Checked out the site. I don't agree with Guy vs Sakura being 5-5. It's more 6-4 in her favour imo. She beats him on the ground with focus (nullifies cr.LK pressure, which is preferred because it hits low and has a 3 frame startup), st.RH (beats or trades with all of Guy's good normals), cr.MK and Tatsu (hell, even her fireball deserves a mention). She can stuff Bushin flip attempts in the air or on the ground, and jump-in attempts get stuffed for free with cr.FP. Her pressure game is far superior to Guy's and she corners him a hell of a lot easier than he can corner her. Guy has to take risks to stand a chance. Sakura doesn't have to do much. Guy can beat Tatsu with st.RH and st.MK, but it's still risky as hell because you're anticipating instead of reacting. Bushin Flip can also be used to counter it, but you'd have to know it's coming. Her cr.MK is also effective at those ranges for stuffing footsie attempts and can lead into a free Shoryu when confirmed. Guy's primary strat would be to knock her down so that he can at least go for mixups on wakeup, but this is easier said than done. He has st.MP, which can be OS'd with bushin run into slide for knockdowns, but is also risky to use at that range. His cr.MK is good for dealing with focus attempts on wakeup but won't help much further away. Cr.RH is good for long range punishes but you have to be on point. Run-stop pressure can interrupted quite easily by Sakura, so there goes the pressure game. Target combo on block or st.MP into LP shoulder is unsafe and can very easily be interrupted, so forget about chip. I suppose a Guy player would have better success playing random rather than playing by the book. Checked out the Rose matchup and it's supposed to be 6-4 in Sakura's favour, but I feel it's even. If Rose can keep her out, Rose wins, but if Sakura gets in, it's over. It just comes down to who can screw up first. Rose has a better time dealing with tatsu spam than Guy does, thanks to st.RH and f+RH. She doesn't really need her fireballs unless it's max range and Sakura's fireballs pose no threat. Her Soul Spiral is excellent for dealing with focus and for escaping corner situations on wakeup (also good for chip if spaced correctly). Her cr.FP is very effective against jump-ins, as is her st.FP (when used at the right ranges). Another thing that really helps against Sakura on wakeup is Rose's close st.MK, which blows up throw attempts and creates mixup opportunities. U2 can help keep Sakura at bay and can be used for setups. I definitely favour Rose in this matchup. I'd say I'm comfortable with Rose than Guile in this matchup, even though Guile also has effective tools to keep Sakura out. On Mon, Jan 20, 2014 at 9:41 AM, Ashraf Barendse <ashraf.barendse@xxxxxxxxx>wrote: > Here's a cool sie for finding SF4 videos. > http://www.sf4tube.com/ > > You can choose your character, choose matches they win or lose, and > against which characters. 98% of all possible match-ups are covered. > > I've also started playing a bit of Rose. She's a nice fundamentals > character. > ========================================================================= > You are subscribed to the Cape Town Fighting Game Community mailing list. > > //www.freelists.org/list/cpt-fgc >