (-3stand) (-8crouch), All normal axe kicks (half wheel, moves her forward a lot) (-6), All ex kicks are -2 except dp
EX DP kd is 4/9 quickrise CA is only -15 ob, can't dash punish 236MK on block -6=>-4
c.mk +2
ex Fuharenkyaku (she does a few kicks while moving forward long distance) vtc is 0. She'll follow 3f, ex rgb beats it
Neutral/Footsie Tips
cr.hk(-12) maximun range c.hk can be punished with SPD
s.lp and c.lp are good in neutral
You can hk her fireball store on reaction in certain range
mk>hk is common Counter or flex
backdash her fireball to keep good distance
Use counter to bait jump ins
Defense Tips
CA (it's a projectile) VT state VS can absorb it all VT, Lariat Only -15 ob
V-Trigger pressure (block low and counter/flex/ex rbg after s.hk) With V-Trigger active normals will cancel into the same strength or higher normals. Which makes her every button a frametrap. The tipical pressure is a light>medium>h.hk>hk release>lk release. counter after hk beats hk release. flex after hk then hold forward absorb 2hits hk release. ex rbg after s.hk beats hk release
Dash after fireball within mk range is minus, outside hk range is plus
s.lp>s.mp>c.mk 5lariat beats c.mk. 5 is impirtant, don't hold forward or back
jab after hk release ob (-6) She can cancel into mp release (-4) to make it frame trap or lp release (-2) to make it safe.
Throw Oki If you crouch block she can throw loop you. Back walk and spd punish her throw whiff She likes to jump over you. It's a cross up. Air spd punish
s.hp (-3)>flipkick(-6) is a frametrap just block and spd punish

Kage

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
Ø, at closer range µwalk SPD Ø Yes (at close-ish distance)

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Karin

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +8

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
HP cLP (recheck!) no

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
cMP > notcMK exSPD, Lariat
light cMP cMK Lariat VT

Jumpins

AA Blowup
HP jMK(early) jHK mixup
cHP Empty, jLK empty

Flexes

Flexed Frames

Opponent Oki

Down Oki
Heavy Tatsu 1dash > HK (CC), good spot to flex \ 2 dash is fake
Everything else Full oki...
Back throw Quick wakeup cLP can get hit by backthrow>HP
Ex Tatsu Only thing where she has no oki!!!!

Opponent Mixups

Trigger Situation

Neutral

VS -5 VS hold -2

shoulder -2 EX shoulder -7

tatsus -7/-6/-15/-2

hop punch -6/-5/-4

hop punch slide -9

rekka -6

rekka punch -9

rekka overhead -2

rekka elbow +1

rekka crossup -11

rekka slide -10

rekka cancel -8

Notable Move/Frame data
Mid range ck punish sweep spd punish her VS
close/block string s.lk(+2) don't challenge. 3 s.lk>c.mk is common.
Notable Move/Frame data
EX DP kd is 12/17. Dash is minus. c.mk is -4
Her back throw is -2 If she corner back throw you, it's a free CA VS no charge -5. All distance is EX spd punishable
VT overhead is -2, can't do spd punish All normal mujinkyaku is spd punishable. I guess. EX ver is -2
normal Tenko (dash elbow thing) -10 hk punishable EX tenko is-7
shoulder -2. ex shoulder is -7 All normal tatsus are spd punishable.
L/M hop overhead are spd punishable. H is not Mujinkyaku L/M/H -7/-5/-15 all spd punishable
Offense Tips
If she back throws you into the corner, you can CA punish
Neutral Tips
Cr.HK CrLK punishes max range c.HK / s.LK>Lariat range to be tested StLK-Lariat https://www.youtube.com/watch?v=L_g4A2ulchE
her buttons are some the most easily whiff/punishable that I've found so far. Her st.hk,sweep, and cr.mk can all be whiff punished with relatively lenient spacing. keep in mind when dealing with her sweep that you can make it whiff alot closer as long as you're not crouching. references to the right for the three buttons https://www.youtube.com/watch?v=4Ome3bbIB4I
L/M Ressenha (hop overhead) are spd punishable, H ver is -4 https://www.youtube.com/watch?v=rBJ_yswcCH4
When she has VT she'll hit you, walk back and whiff punish then cancel into VT. Don't whiff your button too obviously. Jab is generally safe if you don't whiff it in crazy long distance.
Neutral jump beats random overheads Overhead is just reaction test, if you can't react, do some random neutral jumps
Defense Tips
quickrise on DP. Jab/spd if she dash. She's -3 after dash. Punish her dash She can do meaty s.hk
Must backrise on c.hk and VT punch
Dont't jab VT punch once she has CA If she has CA ready, VT punch>p beats jab then she can cancel into CA
Obviously don't flex when she has CA
Only Jab/spd c.mk xx shoulder mp or hp cancel shoulder beats jab, you'll lose a lot of hp.
jab/block/flex VT punch
HP cancel shoulder is a frametrap, don't press a button. Jab will counter c.mk cancel shoulder, you can combo c.mp after it.
quickrise her elbow>shoulder combo, backrise gives her the same oki
Gimmicks, resets, shenanigans Counter 1 Counter 2 Counter 3
(Vtrigger)qcf+P>any button You can mash Vskill after her first two hits, this can punish with SPD even move that safe on block(d.P(+1),u.P(-2)) but It's lose to grab(d.P>u.K). You can try to react, almost every follow up is punishable(except overhead(but can CA) and elbow), just hold downback and wait till you see what she follow after, if you see elbow, prepare for crossup(don't worry about low, It auto block after elbow), punish low and crossup with h.SPD, use m.SPD for palm.

ジコケン映像ソース

かりんの強い技・通常技

【重要】Vトリガー中のかりん対策

【さいごに】かりんに対して有効な立ち回り

Ken

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +4
Flex OS: cLK > cMP xx VS against VReversal: +? +5

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
EX SPD MK ?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
If does not hold up If does not hold up whiff

Button affinity

Button Answer
HP MP whiffP (tight)
HK bHK is a god button....
cMK MK,h.HP

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

cMP bMP: Lariat, VT

cLP cLP cMP: exSPD, Lariat, VT

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

VT1 Tatsus are projectiles!

Air EX-Tatsu > MP > Run is minus!

MP DP oki, dash dash > oki on backrise, punishable on quick rise

Run cancels -> delay hit

f.throw dash is-1

In VT tatsus are projectiles => no risk lariats or VT1

EX spd beats some of his corner ex fireball+1/+3 pressure

buffer ex air spd when you jump over his fireball at long range to grab ex tatsu

Air exTatsu MP run left/right is - on hit (guaranteed SPD??)

MPdp AA oki -> if you QR and he double dashes you win, (he has easy oki ok BR, like gief larait)

HK tatsu oki -> BR, be ready for the meaty overhead (can flex it~)

He has oki on all dps

Kolin

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 21f
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
?? close-ish MK Ø no

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
If does not hold up If does not hold up hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
cMP MK Lariat, VT1.1
LP cMP MP Lariat, VT

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

light parabellum (4 hits) -4

medium parabellum (5 hits) -6

heavy parabellum (6 hits) -9

VSkill -8

MK HP target combo -9

MK HP VS target combo -12

standing kicks are -2

crouching MK is +1

HP is -4

medium to medium (or light kick) are EX bearable

Stand at a range where you can HK tentatives of kolin fireballs and walk her down to the corner patiently

when she goes for potential command jump (kochi yo), neutral jump HB


EX fireball is -8, sometimes she use it in block string

Anti Exslide VR OS: cLP HP slight walkforward Heabutt:

block her instant overhead and air spd

s.hk can whiff punish and cc her b.hk. s.lk>lariat can whiff punish b.hk but you have stand pretty close.

s.lk whiff punish her c.mk

Don't flex walk to her if she's prepared. You can delay flex punch to beat her counter (only against high level Kolin cuz they'll s.hp xx counter)

Her exHands air reset: -> stay on front -> meaty, whiffLK=crossup=>minus frames!

punish close ex parabellum (-4) with c.lp xx lariat.

Can get rid of VT ice with VR

ジコケン映像ソース

コーリンの強い技・通常技

【重要】トリガー中のコーリン対策

【さいごに】コーリンに対して有効な立ち回り

Laura

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 21f
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
EX SPD small µwalk LSPD, (HP VT1 is +6) yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer
cHK HP whiffP

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
cLK cLP cMP exSPD, Lariat, VT
MP cMK VT

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

very susceptible to VReversal CA

After EX elbow she gets everything (+18)

In VT she gets everything (+15)

In normal mode:

after command grab, backdash beats everything but CC

block beat CC

flex unreliable

(gap between fHP & EX grab is only 3f, hard to catch....)

she can normal throw you from light elbow only from very close, if you walk back after a neutral hit (from cMK or something) walk back will her normal throw whiff

Recipe Name – “Laura” \

Laura’s Strong Moves/Normals \

(Important) Dealing With Her Okizeme Command Grab (Video Archive: 01:30:20~) \

(Important) Dealing With Her V - Trigger Pressure (Video Archive 01:46:20~) \

(Closing) Useful Strategy Against Laura \


Point blank fireball no charge (-5)

M.spd-dash-air L.spd can catch her backdash

Keep full CA to punish her light bolt charges (-2).

3f and 3f armor, keep strings tight

Her MP has close range so can avoir it with lariat in some situations

Thunder Clap no charge (-5) charged (0) full charge (plus). Nocharge version on hit is +-0

If she's out of range of spd or hk, you can backdash and buffer spd. If she dash forward, you spd her.

Punish with V-Trigger, hit through it with stHK/lariat, headbutt>CA, or SPD / RBG right through. (video)

When VT is active 90% of time she's gonna do HP>ex fireball pressure. Reversal lariat beats it. You can't react to the fireball then press lariat, it has to be reversal.

Her frametrap is not tight as long as she's not mashing jab. EX RBG beats them clean

Her throw os HP Bolt beats neutral jump but not back jump

Post command throw OKI [+13]

Block for up to 4 frames & walk away, backdash, or jumpaway. After dash she's -4. If you see a dash followup, 90% of time she's gonna do a yolo command grab. Punish with jab / CA. H.SPD or neutral jump can punish command grab. Delayed ex spd should be good too

EX command throw/any command throw in VT [+15]

Still best to block a few frames then jump or backdash. Block +1 elbow then jump back throw OS

Mp bolt switch side: she has everything

MP bold same side: she cannot tick throw (range) that s it

Forward Throw and HP Bolt OKI [+17]

After dash she s 0. Can reversal exRBG to beat jab

Back Throw OKI [+16]

Delayed ex spd should beat ex command throw and block meaty f.hp

Fireball HP bolt left-right setup, lariat on reaction

exFB juggle reset no VT, all front except MK (really??? Check idom tapes)

exFB juggle reset VT, all back except MK that will always stay in front

exFB sweep exFB, left/right, beat it with lariat

cMP cMP fireball loop -> stand makes the second cMP whiff

Laura corner exFB mixup, frontVS stays in front, back->front VS crossups

Menat

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 24f
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
HP Ø no

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Read her s.hp and jump in.

s.hk has fair chance to beat her s.mp

She loses all her vt orbs if she tech a throw.

ジコケン映像ソース

メナトの強い技・通常技

【重要】トリガー中のメナト対策

【さいごに】メナトに対して有効な立ち回り

Mika

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +9

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
HSPD HSPD ...naaah

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
If does not hold up If does not hold up hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
fHP at any time Lariat
cLK cLP MP exSPD

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Fuudo’s 30 Minute Cooking #5

Recipe Name - “Mika”

Jikoken Video Source

Mika’s Strong Moves/Normals

Charge HK (Drop Kick)

Dive Bomb (Forward Jump Down MP)

stMK (Sobat)

stMP (Chop)

fHP (Lady Mika Upper)

K Command Grab (Brimstone)

Shooting Peach (Flying Butt Drop)

##IMPORTANT - Dealing With Mika V Trigger

V Trigger 1

V Trigger 2

Closing – Important Techniques Against Mika

lk>mp tc is -5. She likes to use it after drop kick on block

Get your punish on point. f.MP (-8), slide (-12), Dive bomb, c.HP(-6) are the most common unsafe approaches

(even at the tip slide is -5, always safe to HEAVY spd)

Dive bomb: hspd punish works, when hit backroll

if you get hit by it, always backroll. She has to dash twice to grab you but she's -2 to -6 (denpends on how high she hits you). She can still meaty hit by dash once and HK but it's an easy block.

c.HP beats it clean. If she whiffs it, you have enough time to do spd punish. You can also try s.lp AA then hold back. If she does the drop you'll block it then spd punish.

Mic drop: Walk up spd. When she drops the mic she extends her grabbox, that's when you spd. Just walk forward until she starts to drop the mic, then you jump in with hk. If you jump in too early your attack gets absorbed.

Don't c.lp after far c.mk ob, she can whiff punish eZ

Vreversal dash is -

s.lk>s.lp>s.lk - exSpd after 2nd hit

Peach +23/+28, on QR dash meaty MK, beat it with wake up VT1 (?test online)

If she is not point blank BR delayed exSPD beats throw and meaty!??? What does it mean??? test

Flex spd, beats VT wingless airplane setup

Nash

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
Ø Ø yeaaah….

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
cHP cMP exSPD, Lariat
bMK bMK VT, Lariat??

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Blow up 2 medium blockstring into sweeps by lariating the sweep

Dont contest - frames blockstrings with heavies, sweep is fast and go far

VSing a sweep is better than blocking it

Don’t VS close range fireballs… losing + frames

Jump MK for the best return on jumps (jumps seem necessary)

Start of round knee blowups start of round swipe (light swipe?)

Opportunities to sweep back walkers

Nash does not have big combos so can take risks on stuff like sweep or blowup lariats

Showup tundra

Reaction flex mk swipe is only +2

You can jump out of his raw CA

All booms are -, ex boom is +2

ex scythe is throw invincible AND upperbody invincible

Mashing lariat beats raw CA at any range

LK MK target combo is -2, LK bMK link is +2, very hard to make the difference

In the corner remember Hboom is -2 on block

Necalli

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance (plant of foot) Max distance (outside of foot) µwalk helps?
EX SPD MK?, small µwalk LSPD yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit
(VT) if does not hold up (VT) if does not hold up (VT) if does not hold up

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

lk/mk/hk

stomps: -4/-2/0

vt stomps: -3/-1/2

MK +2

HP -2, cHP -4

any mix of mediums is not bear proof

HK is -4

When opponent seismo, option select a button or walk forward with block. (fuzzy button/block)


Checkout stomp flex/punish/whiff

cMK lstomp whiff a lot so option select punish

cMK MKstomp 5f gap

cMP MPstomp combi in VT, there is a 3f gap (2f then active), can bear grab

Necalli seismo only -1 on block

When he has VT cannot flex, (VT cancel command grab)

He'll use c.mp to keep you out, c.lk, c.mp, headbutt are good against it

Knee cannot avoid his sweep

Backdashing on one of Necalli's mediums, if he follows up with any of the stomps you can get a punish.

Stand up when he does 5mk>5mk>2mk>stomp string. The stomp will whiff and you can punish

Stomps, -4/-2/-0 VThkStomp +2

ジコケン映像ソース

ネカリの強い技・通常技

【重要】トリガー中のネカリ対策

【さいごに】ネカリに対して有効な立ち回り

Rashid

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
µwalk LSPD nothing yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Mixer is -2/-5/-11

Run mixer is -2/-4/-10

cLK is 0 on block

chP is -12

HPmixer AA dash, +?-? Looks like a good place to abare, maybe rashid tries to HK shimmy too much

##Rashid’s Strong Moves/Normals

Wall Jump \

crHP \

Whirlwind Shoot (projectile) \

fMP (2 hitting spinning slap) - > EX Whirlwind \

crHP (blocked) - > EX Whirlwind \

stMP (blocked) - > EX Whirlwind \

crMK (blocked) > L or H Whirlwind \

IMPORTANT Dealing With Rashid In VTrigger \

Trigger 1 \

Trigger 2 \

CLOSING Important Strategies Against Rashid \

Ryu

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 21f
Flex OS: cLP > cMP xx VS against VReversal: +? +9

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

2l MK vs bjump

2l HK

Punish sweep

Ankle distance Max distance µwalk helps?
Lspd Lspd ?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
MP cLP Lariat
MP cLK Lariat, exSPD
MP MP Lariat

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Ex dp is -13/18, fast wake up => no oki

No throw oki too

ジコケン映像ソース

リュウの強い技・通常技

【重要】トリガーI中のリュウ対策

【さいごに】リュウに対して有効な立ち回り

Sagat

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 24f
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
LK Lariat? HP, sweep LK Lariat? MP no

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Lots of headbutts! Lots of lariats!

ジコケン映像ソース

サガットの強い技・通常技

【重要】Vトリガー中のサガット対策

【さいごに】サガットに対して有効な立ち回り

Sakura

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 23f
Flex OS: cLP > cMP xx VS against VReversal: +? +10

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
MK? LSPD HP

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer
LK MP,HB,cHK
HK HK whiffP, HP armor, flex
cHK MP whiffP

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

cLP,cMP are +1

cLK 0, LK -2/-1

LK/HK tatsu are -2, MK tatsu -6

FBs are -8 (air fb +4)

FBs are -2 on hit

EX FB is +1 on block

can't Bear strings from MP, but can for almost anything else

VT1 FB are +1 on block

VT2 tatsu are -10 on block!

Seth

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

2l HK 1m1l HK

2l MK vs bjump

Punish sweep

Ankle distance Max distance µwalk helps?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Urien

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +8

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
LSPD HP

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
hit hit hit

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
cLK cLP cMP Lariat, VT
h.HK MP cMP Lariat, VT

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

Extackle from close range is not a true block string, mash flex!

Second Aegis

VT2 charge is -2 ob. Flex beats raw VT2

lk knee hitting very low can be +

His wakeup headbutt (air borne from 3f) beats ground throw. MP and HP headbut lose to instant air spd when you're +2.

There are a few techs to counter his wake up DP. You can 1.Meaty with c.lk, if it whiffs, block on reaction. 2. Meaty with c.lk, then do a spd end with back. You don't need to react to anything, if he DP you'll block. 3.OS:c.LK>Vskill>s.MP. If he DP, your c.LK will whiff and your Vskill will absorb DP, if he block or get hit you can follow s.MP with LP SPD.

Safe jump set ups: You have pretty big safe jump window to play with. e.g. after hp/ex spd, dash>c.lk, if it whiffs, neutral jump mk is a safe jump, beats his wake up buttons, if your jump-in whiffs, you can block and punish his ex DP. There must be more safe jump setups in corner, test needed.

His s.lp beats our c.lp clean

If he walks forward immidaitely, his gonna do a manual timing f.mp, ex RBG has a chance. If he doesn't walk forward, he's gonna do a meaty s.hp, ex SPD beats it but ex RBG gets crushed. ex SPD also beats his dash up (-5) shenanigan. lk.knee is common followup too, air spd if you are prepared.

CA is -47 ob, it's minus enough to do a full jump-in punish

His wake up VT would trade your meaty hit and kill you. Keep it in mind. Meaty/delayed throw beats it. You can kinda wait and confirm the VT flash and spd thru the mirror.

Frame traps have huge gap, vulnerable to ex RBG. Long range buttons all have slow startup, vulnerable to ex/lp spd if he likes to use them in frame traps. e.g. c.lp>c.lp>c.mk can be SPDed. Basically 3 hits frame trap won't beat ex/lp spd, you can grab the 3rd hit. The 2nd hit can be grabed if the distance is far enough

Zangief

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f) 25f
Flex OS: cLP > cMP xx VS against VReversal: +?

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Test cLP HB cLK HB

2l MK vs bjump

2l HK 1m1l HK cLP HB vs bdash cLK HB vs bdash 2l cHK vs bdash 2l HP vs bdash 2l MK vs bdash

Punish sweep

Ankle distance Max distance µwalk helps?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish
cLP cMP LK exSPD
MP cLP LK exSPD
fullHP cLK Lariat
fThrow HP VT

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

No VT2 on, cannot HP, will get flexed

VT2 on, HP, if opponent flexes VT activate grab

ジコケン映像ソース

ザンギエフの強い技・通常技

【重要】トリガー中のザンギエフ対策

【さいごに】ザンギエフに対して有効な立ち回り

Old Zeku

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +9

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
L/EX SPD L/EX SPD yes

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
If does not hold up If does not hold up whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral

We can hit our jMP from reallyyy far if they empty Hkoku (empty EX SPD better though)

Dash spd punish his CA. Raw VT for damage

s.hp can armor thru his c.mp

Young Zeku

Checklist

Backwalk (zangief forward 3.05)
Backdash (zangief forward 25f)
Flex OS: cLP > cMP xx VS against VReversal: +? +9

Post LSPD mixups

Button Blown up by
backdash
backjump

Notable mixups

Punish sweep

Ankle distance Max distance µwalk helps?
M/EX SPD M/EX SPD ?

Opponent block > backdash against cLP xx Lbear. Does the bear hit?

After HSPD After exSPD After EXAirSPD
whiff whiff whiff

Button affinity

Button Answer

Punishes

Blocked Punish

Blowup frametraps

Sequence Punish

Jumpins

AA Blowup

Flexes

Flexed Frames

Opponent Oki

Down Oki

Opponent Mixups

Trigger Situation

Neutral