RE: [CPT-FGC] Re: Hi

  • From: Wynand-Ben <paashaasggx@xxxxxxxxxxx>
  • To: "cpt-fgc@xxxxxxxxxxxxx" <cpt-fgc@xxxxxxxxxxxxx>
  • Date: Mon, 20 Jan 2014 11:30:10 +0000

According to that thing Makoto has 8-2 matchup advantage vs Vega...

Sorry GRS :(

Date: Mon, 20 Jan 2014 13:20:52 +0200
Subject: Re: [CPT-FGC] Re: Hi
From: ryan820509@xxxxxxxxx
To: cpt-fgc@xxxxxxxxxxxxx

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.

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