Help against fast, aggressive players

I found out the hard way that people can interrupt B:4 into JagA (assuming they block the B:4), ofcourse they would have to do a quick WS move i.e. mitsu WS B, but it can be interrupted, I found this out when I played a mitsu that didnt know a thing about sieg so he just tried interrupting everything, had to resort to other tactics =(
 
Krokpot: as Botsu was saying, the advantage/disadvantage changes every time a move hits or is blocked. example

CH 1K > 1K (technically FC K)

you are +2 advantage on the opponent so you do another low kick

-if the enemy attacks with something too slow (they must do a fast high to beat it, some characters can't at all) they will be counterhit again and you will once again be +2
-if enemy blocks standing it will hit on normal hit, you will be -4 because low kick only gives advantage on CH. this means they can frametrap you now even though you hit them
-if enemy blocks low, you will be -14 and they will be able to punish if they have very fast FC/WS moves. almost no characters can get worthwhile block punishment for a low move this safe, but keep it in mind. also, in this particular attack series, this is the least likely thing to happen, as people generally do not low guard simply to block 1K. if they do you can do things like CH 1K > WS B to hurt them for crouch guarding

there's more to that scenario than that but that's the basic stuff

hope that helps
 
I found out the hard way that people can interrupt B:4 into JagA (assuming they block the B:4), ofcourse they would have to do a quick WS move i.e. mitsu WS B, but it can be interrupted, I found this out when I played a mitsu that didnt know a thing about sieg so he just tried interrupting everything, had to resort to other tactics =(

Yeah, I normally just end up keeping them in check until they finally get tired of getting CH 3B'd.
 
i think that waiting for a move to punish is good. if there rly on u then just GI its rly not that hard. but then again,wat do i know im just a newbie. 3B for the punishing move
 
If they keep waiting, the gauge is breaking. I've had a lots of CF's recently. Also, regarding GI, if you can guess between B:4, jagA, and SCH (which can be delayed to any point) or GI any of those on reaction, then these will no longer work. lol

But, i'm assuming most people can't do that.
 
You're saying you use SCH (fully charged to 2) to gain frame advantage:

Are you roulette'ing into that for loops (B:4, 2_8B+K, SCH )? That seems to scream "interrupt me!" or "sidestep me when you see SCH charging" even with the +4 frame advantage from B:4.

Are you just assuming your opponent will turtle?
 
I have roulette'd into it yes. You can let go of the SCH B at anytime, which will cut both interrupts and sidesteps off. Just becomes a constant guessing game.
 
Ok, I'm new here and I need help against Cervantes. Particularly against his overhead teleport online. I'm a very offensive player who relies on keeping momentum and his teleport, if I don't see it coming, is an instant end to that. If i can anticipate it before he actually teleports I can sidestep no problem. The problem occurs when I dont see the move until he is already in the air which by then I have never been able to move in time to evade it so I'm forced into blocking it. In short I don't kno what to do after the block because they can follow with another 4B+K or even worse a combo starter. So I"m asking whats the best course of action in this situation when the opponent can apply soooo much pressure

On a side note, considering what was said about A+B, should I remove it completely from my game? Ironic that I'm a very offensive player and I use it so often lol. Normally I use it to fish for counter hit K out of SSH and alternate with SSH A+B. when the finally begin to duck I use SSH
 
Ok, I'm new here and I need help against Cervantes. Particularly against his overhead teleport online. I'm a very offensive player who relies on keeping momentum and his teleport, if I don't see it coming, is an instant end to that. If i can anticipate it before he actually teleports I can sidestep no problem. The problem occurs when I dont see the move until he is already in the air which by then I have never been able to move in time to evade it so I'm forced into blocking it. In short I don't kno what to do after the block because they can follow with another 4B+K or even worse a combo starter. So I"m asking whats the best course of action in this situation when the opponent can apply soooo much pressure

On a side note, considering what was said about A+B, should I remove it completely from my game? Ironic that I'm a very offensive player and I use it so often lol. Normally I use it to fish for counter hit K out of SSH and alternate with SSH A+B. when the finally begin to duck I use SSH


If they teleport that much, you should be able to guess with GI's. I play online too, and if you react to the teleport, than you can throw out a GI.

A+B sucks, but yes baiting them to attack after can make SSH work, but there are better options. iWS [A] for one, if you want the SSH transition.
 
I think A+B is great when your opponent is on the ground, especially in a corner. The trick is to just make sure you are not poitn blank range when you do it. The A+B B low also has a ton of range. It can be pretty deceptive at times. If A+B is blocked and you think they will do a short range move do the Side hold low A+B, if they do a slower move do the kick, and if they do a vertical you can always 8/2B+K dodge it.
 
I need some help fending off Maxi's block stun loops.

It seems no matter what I do, I'm reduced to either SCH roulette-ing to the side for a chance at kB crumple into SBH B tech trap, guessing what string he'll move into for a GI, or going for flapjack.

I used to use CHit 1K into CHit WS K followed by B:6, but the initial 1K seems to land CHit less and less these days leaving me fishing for a low swipe I can catch for WS K punish.

Tips?
 
you have to know maxi alittle bit

alot of his combos start with 6A, in which case alot of people use A right after to set up for a low/mid mix up, try to see if they use this alot and if they do learn to duck and punish

also maxi has a lock down move (well he has a few of those but heres one), A+Bg, A, the A can be auto GI'd with B+K, and if he cancels the A into a different move, SBH K should beat him out

my general advice would be to learn Maxi alittle bit just to see what he can do from what stance
 
In my personal opinion, the only thing you need to know about aggressive and fast players is that usually they're fools for being baited and guard impacted.

Just recognise what you're up against early on, find their pattern and start GI-ing the hell out of them. Works everytime. Know your opponent.
 
I wouldnt worry too much about GI is the opponent is constantly doing unsafe moves, if they are just collect free dmagae, if they arent then GI is an option
 
If you are facing fast characters your main weapon gonna be B6 and the secondary will be 3K; those are your main moves to interrupt and force then to guard more and more, and when they start to thing about just keep guard till you land a vulnerable move (easy one) be one step ahead and use as many throws as possible. Try to stop their step game using combinations of 1K, 1K; 1K, 2B_A+G; 1K, WR B; 1K, WR A. That's gonna be pretty much to stop them.

-Stryker-
 
Ok, I'm new here and I need help against Cervantes. Particularly against his overhead teleport online. I'm a very offensive player who relies on keeping momentum and his teleport, if I don't see it coming, is an instant end to that. If i can anticipate it before he actually teleports I can sidestep no problem. The problem occurs when I dont see the move until he is already in the air which by then I have never been able to move in time to evade it so I'm forced into blocking it. In short I don't kno what to do after the block because they can follow with another 4B+K or even worse a combo starter. So I"m asking whats the best course of action in this situation when the opponent can apply soooo much pressure

On a side note, considering what was said about A+B, should I remove it completely from my game? Ironic that I'm a very offensive player and I use it so often lol. Normally I use it to fish for counter hit K out of SSH and alternate with SSH A+B. when the finally begin to duck I use SSH


I had the same problem vs cervy online. I change my game against players that use the teleporting moves a lot. They tend to be not very good and they rely on the teleports way too much. If you play defensively and react to them you can just step the hell out of the teleports, they won't know what to do and you can pick them apart.
 
I typically rip people apart with 3(B) SCH B while they're trying to teleport, to keep them grounded. The problem I've been having with this, however, is when they get back far enough to teleport safely, and then they hit me when I'm in a stance. Once a Cervantes gets going, I typically turtle until I find an oppurtunity to sidestep a downward teleport and follow up with a 22_88B. I've also having quite a bit of trouble with Cervantes's A+B stun combo, mainly because some of the attacks tech crouch my 6K and 6A, and because I suck at shaking stuns. I also get raped by 3AB and 11A, but that's just because they're a bitch to block in lag.
 
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