Re: [CPT-FGC] Re: Hi

  • From: Ryan Williams <ryan820509@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Mon, 20 Jan 2014 13:32:19 +0200

Zeus disagrees *lol*


On Mon, Jan 20, 2014 at 1:30 PM, Wynand-Ben <paashaasggx@xxxxxxxxxxx> wrote:

> 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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