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. > ========================================================================= > You are subscribed to the Cape Town Fighting Game Community mailing list. > > //www.freelists.org/list/cpt-fgc > > >