Abel - 6/4
Based on event hubs tier chart
Last updated: 11/30/09
Akuma - 5/5 [need data]
Balrog (Boxer)- 6/4
After reading the entry below, be sure to brush up on HAV's counter points here: http://forums.shoryuken.com/showpost.php?p=7804441&postcount=41
From x Z 3 2 x:
I play against Abel the same way I play against Chun-Li. I am writing this, assuming that you have become proficient in performing your moves, techniques, strings, links, etc.
1. Keep the distance and spacing correct and try to make him pay for his little mistakes even if it's for some chip damage. Another important thing is to knock Abel down. If you have a Tiger Option available, use TK or TU.
... Abel doesn't have any good jump-in strikes besides his cross-up.
Just Tiger Uppercut him out of the skies, or use s.:hk:/:r:+:hk: to control the air.
After you make it clear that you control the air, he's going to be forced to roll. Don't be afraid to pressure him with Low Tiger Shots. The trick is to distance yourself properly so that if he rolls, you can hit him right at the edge of your s.:lk: (Tiger Option). This is also the distance where he cannot command throw you, or throw you. So even if he rolls past a Tiger Shot, you have the option and correct distance to TK him safely. If he rolls close to you, just throw him or get out of the way.
Eh.... As an Abel player, I gotta say, I'm not concerned at all with Tiger Shots. Abel jumps over or rolls through those easily. Either that, or I focus them. Having Abel focus or roll your Tiger Shots really isn't good for you. As I focus or roll, I'm building one of my meters that will allow me to completely shut down your fireball game. EX Wheel Kick goes through fireballs, so I don't have to wait until I get Ultra to punish you for throwing them. Obviously, allowing me to focus your Shots builds me meter for the Ultra, which shuts down a large part of your game. Throwing fireballs builds your meter, sure... but at the expense of building Abel's, which, IMO, is more important in the match-up.
Your tricks to deal with Abel's rolls won't work on a good Abel. I'll just roll through your Shot, and end at a range that doesn't really benefit you at all. Too far to hit me... too close to attempt another Tiger Shot... a pretty good range for me, and you just... gave it to me... for nothing, really. This is not the range where you want to be against Abel. Too much can go wrong here for you.
2. Once he's got his Ultra meter. It is a good idea to become aggressive and attack him. The reason why I say this is because Abel has the ability to play Rock, Paper, Scissors with you. If he has the option to Ultra through your Tiger Shots. This, gives him the ability to become VERY aggressive. Abel's attack options consist of all three CQB (Close Quarter Battle) attacks.
...Strike, Throw, and Command throw. Yes, he is like a mini-gief, except not as predictable because he can FADC out of certain moves. This usually poses as a threat after his :mk: dash-in or cross-up. Abel has way too many options to hurt you if he engages you with EX meter. So keep your eyes on that.
If you wait for Abel to get Ultra, and then get aggressive..... you'll lose to any decent Abel. By the time Abel gets Ultra, you either want to have a good lead to lame him out, or you wanna be already playing aggressively, and have Abel knocked down on his ass, so you can keep up okizeme pressure. Waiting for Abel to get meter, and then going in allows Abel to thwart your attempts to get in, and land his Ultra a lot easier.
... Your TU will beat out everything besides his... block.
Yes, and no. Sure, it will beat any attack, but smart Abel's know you wanna uppercut when the going gets tough. Smart Abel's will sprinkle in their roll into the offense when they anticipate TU's and will punish you HARD. Don't rely on this move too much. Obviously, it's good in a lot of scenarios, but it can also be your downfall.
STAY OUT OF THE CORNER!
Abel will mix you up all day with his cross-up, if you get caught in the corner. He can cross-up :mk: and CQB you to death. This is because his Tornado throw
will throw you back in the corner. And since you cannot Quick Stand after a throw, he will be given the option to correctly time his cross-up every time he lands it on you.
Your main focus of this match is dependant on how well you can zone him (the obvious), and how well you can profit from hunting him down when he has his Ultra.
The reason why I say you should become more aggressive when he has his Ultra is because of your ability and ease to be more explosive/random with TU FADC. Unless he baits for it. Most Abel players land their Ultra through a poor Tiger Shot, or after c.:hp: to launch you.
Study it, and notice how most of the methods used to land his Ultra are from CQB FADC c.:hp:. While he can still c.:hp: you if you jump-in, it's risky for Abel because Sagat's j.:mp: is a good tool to stuff it out, possibly leading to TU FADC Ultra.
1. Find the areas that he uses to play Rock, Paper, Scissors. Stop or avoid it.
2. If he's sitting comfortably in front of you, he's in good rolling or cross-up distance.
3. If you get caught by his c.:hp: roll c.:hp: roll combo. After the second roll, it's rock, paper, scissors.
4. Keep your rhythm, because it's harder for Abel to keep his. Tiger Uppercut FADC is the best rhythm interrupter tool in the game. Use it wisely
Blanka - 6/4
- Dash Straight (Charge b, f+P). The LP and EX versions are safe on block, especially when only the tip of Boxer's glove is blocked. The Dash Straight is the most used special move for strings because the LP version is very safe when performed from the right distance.
- Dash Upper (Charge b, f+K). The LP Dash Upper along with the EX version are safe on block. The rest are punishable by an HP Tiger Uppercut. This special move whiffs entirely if you are crouching.
- Dash Low Smash (Charge b, df+K, armor break). When in range, all version (beside the EX version) are punishable by an HP Tiger Uppercut.
- Dash Low Straight (Charge b, df+P). All variations of this move with the exception of the EX version are punishable by Sagat's st.HK if Boxer is close enough. This attack must be blocked low.
- Dash Swing Blow (Charge b, df+P (hold P), armor break). All versions of this move are punishable on block by an HP Tiger Uppercut. This attack must be blocked high since it is an overhead. Train yourself to block this move on reaction. When the EX Dash Swing Blow successfully hits Sagat, Boxer may not follow up with cr.LPs for a combo; however, cr.LKs and cr.HKs still connect.
- Turn Around Punch (TAP) (Hold PPP/KKK then release, armor break). This attack has invincibility frames on start up, which may be used to go through fireballs. The first release is safe at -2 on block against Sagat. All other releases can be punished by an HP Tiger Uppercut.
- Be careful when punishing. Boxer can FADC all of his special moves with the exception of the Buffallo Headbutt (Charge d, u+P).
- While blocking his ultra combo, you can interrupt him before the last hit ever comes out using your own ultra combo or even a regular Tiger Uppercut. This does not seem to work with his super combo, though.
- Boxer can be thrown out of any EX rush attacks. Sagat's st.HK can stuff them as well when timed properly. Beware of EX Dash Straight (Charge b, f+PP). If only the tip of this attack is to hit, you will get punished if you try to throw or stuff him with a st.HK.
- Respect his ultra combo. He can buffer it from a forward dash and punish you if you throw Tiger Shots carelessly. Fake Tiger Shots using QCB+P to make it harder on him.
- Boxer's offense is annoying to say the least. Expect a barrage of cr.LPs into tick throws. His footsie game is also one of the best in the game because his movement is very fast. Boxer players like to dance around at mid range and throw out cr.HKs, st.HKs, st.HPs, and st.LPs. He has no cross up attacks from the air. However, Boxer players still like to "fake" cross ups and throw you or use cr.LPs upon landing on the other side. One thing to note is that a Buffallo Headbutt may be used to create cross up scenarios in corners. Also, you NEVER want to be cornered by Boxer. It can be really hard to get out.
- Too bad that Boxer's defense is not as scary as his offense! He is kind of "free on wake up", as EmblemLord would say. If you time a meaty cr.LK correctly (which should recover in 6 frames), there is nothing Boxer can do to hurt you. All of his Headbutt special moves are 11 frames. They are too slow to hit Sagat. EX Headbutt is also 11 frames. Too slow. Boxer's super combo is 10 frames. Too slow. Boxer's ultra combo is 11 frames. Again, too slow. Good Boxer players will most likely start backdashing then. Use that opportunity to punish them with a jump in attack or a kara LK Tiger Knee (f+HK version). Kara HP Tiger Uppecut (f+HK version) probably works as well.
- Because Sagat is no match for Boxer's superior up close and footsie game, you must zone him. Stick to throwing a lot of LP and LK Tiger Shots at Boxer. The reason for this is to hopefully recover in time when he does an EX rush attack or a TAP. Do not be afraid to use Tiger Uppercuts on reaction. If Boxer absorbs a LP Tiger Shot and you recover in time, use an HP Tiger Uppercut to punish him. Same thing with the TAPs, which are particularly slow at 30 frames. Bait him by throwing LP or LK Tiger Shots. Then when he goes for the TAP, react to it and counter him with an HP Tiger Uppercut.
- Boxer is one of those characters whom f+HK will miss a lot on after Tiger Uppercut -> FADC. This even happens a lot to Mago. If in doubt, just do the ultra combo immediately after FADC'ing.
This is because he falls slower, so keep this in mind that if you want it to hit, you have to put it in later.
Coincidentally, because he falls slower, in the corner you can EX Tiger Knee -> Ultra him (dhalsim too, nobody else afaik). Works the same as EX tiger shot ultra, does more damage though. Great way to finish the match if they're at low life. You don't get the full ultra because it's the corner though, just like with EX shot -> ultra.
- Focus attacks are good against Boxer because he likes to stick out heavy attacks at mid range, such as cr.HKs and st.HKs.
- This is a match up in which kara LK and MK Tiger Knees (f+HK versions) are useful because Boxer players like to hold d/b at certain distances waiting for you to make the first move, so they can react to it and punish you. Kara Tiger Knees will give them something to think about, and they also allow you to create some space. Be careful with too many Tiger Knee strings, though. While a regular Buffallo Headbutt may trade with the Tiger Knee in strings, an EX version will surely out-prioritize you leading to a possible ultra combo leading to the corner, which is not where you want to be against this character.
- Speaking of corners, do not panic. Do not spam Tiger Uppercuts. Stay solid on defense. Stay patient. Understand that getting out will not be easy. It will take some time before a chance arises to escape.
- Recent Videos:
Mago (Sagat) vs. R-Chan (Boxer)
Mago (Sagat) vs. Marn (Boxer)
Mago (Sagat) vs. Belbeljin (Boxer)
- Tough match up for Sagat because Boxer will definitely test your defense. However, Sagat has the advantage due to his excellent zoning tools and his higher damage output. 6:4 match up favoring Sagat.
This match is about keeping rog away, and if he comes close to make him wish he hadn't. If a bit farther than midscreen throw low tiger shots and high to catch him when he tries to advance with headbutt, and if around midscreen throw slow and fast tigershots to mess his timing on his turnpunch. Watch out for his EX, you can either s.RH (doesn't work on all his ex punches for two hits), medium kick tigerknee (breaks focus and hits ground), or my personal favourite backwards grab. Throw them to the other side to get your fireball pressure restarted, and make him work to close in again.
Up-close tigerknee pressure can be used to great effect against rog, his hitbox seems to be perfect, just standing far jab, tigerknee light, repeat. The standing far jab catches them if they try to jump (as opposed to standing light kick), hits them when crouching or standing, and is the correct distance for safe tiger knee. However if he blocks your tigerknee standing i believe you can be punished, so be cautious. In the corner he can be trapped with tiger knees, after each tiger knee or before you perform one, look out for ex headbutt and act accordingly. And don't forget your TU deep, since it beats any jump-ins rog tends to use. Also word of advice, do not focus, if he is jabbing it will beat you, and many of his attacks break focus. Also when knocked down do not go for a cross, he can headbutt away safely. Simply attack him head on with an overhead, low lightkick, or grab, and watch out for his headbutt reversal.
Rog can also catch you with a dash ultra if you throw a tigershot and he anticipates it, so if he has an ultra do not be predictable with tigershots and throw them sparsely.
When you're zoning and he TAPs at a distance, you can TK medium kick. If he's still in recovery he'll get hit, if not and blocks you're safe. Up close be careful and throw high shots, and change the speeds. If he manages to TAP hopefully through your high shot TU immediately, dash cancel shenanigans.
I've tested the cr. HP against Boxer and it's very effective. It's safer than the st.HK. It's because ur crouching. You can easily punish his dash attacks. If I'm not mistaken almost all his dash attacks.
Cammy - 6/4
I'll keep this short and sweet, because honestly, I have no idea why this was ever considered a bad match for sagat.
Like every character, find out of your opponent has a 3 frame move.... Blanka does not. That means up close you can spam crouching lp into ts to push him back and there's nothing he can do about it.
At the start of the match I dash backwards. This is the best way to start the match. Most blanka's will do a lp blanka ball into grab, or start with a slide. If you back dash he can't do either and he's open for punishment. He also can't jump in on you or do anything really. The reason why you don't jump back is because on the way down you can be hit by a fierce blanka ball. Dash back is your best option.
During the match spam low ts's, all day. Make blanka want to jump in - tiger uppercut him. That alone.... is enough advice to never lose to blanka.
Punish his blanka balls with tu's on reaction, the damage adds up. If you see an EX blanka ball coming, block high, punish with low EX ts.
If he does rainbow ball (comes at you in an arc motion) you can focus, dash up and combo him - or block, then raw ultra him. Depending on the distance, the rainbow ball can be a cross up - but can be punished the same. Just block accordingly.
if your tiger uppercut reaction timing is weak, you can focus attack jump ins because blanka jumps high, and his roundhouse puts his long feet out first. By the time you absorb the hit, and he lands, you have already released focus and he's crumpled.
Like most matches, do not jump. Especially in this matchup.
Do not cross him up on wakeup, the noob will spam punch and shock you or blanka ball with up + kick for a hit.
All you have to do is zone, and when he's in slide distance, fake tiger shots. As much as you can focus attack and punish a slide, I wouldn't hold focus at slide distance, too many of blanka's moves do armor break and he also has that dash move where he hops in your face and can grab you before you can release focus (fwd + 3 punch). Also, depending on the distance of the slide, it's safe on focus. Only a deep slide can be punished with a focus attack. It's just not worth focusing in this matchup really when you have so many better options to choose from.
Blanka's ultra is a joke unless your opponent can do the ambigous cross up ultra on your wakeup. But, then again, I only met 1 person who could do this right. This is how you block the normal ultra.
1. startup: block low because the ground is shocked - you don't take damage at this point, but you get stunned and can't move.
2. 2nd phase: block high, this is when the blanka ball ultra leaves the ground. If you block low you will get hit.
3. 3rd phase: block low again
4. Punish with your ultra right back.
Also - a lot of people get chipped to death from blanka's ultra. If you have ultra, you can ultra him back for free. Do your ultra so you can hit him when the blanka ball is in the air, go to training mode and practice this. You will never lose to him again.
Blankas love to do River Run (that slide move) so when you're in that range, use focus to absorb -> free ultra. Smart Blankas will use ball to break your focus, so be prepared to cancel out of it. To land the focus, wait till he hits you with the slide, then wait an extra second before releasing. If you release too early, you will whiff.
Also, Blankas love to do full screen EX-ball hoping to catch you in the middle of a TS. If you block high, then do reversal EX-TS, it is a guarantee hit. The timing is strict, and you MUST block high. Blocking low doesn't work because you will still be in hit stun. This has something to do with the fact that when you block high your hit box size changes, and Blanka's ball hits at a different active frame, thus giving you enough time to get the EX-TS off before he recovers.
Also, if Blanka does Ultra at point-blank range, you can use EX-TU to get over it and not take the chip damage. Sometimes you can even trade, but the timing for trading is difficult.
For ambiguous cross-up, there's a Blanka player here that does it nearly every time. After a forward throw, walks up a bit and unleashes ultra. It's a 50/50 mixup, you can't tell where it's going really, you can try guessing, but sometimes what was a cross before at the same distance isn't now. I was in training with this Blanka trying it out and I couldn't guess correctly each time no matter how many times we did it, it truly is 50/50. If you're in that situation and you have an EX bar try ex shoryuken to get out since you don't want to get caught in guessing, but sometimes the ex shoryuken goes out the direction the ultra was going, and you'll be hit by his ultra on the way down.
Also for a blocked ultra, to punish with most damage, after you've blocked low then high, block low again, and as soon as his last hits finish with the ultra and you're in a crouching poisition, f+rh twice immediately then ultra for maximum punish. You have to be in a crouching position at the end of his ultra or your f+rh won't connect. And if no ultra, just f+rh twice ex hado etc.
Against Blanka, like PlaygroundLegen said, I spam the crap out of Blanka with low TS, but I also use many short jabs (cr. and st.) between the shots. When they do their horizontal roll I just jab them out of their roll, even EX rolls! (but it's better to block and do the low EX TS). Most Blanka players will fall for it, because they rely very much on their rolls. Normally I turtle a lot in slide range: when they roll I jab them out of it, when they jump in I TU them, when they slide I punish them with a combo or just TU/TK/Throw. In mid range or close range it's difficult to time the TU right, a short jab is much safer. You can also roundhouse (fw.HK) and Ultra the rainbow roll (backwards roll).
Learn the BL players habits. Most players use different routines to attack. A good blanka I've played crosses up really nasty and is hoppin left and right making you guessing wether he will throw, cr. HK or smthin else. Even he had a pattern and many times I could TU him or just throw him when he was doing it.
From r00ster: if she cannon drills from far away do a focus attack and just tiger uppercut her aerials. That should about do it if you get a trade or a focus crumple you can take 30%+ from poor old cammy. Be careful about using to many tiger shots if she focuses one and then does her ultra and catches you it can hurt
You are probably getting fucked up by jab jab short spiral arrow cannon spike, cancel, cannon spike nonsense. just fucking block!
1. Throw low tiger shots all day, make her jump, DP her.
2. Don't jump in at her, she has a DP move.
3. Hooligan throw: HOLD DOWN BACK, NOTHING WILL HAPPEN TO YOU. PROMISE!!!!
4. Bait random cannon spikes.
5. "The only consistent thing I've seen is punishing her Cannon Drill with a tiger uppercut." no shit, your TU is an anti-air. her cannon drill comes from the sky (might have the terms mixed up, but i think spiral arrow is low, cannon spike is a dp, and cannon drill is that aerial looking spiral arrow).
6. I assume you're playing on xbox live and getting whooped up on.... That being the case, don't try to throw her, the kid on the other end of the interwebs is mashing DP whenever you're close and you keep getting hit..... block!
7. When you block her super and ultra, block low.
From Neemo6: Kara tu (hk version) connects after blocked cannon spike.