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Fei-Long by nosone
Version: 2.32 | Updated: 05/31/2009
don't get too caught up in being aggressive or you'll be eating counters for breakfast. Stay fast and avoid using big moves if you can. ================================= VS Zangief (30-70) [ZNG] -------------------- Ah, my favorite matchup (hah)! Most scrub Zangiefs think they can just out prioritize or SPD you to death since Fei doesn't have any projectiles. Fei, however, can deal a bunch of damage to Zangief in a relatively short amount of time, and is nimble enough to avoid most of Zangief's attacks. There are separate strategies for beating each of Zangief's moves: 1) SPD/Suplex: Quite simply, if you stay out of sweep range, you'll be out of SPD range. This idea is complicated when you factor in the movement range from Banishing Fist and whiffed HKs, but if you keep to the air, you'll be able to avoid either attack. Just keep jumping up/away from this one. 2) Spinning Lariat: Scrubs spam this one a lot because of its high priority. There are two versions to watch out for; make sure you can distinguish the sounds that Zangief makes as one spins shorter than the other. This attack is easily avoided or even defeated by a number of Fei's moves: [a] c+MK will keep you low enough to avoid the move and has the range to keep you away from SPD following the attack if used at MAX range. This can be grabbed if you hit 'Gief somewhat deep. [b] CW about 1 second after the startup of the Lariat; at this point CW will beat out the Lariat and you'll get free shots on Zangief--just remember to follow up with a ShienK or jump away to avoid SPD. Use MK/HK/EX CW for a frame advantage. [c] Against the longer Lariat, RKK after the 3rd spin (when he stops yelling). [d] If 'Gief does this over you when you fall, you can block low or use MK ShienK to trade hits (you'll do less than he will though). [e] If 'Gief advances with this move, do u+HK to avoid the startup and to hit him the second after. Follow up with EX ShienK for big damage. [f] If 'Gief is doing this at distance, advance slowly. Chances are he's just building meter for Supers/EXs. If you must, let him be, as his Super and EX moves can be avoided with the strategies below. 3) Power Bomb or EX Power Bomb: This can be scary at first, but once you practice against it a bit, you'll see this as an opportunity to strike rather than run. Bombs have the same grab range as SPD, but cover some ground as well. The trick is to get Zangief while he's running (obviously). Use j+HK against the normal version and combo from there. For the EX version, you should consider using u+HK instead as it allows you to time the attack easier; make sure to follow up with HP> EX ShienK to avoid being grabbed. CW or j+MK cross-up is also perfect to counter this. 4) Banishing Fist: 'Gief uses this to advance mainly; damage is a secondary consideration. To avoid this move, just keep jumping and using backdash to screw with your opponent's spacing. If you get hit with it in the air you'll be knocked down, so at least you won't have to worry about SPDs. u+HK is great for taking advantage of an advancing 'Gief. Always mind spacing as the EX version can take a mean bite out of your health. Conversely, if he comes short, you can punish Zangief REAL hard. If Zangief doesn't have meter, you can gamble a Focus Attack around mid-range; the regular Banishing Fist will be absorbed and you'll get a free chance to throw out a Super/Ultra. On block, HP> ShienK. 5) Jumping attacks/cross-ups: 'Gief's jumping attacks can do quite a bit of damage, but his air game isn't as frightening as his ground game. You can usually tell when 'Gief is about to jump as it takes a while from start to finish. Usually, you can beat out his jumping attacks with u+HK or at least trade in the air. Against cross-ups, use CW as a reversal to run away from your wake-up spot, or learn to block in the right direction as cross-up traps can be very annoying. Again, MK ShienK will trade hits, and you may end up on the losing end. Use it with discretion. Use Focus Attacks sparingly, as Zangief can switch up to a throw if he sees that you've absorbed his jump-in. 6) Jabs: If he gets one in, he'll get more. If you get caught in these jabs, you're going to take damage. Don't get into a jab war with 'Gief as he can switch up to a Banishing Fist and SPD you. If you're lucky, you might be able to catch a MK ShienK on one of his whiffed jabs, although the timing is somewhat strict. Don't stick around to get thrown after this. Make sure you take to the air when facing Zangief, and always watch spacing. If you can get the First Attack, just back off and make him come to you. Use proper timing to stuff his jump-ins as those provide him opportunity to get close. Switch to offense at irregular intervals for free hits, as the 'Gief user will likely try to muscle his way through the entire match. Jump-ins are not recommended as the Spinning Lariat has enormous priority over most attacks and will put you in a position for cross-up traps. Rules are meant to be bent, however, so if you DO see an opportunity for a jump-in, take it and combo to avoid being grabbed. A useful tool for scaring off an advancing 'Gief is RKK. Use this not only for chip damage, but to force Zangief to approach cautiously (and likely much more slowly). By throwing out one of these, you give yourself a chance to do free damage and push Zangief back to the other wall. After this first experience with the RKK, Zangief will likely switch up his methods of advancing to using specials or jump-ins, which you can thwart with good spacing and well timed attacks. From here, you can either continue to counter Zangief, or take advantage of his cautious movement to wait out the timer for the round. If Zangief starts to become aggressive with jump-ins, start using HK/CW/ShienK to catch him in the air, or begin backdashing. By backdashing, you'll at least be out of his throw range when he lands; if he tries to do an SPD, you can follow up with RKK at this range. Overall, you need to be extra careful in this match, as Zangief can punish you pretty badly with only a few hits. If Zangief whiffs a Banishing fist in front of you when he has a full meter, you can consider most of your health gone. Be more patient in this fight than usual, as haste will likely cost you the match. You may wish to consider just waiting out the match rather than finishing him off, as poking him too much will allow him to charge up his Ultra; this will usually turn the match in his favor if you screw up even once. Advantage to Gief: 1) Jump-ins will lead to SPD when blocked. 2) Well-timed Spinning Lariats can knock you out of anything. 3) HUGE grab range; this makes spacing difficult. 4) EX Banishing Fist comes out fast and hits for BIG damage. 5) Gief can turtle/counter-punch, reducing Fei's offensive options. 6) Fei must play much more defensively, or suffer from an SPD to the face. 7) Gief's Super/Ultra does enormous damage, and is easy to land if he blocks a special ================================= VS Akuma (55-45) [AKM] -------------------- Watch for Akuma's air fireballs as those are typically used as combo-starters, whereas horizontal ones are just for damage output. Stay mid to close range with Akuma, and watch for low attacks as he can chain those into LK Tatsumakis, SRKs, and Hadoukens quite easily. Akuma's main pressure tool is his standing HK which is a relatively safe, highly comboable attack. If you're hit by this expect the following BnB combo: HK> c+LK> LK TSK> HP SRK. This does a LOT of damage, so you need to constantly watch your spacing and be on the look out for the HK. Focus is difficult to pull off in between the two hits, though you may be able to catch the last kick with it. Block it to be sure, and then work to move out of Akuma's combo range. Although you won't see scrubs use it, try to familiarize yourself with the Demon Flip and its trajectory. This is a move that you can easily counter with ShienK, CW, or a jump kick, but if you miss, you open yourself up for one of Akuma's million-hit attacks. A strong basic strategy against Akuma players is to close in with CW spam with care in dodging air/regular Hadoukens. Once you've cornered him, stay about mid-range to bait another Hadouken (which you can CW past), Tatsumaki, Demon Flip, or Teleport. These are largely non-threatening moves which you can easily deal with or counter. This is also the prime range for throwing out a CW to begin pressure play and mind games. Here, you can take shots at Akuma while he searches for options out of the corner. Keep as many of your options open as possible in order to keep Akuma in check; this means keeping an eye out for any moves that he tries, and to use attacks with low recovery to keep Akuma guessing. When Akuma has full meter, watch for his Raging Demon as you come down from a fall. There is enough recovery at the end of CW or a jump-in for you to be caught by this move, so move fast. If used out of the blue, you can jump over this move or counter with CW or ShienK. Jump backwards or straight up to gain the advantage; a forward jump will not allow you to punish the attack. Thanks to Akuma's short health bar, this match can end relatively quickly as your opponent is not given ample opportunity to learn your game, habits, and patterns. Take advantage of your superior mix-up game; combine throws with pokes and ShienK counters to keep Akuma guessing. Even c+LK spam will do decent damage to Akuma, so no technique is really off limits here. This battle requires a good combination of the 3 Fei-Long styles mentioned above. Advantage to Fei: 1) (EX)CW to dodge Hadouken spam. 2) Fei's counter-puncher style and large single-hit damage will make Akuma reluctant to close in. 3) Battle ends quickly, Fei's mind games and your patterns can be safeguarded from watchful players. 4) Akuma can run, but Fei can Chicken Wing! 5) Akuma's reliance on combos will make it difficult to score large damage on a nimble, in-and-out Fei (must work for his meal). 6) Akuma cannot actually combo into his Super/Ultra. ================================= VS Guile (60-40) [GYL] -------------------- I really used to hate this match, and against good turtle Guiles I still kinda do. This is the first charge character on the list, so let me drop a few tips to start: 1) When a charge character is walking forward, he's not charging anything. If he does a stutter step forward, he's just dropped his charge and won't be able to do a special. Use this knowledge to advance safely as Guile will need to walk or jump in order to put any kind of real pressure on you. 2) When a charge character is standing, he's not preparing a downward charge. This means that if Guile is just walking backwards, the only special that he can do is a Sonic Boom, which has a predictable trajectory and is not meant as a counter-attack. 3) After a charge attack as been launched, you have a little less than two seconds before the charge character is able to launch another. That means you won't see Sonic Boom> Flash Kick, although specials CAN be canceled into a Super, so be mindful of the meter. 4) Charging can be done in the air, after being knocked down, between attacks, and in a block. If you see a jumping guile, do not assume that he won't have anything charged up when he lands. Instead, attack him in the air, as that's when he can't use specials. Now let's look at Guile: Scrubby Guiles will use his Sonic Boom, low sweeps, and Flash Kick to maintain a turtling defense. To beat these Guiles, you'll need to turtle to bait their attack. This lures the scrubs towards you, allowing you to step INSIDE his Flash Kick range. Once inside, effective pressure play and cross-ups will keep a Guile pinned down. Watch out for Flash Kick reversals as they're pretty fast to execute. Power wise, they're not much better than SRKs, but you just don't want to be pushed away from Guile if you can avoid it. Avoid jumping in if Guile is just crouching, as that will usually lead to a FK. Instead, walk in an irregular pattern: 2 steps forward, 1 step back; 3 forward, 4 back; etc. This will throw Guile off and prepare you to block an oncoming FK or Sonic Boom. (EX)CW will also catch a Guile in between Sonic Boom animations so use it when you can. Pro Guiles are much more offensive in nature and will not require luring. These Guiles use pressure play to keep you in the corner where they can throw you, FK you, and spam Guile's normal moves (which are really good BTW). A basic opener for these Guiles is to throw a slow-moving Sonic boom and proceed to advance along with it, or jump to catch you from above. Depending on the spacing, you can CW over the Sonic Boom, FADC it, Focus Attack after absorbing it, block it, or EX CW THROUGH it. Obviously, the last option is best as this allows you to catch Guile off guard, although Focus Attacks sometimes throw them off as well. Some of Guile's slower normals make for excellent opportunities to ShienK, so try to buffer the motion whenever you're blocking. The easiest move to catch this with is one of Guile's favorites: the double sweep. You can usually catch the second sweep as it's winding up, but you need to be specific with your timing as you can also end up getting hit, or hitting too late. Guile's FK is also a golden opportunity to launch your specials, Super, or Ultra if he whiffs or if you block it. Try to remain passively-aggressive when the Guile player begins putting pressure on you, as this will keep him from getting too confident. If you can throw some well timed EXs, Supers, and Ultras, you'll be able to force the Guile into a turtling position, where you can proceed to pressure HIM instead. This match is somewhat give and take, as a good Guile player will know when and how to switch between offense and defense to disrupt your play. If you can do the same, you stand a good chance of winning. Advantage to Fei: 1) (EX)CW, FADC, and jumping will beat Sonic Boom advance. 2) Flash Kick recovery is easy to counter with any special, Super, or Ultra. 3) Faster pokes at close range. 4) ShienK can beat some basic normal combos. 5) Guile needs to get in close in order to do real damage; open to counters. ================================= VS Cammy (65-35) [CMY] -------------------- Start the match with a Focus Attack, and Dash Cancel if deemed necessary. 1) Spiral arrow: Block> ShienK. You can also Focus absorb for a crumple if she uses the LK/MK version, though you'll need to release early for the HK/EX before the subsequent hits follow. This move will usually lead to a Cannon Spike or standing throw, so reverse the move early or move away. Against experienced Cammy's, these will only be linked from c+LP/LK combos rather than throw out of the blue. 2) Spinning Backfist: ShienK before impact, jump, or take the opportunity to launch a Super or Ultra. These can't be combo'd into, so you should be able to see these coming a mile away. Don't strike too early as her spinning animation makes her invincible to many attacks. This eats Focus Attacks, so you may consider charging a Focus to bait this, then dash cancel into ShienK. 3) Cannon Spike: Block and RKK or take the opportunity to launch a Super/Ultra. ShienK will trade in many instances, so it may not be the preferred option here. If you absorb this with a Focus Attack, be sure to dash cancel either forward or backward and then launch an attack to catch Cammy from her fall. If you don't dash, Cammy will fall behind you, and you won't be able to recover in time to punish. This effect may also occur when you block low. 4) Hooligan Combo: Block LOW, ShienK before impact, or CW to meet her in the air. Blocking low will protect you completely although some Cammy's will cancel out the attack part of the Hooligan combo and use a standing throw instead. To counter this, bait the cancel and then CW to stop the throw, or just tech. 5) Cannon Strike: Block and ShienK. It comes from above, but it's not an overhead, so there's nothing to really think about. Do watch out if you're close to Cammy, however, as this move has a tendency to magically teleport her to your backside even if it hits in front (cross-up property, although it's really unusual). This seems to happen if you crouch block this attack as opposed to doing a standing block. This move is typically used as a combo opener. Cammy's pressure play can lead to some pretty big Super or Ultra combos, so you need to be a more defensive against her. As listed above, her special moves are all trumped by blocking low and can easily be countered with ShienK. Overall, Cammy is a lot like Fei-Long with a focus on combos and links rather than mind games; don't neglect her ability to punish your mistakes, or you'll be in for a sore surprise. A basic strategy is to turtle a bit until you can push her against the wall. At that point, use fast pokes and throws to avoid being reversed by an Ultra or Super combo which will allow Cammy the breathing room she needs to escape your traps. Remember that Cammy's Super/Ultra require you to be on the ground to connect fully. Consider using CW or backdash whenever you see the start-up for these moves as they will allow you to get airborne and avoid a large majority of the damage. Good Cammy's can be somewhat unpredictable, so don't let up your guard. Be more patient with her than you would with other characters; anyone who can chain normals/specials into a Super/Ultra deserves that kind of caution. Advantage to Fei: 1) Focus Attack/FADC can beat all of her specials with timing. 2) Blocking low beats all of her specials. 3) Fei's specials can reverse or counter Cammy's. 4) Fei's Ultra/Super can fully catch Cammy from her own Ultra/Super if you launch as soon as the last hit makes block stun. 5) Fei has a full pressure game; Cammy lacks an overhead. ================================= VS Abel (75-25) [ABL] -------------------- Ironically, Tenshin works wonders here for countering Abel's roll as it can grab him at any point in the animation. Use this whenever possible to get in free hits and to disrupt Abel's Roll> Tornado Throw game. Normal throws will work too. Abel actually has some mean combos into his Change of Direction. He can do this from low jabs, cross-ups, or just out of the blue. It has about the same range as a HP RKK, so use that as reference. Be mindful that this attack can be switched up a number of ways with Second High/Low and Finish High/Low. The one you'll see most is CoD> 2nd High> Finish High, as that combo cannot be broken once it's been hit-confirmed. To beat Abel, you need to out pace him with your own jab combos and mind games. Crouch blocking will prevent being combo'd from the ground, but watch for his j+MK cross-up. Use CW reversal to cross-up escape on wake-up. Turtle until you can position Abel by the wall. Once he's there, use long-range pressure to avoid his Tornado Throw and to keep him pinned. At the wall, you only need to watch for jumps, rolls, and his Super/Ultra, as none of his other moves are fast enough to counter you, provided you watch spacing. A great pressure tool against Abel is MK CW which will beat any of Abel's moves except for a lucky Falling Sky. What's great about this move is that if Abel blocks, he gets chipped down; if he ducks, he gets crossed up; and if he tries to attack with anything slower than a puny jab, he gets hit with all three CWs for a +2 frame advantage. Also, if you do get hit out of this move, you get a safe reset which allows you to block the next attack or simply launch another CW as soon as you touch the ground. Keep each option in mind so you know how to follow up successfully. Never stand in throw range against Abel unless you're confident in your mind games. Crouch in mid-range to bait an overhead kick or CoD> Second High (as any good Abel will know that it hits overhead). On block stun, punish the Overhead with RKK, or use ShienK as a counter-hit. ShienK will also catch the 2nd hit of CoD. If Abel jumps, CW will allow you to avoid the cross-up and possibly hit him as well. To stay in mid-range, keep working your pushes; this will force Abel to use his slower moves to advance. A good mind game is to just keep pushing Abel and then jump/dash away to aggravate him by forcing him to chase after you when you have the advantage. Don't use too many big moves against Abel as he can punish pretty hard with his Ultra. The execution of the Ultra pretty much freezes everything, so timing its impact is easier than, say, Fei-Long's Ultra. If Abel throws out his Ultra without a setup, you can simply jump to avoid the hit and land right in his face. Using u+HK will allow you to start some pretty big combos on him, provided that you've practiced them. Remember that u+HK can be linked to an Ultra or Super, although you can also just fall without the kick and launch from there. On block, you can punish the Ultra with anything. ** As of the Championship Mode patch, Fei can no longer perform an infinite on either Seth or Abel. Though HK CW> HP> EX CW works, you're limited to the # of meters you have stored. This guide, however, does not take the infinite into account when rating the match-up. Advantage to Fei: 1) CW spam beats everything except jab, Roll, or a well timed Falling Sky. 2) ShienK beats COD and Overhead Kick. 3) ShienK/RKK reverses COD and Overhead Kick. 4) Blocking low can bait some easily counterable or dodgeable attacks. 5) Rekkaken strikes faster than COD at range. 6) Throws/Tenshin beat rolling. 7) Range and speed advantage on normals. 8) Fei can do damage and then run/CW away to turtle for the rest of the round ================================= VS Sagat (40-60) [SGT] -------------------- EX CW is almost a NECESSITY here. Sagat recovers from his Tiger Shots so much faster than other projectile throwers, and Sagat's combo-ability is extremely high against jump-ins (Yes, you'll need to jump in at times). Tiger Shots can all be blocked STANDING, so there's no real guess work there. To avoid chip, however, you want to consider ducking/straight jumping over the High, and jumping over the Low Tiger. Just be sure to prepare for an attack when you land because Sagat can spam his specials almost lightning fast. Crouch blocking just outside of Sagat's sweep range is a good idea as it nullifies some of his options, such as High Tiger Shot and Tiger Knee. Crouch blocking will also reduce Sagat's combo-ability, as his best combo starter is his c+MK which may lead to a number of high-damage alternatives. Against Low Tiger Shot, you can take the block stun and reverse with RKK for chip, or attempt a jump-in. Timed right, a jump-in can lead to a nice j+HK> HP> ShienK combo which will put Sagat on the floor and allow you to creep closer. Watch for Tiger Uppercut reversal on wake-up, and punish with a Super or Ultra if you see it. If he uses Tiger Knee, reverse with ShienK if it hits deep or RKK if it's shallow (EX may be necessary). EX Tiger is safe, so expect a follow up to that. If he just blocks, take the opportunity to do pressure play. Cross- ups work nicely to screw with Sagat's reversals and wake-up specials, so make use of it when you can. You need to be extra fast to punish Sagat after blocking one of his specials. That means reversing EVERY Tiger Uppercut or Knee that does not make a clean hit. If you don't, he'll throw another one, throw you, or go for some crazy combination into a Super/Ultra. In order to limit his options, stay out of throw range and keep light pressure on him until he tries to do a big attack. Thankfully, Sagat's Super and Ultra are *easily* punishable by Fei-Long's own. It's recommended to stay out of the air, save for guaranteed situations (when Sagat is still in wind-down animation, dizzied, etc.). Sagat typically relies on your jump-ins (and low-hitting combo starters) for his large combos. Nullify both opportunities by crouch blocking when he's idle, and jumping when he's unable to react. Consider Sagat a wall of pain. He lacks the mobility that characters like Fei have, meaning he relies on your mistakes to do real damage. Use Fei's nimble movement to play a strong mix-up game. Once Sagat gets frustrated, he'll start his own attack which isn't too difficult to reverse or counter. Watch for the Super/Ultra when he has meter and use that opportunity to end the match. Advantage to Sagat: 1) Tiger Uppercut damage/priority/speed. 2) Tiger Knee damage/priority/speed. 3) Tiger Shot damage/priority/speed. 4) HK, f+HK; almost any kick damage/priority/speed. 5) Safe Tiger Knee block strings require good timing or a retreat. 6) Second most stamina in the game. 7) Insane combos into Super and Ultra juggle. 8) Ultra does nearly 600 damage at full charge ================================= VS Blanka (40-60) [BLK] -------------------- [Please read the "Charge Characters" note in the VS Guile section] Against a good Blanka, this makes for a fairly interesting fight as Blanka has a really good mix-up game that can confuse you pretty easily. Normally, you'll find two types of Blankas--pressure players and turtlers. Against a turtler, you really have nothing to fear. A Blanka who turtles leaves openings for you to do your own pressure game. You can completely destroy Blanka's Horizontal Rolls with jabs, but if you've got good timing, you can also use ShienK or EX ShienK for HUGE damage. The timing for this is actually quite easy to master and the attack can eat through any version of Blanka's Horizontal Rolls. Just watch out for short rolls that might throw you off; these will typically lead to a throw if you try to block the ball. To be sure, ShienK rolls at mid-range only as Blanka's shortest roll will still travel about half a screen. Remember that the EX Roll will always go a full screen. If you're up close, opt to use c+MK as it is excellent for stuffing Blanka's electric attack (provided that you're not already standing in it or too close to it to begin with). Pressure players can be pretty tough to deal with since Blanka has attacks that can hit high, low, or overhead at a moment's notice. Blanka has fantastic range and also has a viscious cross-up game to consider. For these reasons, it's best to stay at medium to far range where you can avoid large combos and bait slower jump-ins. At mid-range, you can expect to see his Amazon River Run move a lot--it's pretty fast on startup and can move halfway across the screen. You actually want this attack to come out as you can easily block it and punish with RKK, Super, or Ultra. VS Horizontal Rolls that are combo'd into or done at short range, you need to be quick to Dash> LP RKK or MP RKK on block. MP RKK reversal will whiff the 1st hit, connect on the 2nd, and may/may not hit on the 3rd if Blanka is still in the air. Dash> LP RKK will be able to connect all 3 hits. VS Rainbow rolls, you can focus absorb the hit and dash cancel either forward or backward. You can also try to block the attack, although you need to be wary that this attack can cross you up. Punish Blanka with ShienK or RKK as he descends. At times, Blanka's Rainbow roll may actually strike as a cross-up, and then land in front or vice versa--watch for this, as you don't want to whiff the punishment. VS High rolls, there's nothing you can do to avoid this if you're in the air, so try not to get too jumpy. Blanka may use this attack at times to run out of the corner or just move to the other side. You HAVE to punish him while he is still in the air. Once his feet touch ground, he'll be able to move, so use the move best suited for the situation. Blocking the Ultra is actually quite deceptive. When it first launches, you need to block low as there's a shock wave at close range that causes a hit-stun effect if you don't. After blocking low, immediately switch to a high block as the next hit comes overhead. If you're not in direct contact with the electricity already, Blanka can hold his position until you are, or until the Ultra is over. You can hit Blanka out of his Electric Roll if he's just being idle with the attack, but this requires some precision. Launching an Ultra at this time may be a good idea as your invincibility frames for the 1st hit will allow you to beat Blanka's own Ultra (just make sure you're in range for the 1st hit). CW may be used to hop over Blanka, but this is tricky and not too reliable. In order to reverse this Ultra successfully, you need to launch RSG a second AFTER Blanka reaches the peak of rebound. You'll know you did this right if you see Blanka's back or feet during the start-up. The same idea applies to RSK. You can also successfully counter with RKK for less meter. What makes this a tough fight is that half of the match is spent trying to punish Blanka's moves--notably his horizontal roll, which requires pinpoint timing/reflexes. Only once Blanka's damaging specials are neutralized will he begin going on the attack with his mix-up game which is also very hard to get around. Patience and practice is the best way to stay ahead. Advantage to Blanka: 1) Rolls are difficult to punish, especially when used in combos. 2) Rolls do a LOT of damage. 3) Blanka's close-range mix-ups are deadlier; hops can be used to instantly cross you up. 4) Chip damage from specials, especially the Ultra, makes a close match not so close. 5) Focus attack is almost nullified in this match due to rolls/rebound arcs. 6) Blanka's Super/Ultra are easy to use as anti-airs. ================================= VS E.Honda (60-40) [HND] -------------------- [Please read the "Charge Characters" note in the VS Guile section] Honda's game is similar to Blanka's due to their similar moveset, although his mid-range game is less of a threat (he only has two moves that can attack at mid-range: the headbutt and the press). Honda is also much slower to attack in general and doesn't have Blanka's crazy cross-ups to confuse you with. As with Blanka, MP/HP/EX RKK his rebound after you block a Headbutt. You can actually do this and connect with all three hits without dashing. The EX version of the Headbutt can only be reversed with EX RKK so be sure to save meter for that. This attack actually causes a lot of chip damage, so simply blocking it will put you on the losing end. Getting hit by this move is also worse than with Blanka as Honda's Headbutt causes more damage. The Headbutt can be ShienK'd just like Blanka's roll, but it's a bit tougher to do as it moves much faster at HP and EX speed. At range, you can use CW to knock Honda out of the Headbutt, although you need some space for this to work properly. After headbutting you, Hondas will typically pressure you with their Hundred- Hand-Slap and command throw (which has pretty large range). With effective mind games, this will be a pain to escape when you're by the wall. CW reversal will usually do it, and it will also get you out of cross-up/Oicho Throw traps which Hondas like to do a lot. Once you push Honda by the wall, you'll have to watch out for 3 very deadly moves: EX Headbutt, EX Press, and the command throw (Honda's Hundred-Hand-Slap won't get him out of the corner, so it's only good for dealing damage). To keep him by the wall, don't stand too close over his body. Rather, stay just outside of his Hand-Slap range to avoid most attacks. Once he stands up, begin the pressure game again. Cross-ups also work very well against Honda, as his Press and Headbutt will face the wrong direction if poorly timed, allowing you a free hit and a chance to avoid his wake-up games. I'd recommend that you don't do jump-ins too much when Honda is crouching, as Honda's Press can hit you twice, going up then down. You can Focus absorb the initial part of the attack, but you need to avoid the second part. The second part of Honda's press (when he comes down with his butt) is safe on block, so work to catch the attack before it hits you. If you're forced to block, consider getting away or trying to throw Honda, as he'll likely attempt a block or throw himself. Advantage to Honda: 1) Headbutt rebound is easy to punish with MP/HP/EX RKK. 2) Headbutt/Press can be countered with ShienK before impact. 3) Honda's specials can do decent damage, but once nullified (see #1,2), he must get close to score damage (Fei's domain). 4) Championship HK CW now has plenty of invulnerable frames on start-up to avoid cross-up traps easily. 5) Cross-ups work well on Honda. ================================= VS Gouken (60-40) [GKN] -------------------- This isn't really that tough of a battle. You have a number of tricks to get past Gouken's offense: 1) Hadouken: Gouken will usually do this from range to keep you from getting too close. To beat this, wait until the hadouken is launched before reacting. There really is no way to tell which way the fireball is going until it leaves his hands, so be patient. Jump straight up for horizontal ones, duck for the slightly angled one, and move forward for the one that goes at 45 degrees. Watch for his horizontal SRK as you advance. As always, EX CW will catch a Hadouken charging Gouken completely off guard. 2) Horizontal SRK: This is used as both a surprise move and as part of combos. ShienK will beat out this slow-moving attack every time, so as soon as you see him slide forward, buffer the motion for massive Fire-in-the-face! CW will also work as a counter, especially since it has armor break to defeat the EX version. Since you don't have fireballs for Gouken to slide past, don't expect to see the normal version of this move as often as the EX version, but still be on your guard. The EX version combos, so it's much deadlier. Block> ShienK or RKK if it hits deep. 3) Vertical and Air Tatsumaki: The vertical Tatsumaki is another attack that you'll rarely see launched on its own due to its slow start-up speed. There's not much you can do to avoid this attack if you jump into it or if you're thrown into a combo. The air version of this move is mainly used as an escape and won't really bother you unless you jump into it. Up close, block and be creative. 4) Demon Flip: A tricky move like Cammy's Hooligan Combo, this move shouldn't really scare you as you can beat it with a ShienK, CW, or close HP. Again, CW will allow you to escape before the attack reaches you, and may even counter Gouken in the air. As with Akuma, learn to watch for the flip as it's likely to come out as a combo starter or a corner escape. Block> ShienK will work against the diving kick and sweep, but don't forget that he can also throw. 5) Counters: Gouken's two counters cover high/medium and low hits, depending on the version that he uses. They can be launched at any instant, so avoiding this takes a bit of luck. One thing that Gouken can't do is counter in the middle of a combo, so if you're spamming 4 c+LK's in a row, you'll get all 4 in. Add in a few throws for mind games and you'll likely scare Gouken away from trying these counters for the rest of the match. Watch out for kamikaze Goukens that rush in hoping to counter all of your attacks; after 2 in a row, consider mixing up your game a bit more and being faster in attacking. CW spam works well to nullify counter-happy Goukens, as a close range CW will give you the Armor Break that you need to defeat this move. Gouken's combos are all pretty clean-cut. He hits harder than Ryu, but is also slower for it. This makes him a prime target for pressure play and mind games. Gouken's deadliest attack is actually his backward throw, which launches you in the air for an easy combo. This move will actually combo into a Super, Ultra, or any of his EX-able moves, barring the Demon Flip. When playing the pressure game, be sure to stay out of Gouken's immediate throw range, and use plenty of fast attacks to disrupt his specials. CW spamming may actually be a good idea as it beats all of Gouken's specials and throws--use MK/EX CW with an air tight execution to do so. You should also make sure that the first hit connects in order to get the Armor Break. When spamming CW, you'll need to watch for the Demon Flip which will allow Gouken to escape pressure, and also low jabs. ShienK the jabs when he gets confident in using them, and just turn around to respond to the Flip (it won't hit you, it just causes you to switch places with him). DO NOT STAY IN THE CORNER. Many of Gouken's combos require you to be pinned against the wall; stay towards the center of the screen until you can put Gouken by the wall on your terms. Once there, CW spam, throws, ShienK, low pokes and overheads will keep Gouken completely pinned down. Once Gouken's Ultra meter is full, you might consider becoming more defensive. Stay just outside of sweep range, forcing him to walk, throw Hadoukens, demon flip, or otherwise open himself up. If you're overly offensive at this point, you could end up eating a Shin Shoryuken in the face instead of seeing your attack go through. By the time his Ultra has charged, you should also expect him to be more aggressive about trying to back-throw you into his Ultra. At this point Gouken's game can get pretty predictable so use that to your advantage. Advantage to Fei: 1) Speed in attack. 2) ShienK counters Shoryuken, Demon Flip, Tatsumaki. 3) CW counters Shoryuken, Demon Flip, (Air)Tatsumaki, Counters. 4) EX CW will trump fireball game. 5) Can close in on Gouken fast with dash and CW. 6) Unpredictable Fei vs Predictable Gouken. ================================= VS M.Bison (55-45) [BSN] -------------------- [Please read the "Charge Characters" note in the VS Guile section] If there is any one move that defines Bison, it's his Headstomp. This move does so much damage even when it's not EX'd, and it also counts as an overhead attack, forcing you to block high. The good news is though, that if you can get into Bison's face, you'll be able to stop him from doing this move offensively, and perhaps freeze him entirely. Methods to avoid the Headstomp: [a] Block. If he hits you while blocking, he'll likely follow up with a Dive for additional chip damage. You can ShienK this version of the dive before it connects, but u+MK is safer an probably the better tool. Blocking may also lead Bison to CANCEL out the move with a Dive instead. Watch the Dive's trajectory. If used offensively, you can block again and counter, or try to evade it. This move trades with ShienK, but it's not a good trade. [b] Focus absorb. Cancel this with a dash right after, as Bison will follow up with a Dive for a 2nd hit. Block the dive or dash away--you don't want to gamble a trade while you're still recovering from the Focus. [c] Dash. You can dash underneath Bison and then attack him as he lands behind, or you can dash backwards and attack him face-to-face. If he doesn't cancel this, you get a free hit. Otherwise, counter the Dive as in [a]. [d] Interception. j+MK seems to be best to counter this if you jump early. If you jump late, use u+MK to swat Bison down. This works best when Bison is at the peak of the Headstomp; if he's coming down, it's much harder to land. [e] CW evade. CW will move you forward and out of the Headstomp's trajectory. Expect a Dive cancel afterwards and punish/block/close in. Personally, I prefer methods [a] and [d], as I'm familiar with the timing for both counters. Your safest bet, of course, is just to block and begin moving again after the stun. Since the Headstomp is best at range, once you've closed the distance, the attack's usefulness will be severely reduced. At this point, it's Fei's game, assuming you play it right. Bison's strengths on his feet are in his high/low hitting openers that lead to big combos. Face-to-face, you can expect some quick jabs to come out of Bison's hands as they are his segway into a Double Knee Press combo. To stop the combo, you'll need to block low. Blocking low will also help you to avoid Bison's c+HK slide/sweep attack which can travel halfway across the screen. Though you can't do much to stop Bison's block string if he's accurate with it, you can at least counter the slide: use c+LP> RKK or ShienK on impact (normals will work as well). CW spam will often allow you to catch Bison in his DKP if he decides to use it out of the blue. Bison's Psycho Crusher can be easily countered by ShienK, so you can use it if you feel comfortable with the timing. Often, you can just block and wait for Bison to stop before you launch a counter though. Here, RKK or c+LP> RKK works best. Cross-ups work wonders against Bison as he has no vertical anti-air to hit you as you come down on him. The best thing he can do is Psycho Crusher, teleport, or DKP to escape the corner; at close range, you'll be able to land before his Headstomp can hit you, and you'll have an opportunity to counter or evade. Bison's Ultra isn't really comboable, so expect to see it only when you screw up an attack. Do watch out when he has his Super meter filled though, as that can be combo'd into as easily as a DKP combo. To beat the Ultra, block standing until Bison's Psycho Crusher passes your body, then reverse directions for any counter that you want to pull (Ultra!). For the Super, block LOW, as the Super ends in a c+HK slide. Advantage to Fei: 1) Better pokes to defeat ground-game. 2) CW can help avoid the Headstomp. 3) Fei's in-and-out style can disrupt Bison's ability to do combos. 4) Fei's overhead/cross-ups will disrupt a charging Bison. 5) Bison has no anti-air special to defend against jump-ins/cross-up traps (the best he can do is escape cross-ups with specials). ================================= VS Balrog (60-40) [BLR] -------------------- [Please read the "Charge Characters" note in the VS Guile section] To start the match there are two moves that can keep you relatively safe: jump backwards or crouch block. Jumping backwards gets you out of range of the headbutt, although a clever Balrog may still be able to hit you with one of his rushing punches. Crouch blocking will stop any special barring Balrog's overhead punch which is highly telegraphic so it should be easy to switch your guard. The con to crouch blocking, however, is that you give Balrog a chance to advance, which may not be ideal to start the match. Balrog also does a lot of chip damage, so while you may not be down-and-out by blocking, you do start the match on the losing end. Use the block stun to try a reversal to turn the tides in your favor. The difference between Balrog and other charge characters is that he can have 2 moves charged at once: his Turn Punch, and another charge move. Watch for the moves that come out as once he's launched them he'll have to back off on his offense, giving you breathing room and a chance to begin your own offensive strategy. Let's analyze Balrog's moves: 1) Headbutt This can lead to some huge juggles, though it's also a very powerful attack on its own. This move can hit you at the start of the match if you don't block or jump back. To punish, Block> ShienK or RKK. If you Focus absorb this at close range you'll need to dash cancel as Balrog will cross over to your other side. At long range, you can hold the focus attack and punish as he comes down. Watch out for combos up close into this move, as they're relatively easy to pull off (a couple jabs into a Headbutt is common). For that reason, crouch block when Balrog is close until you're out of his combo range. This move provides Balrog with some invincibility frames so try not to jump in when he's crouching idly. 2) Dash Straight This can be aimed low or changed to the Overhead so blocking may be tricky. If Balrog launches this at long range, you have plenty of options: [a] Do a u+HK combo starter to catch him while he is moving. [b] ShienK will beat this move most of the time, even the EX. [c] CW at mid-range for all three hits to connect. This will win at mid-range, but not always at long range. Time it so Balrog gets hit when he is right in the middle of the screen (assuming you're on the far left or right). [d] Rekkaken to trade hits. This may be a good idea if you have plenty of life but Balrog is on his last sliver, as it moves you forward and prevents Balrog from switching it up last second. [e] Block and c+LP> RKK or ShienK reversal against HP version (Balrog goes DEEP into you with the punch). [f] Focus Attack for a free opportunity to Ultra him. 3) Dash Overhead Although it's somewhat telegraphic, this move hits twice and is usually EX'd for Armor. This makes it tricky to defeat using ShienK, although it's completely possible if you launch quickly. If you DO get hit by this, you're open for c+MP> Headbutt> Ultra, which does huge damage. Your best bet is Block> ShienK or RKK. You can also gamble a Super/Ultra. 3) Dash Uppercut This move can catch your feet from below if you try to jump. Focus Attack armor also will not hold against this move. To punish, Block> c+LP> RKK or ShienK when deep. A counter is trickier if this move is EX'd, so consider using EX ShienK to ensure a fast strike. 4) Turn Punch If you see it, it's probably best to block/punish the recovery or his attacks following this one. If you ShienK too early you'll whiff, leaving you open for a free hit--use throws at close range instead. CW will usually beat this attack at mid-long range as it gives you 3 chances to hit Balrog. You will usually see this move as a part of Balrog's advance as the initial frames give him the invicibility frames that he needs to creep up on you. In many cases, he will not be close enough to throw, so it's safest just to keep blocking in case another special is launched. If he doesn't follow up, you can RKK reversal to punish. As with all punches, you can counter with ShienK before impact. Balrog's main strengths lie in his sheer power and safe normals. On block, most of Balrog's normals will keep him completely safe, leaving no openings for you to take advantage of; for this reason, never try to get in a jab war with a Balrog. Though Balrog's specials do great damage, he is scariest when up close as he can link his fast jabs into large combo openers. To beat him, you need to mix up all three styles of play effectively. Turtle his Turn Punch> Special advance or work to counter it. Move Balrog towards the corner, and proceed to use fast pokes, CW spam, cross-ups and ShienK to keep him there. On wake-up, you need to be watchful of his Headbutt, so stay back or cross him up if you've already knocked him down. If you crouch near mid range, you limit Balrog's options to jumps and Dashing Punch mix-ups, both of which can be easy to catch with ShienK. If he walks forward, remember that CW is your best option, as the only move he can charge while moving forward is his Turn Punch, which will lose to CW if you unleash first. If your opponent allows you to get far away and you have more life, just wait out the timer. Jump over, CW, or ShienK his specials if he uses them from afar. Advantage to Fei: 1) ShienK counters most Dash attacks and Headbutt before impact/on block. 2) RKK can counter most Dash attacks and Headbutt on block. 3) CW triumphs at mid-range. 4) Fei defeats Balrog's advance at long range entirely (ShienK, jumping, CW) 5) Cross-ups are easy to do on Balrog ================================= VS Ken (50-50) [KEN] -------------------- Since this is a very common match-up, let's look at his moves first and then breakdown his basic strategy: 1) Shoryuken (SRK) 3 different versions are available, although the two that you will see the most are the LP and HP versions as they represent the extremes of speed and power. The LP version is mainly used as an anti-air, while the HP version is a combo finisher for Ken. If you're already stuck in a combo or if Ken reads your jump-in, you can't really avoid the hit. However, if you happen to catch these at random, punish the LP's recovery with ShienK or RKK, and be creative with the HP one as there's a lot of time to play with it. 2) Hadouken (HDK) Slightly slower than Ryu's, although it's essentially the same attack. You'll see less of this in combos as Kens love the SRK more. It's standard fare: CW to dodge or EX CW to catch him off guard. Up close, c+MK> HDK is common; just block and use LP/EX RKK reversal for 3 free hits. 3) Tatsumaki (TSK) c+MP will knock this down and keep you safe entirely. You can also punish this one on block stun with a throw, or counter before the impact with ShienK (close) or CW (mid-far range). If the attack connects, you are at a mind game disadvantage as Ken can pull anything out after it; you can really only defend unless you're lucky. LK TSK> Throw is a common mix-up that you need to watch out for near mid-close range. Air EX TSK is often used as an alternative to the normal cross-up as a setup for a link into the Ultra. Stay out of cross-up range. Kens typically use f+MK to approach since it's a fast poke with great range.
This will usually lead to a c+MK> HDK or just the c+MK. This can get pretty annoying if you don't know how to counter it. Focus works well to disrupt this pattern; you can typically catch a Lv1 Focus against the f+MK for no crumple, and a Lv1 crumple against the c+MK (if he goes for the HDK). If he goes into c+MK> HDK, you can also reverse with LP RKK or EX RKK depending on the range. Otherwise, there's no harm in blocking. One of the big aspects of Ken's game is his excellent cross-up attack which opens you up to combos, throws, and other mind games. If you crouch too close to Ken, you allow him the opportunity to jump over you with j+MK or EX TSK, screwing with all of your inputs for specials. You NEED to recognize the proper spacing for this, as a jump-in always travels the same distance; if you understand when and where Ken can cross-up, you can prepare yourself to block and counter immediately. After blocking the cross-up, you need to play a little Rock-Paper-Scissors. Between attacking, throwing, and blocking, you need to predict what Ken will do and counter it. CW comes in handy for nullifying the throw and dodging some attacks, but it's tough to pull out of a blocked cross-up and will still lose to a block; using CW to escape the cross-up entirely may be the better idea. Most Kens like to follow with an attack rather than blocking, so a ShienK may be appropriate. FADC the ShienK if you can in order to be safe. Once you get Ken in your face instead of your back side, your counter-puncher game will really start to shine. In front, Ken's moves begin to look pretty normal and non-threatening. Counter the HDK with CW, the TSK with CW or ShienK, the LP SRK with a fast attack, and the HP SRK with anything. Again, stay roughly mid-range so that you can see these moves coming. Play to your strengths at this range by throwing out RKK and CW when you see an opportunity. Blocking low really helps to avoid Ken's attempt to hit-confirm an SRK combo. Don't turtle, however, as remaining in a crouch-block will immobilize you and make it difficult to negate the cross-up. Spacing is the better defense in this fight as Ken's reach and foot speed are average compared to yours. For this reason, pushing is very key. Here's a tidbit for you: c+MP and c+MK have enough range to push Ken entirely out of his sweep range and you can still follow up with c+HP for one final push. Use that knowledge as you will. As far as pressuring Ken, be careful once you start getting in a lot of free hits, as Ken is likely trying to SRK his way out of the corner. Luckily, SRK forces the other player to stop pressing the block motion, which may give you more opportunities to strike. Don't get too confident, however, as one mistake can lead to a Shoryureppa combo easily. Being fast and working small chips may be slower-going than big hits, but whiffing can invite the cross-up back into play as well. Use discretion. ================================= VS Ryu (45-55) [RYU] -------------------- DO NOT JUMP-IN LIKE A MANIAC. LP SRK> Super/Ultra is Ryu's easiest way to land a guaranteed Super/Ultra since it comes out of an anti-air. Ryu's j+MP will allow a similar advantage as well. For this reason, limit your jump-ins to guaranteed situations like cross-up traps on a downed Ryu, or immediately after a whiffed HDK, Super, or Ultra. Focus instead on staying on the ground and use CW to catch Ryu in between HDKs. Again, mid-range is a good place to stay, as Ryu's cross-ups are just like Ken's. Be extra careful with his low-hitting attacks, as those are the openers to most of his combos. A common quick-damage combo is his c+MK> HDK, which will push you away even if you block. Block and LP RKK to return the chip damage and possibly score some clean hits as well. Much like your Ken game, focus more on countering Ryu's hits with your own rather than being overly offensive. Lure Ryu out to where you can counter him with RKKs and ShienKs, THEN go on the attack when you have the momentum. FADC and Focus Attacks come in handy here, as Ryu's only Armor-Breaking special is his Tatsumaki. Patience is key, as Ryu WILL leave gaps in his play. All of his specials leave him wide open if he whiffs, so learn to counter them all. RKK or CW against HDK, combo or poke an SRK, and throw/ShienK/c+MP a TSK. Remember that EX CW can go through all types of projectiles, so if Ryu tries to chip you with his moves on your wake-up, just reverse with EX CW to escape. Much like the Balrog fight, you can suddenly find yourself on the losing end if you allow Ryu to get near. Treat Ryu like Balrog with a Hadouken, and you'll do alright. Advantage to Ryu: 1) Easy to combo into Super/Ultra. 2) Cross-up game can lead to free hits if you don't counter it. 3) Hard-hitting style matches Fei's own. 4) Ryu controls the air in this match (SRK, Air TSK, j+MP, etc.). 5) Ryu's footsies makes it dangerous to try a pressure game; c+LK/MK will lead to large Ultra combos. ================================= VS Dhalsim (60-40) [SIM] -------------------- [Strategy submitted by bubblan from SRK.com. Some points have been edited for formatting, or expanded upon for depth.] First of all, always move forward--you will not beat Sim unless you get close. The only time you should stay back is if you get a health advantage and Sim is out of reach; at that point, let him try to get to you. Learn to walk forward and block as your main approach. This may seem weird but it’s a really good way to pressure the other player. If he starts spamming pokes just block and reverse with HP RKK. It will beat pretty much everything he has if he pokes again and will cause the other player to block more and poke less. For a more aggressive approach, use j+MP or j+HK to beat or trade with Sim's normals. Emtpy jumps that fall a bit short may also fool Dhalsim into using his Yoga Knee which you can punish with just about anything (take care with this as it is a gamble). When you see a fireball, EX CW at every opening, or MK CW when in range. Also consider using Focus Attacks to counter Sim's pokes, or FADC to close in as he's recovering from an attack. Toward close range, abuse throws as your main pressure tool. Dhalsim doesn't have many threatening options to punish a throw outside of his Super, so as long as he doesn't have enough meter to do one, he can only defend against it. Prior to the Championship update, HK CW could be spammed for excellent results; now, it's too risky to use up close, so don't rely on it for that. Because Sim is a bit weird in the air, ShienK> FADC> HK CW no longer works either. Instead, use MK CW after a second or so. Rekka pressure may work, but it's also very punishable by Sim's Super (even LP from max range). Sim's Teleport will also force you to whiff, forcing you to travel in the wrong direction. Don't get overzealous with RKK for this fight. Aggressively, Sim has a few options himself. If you see Sim teleport from across the screen, anticipate a cross-up headbutt into Yoga Flame. You can block this easily and punish the wind-down. Alternatively, just press HP to throw a quick punch when he reappears. Against Sim's Ultra, you can either EX CW for a clean counter, or throw him when up close. The throw, when executed properly, will allow you to completely avoid the Ultra during the animation (although the fireball still comes out). If you're not close, or if you don't have meter, keep back dashing until the fire runs out, but watch for Sim's cross-up teleport. Advantage to Fei: 1) Much better damage output. 2) Sim relies on set-ups for the bulk of his damage. 3) Trading attacks will still put Fei on top. 4) EX CW dodges Ultra for a free combo. 5) Sim is SLOW; up close, he's got nothing on Fei save for a Super. 6) Sim has no threatening wake-ups. ================================= VS Gen (70-30) [GEN] -------------------- [Please read the "Charge Characters" note in the VS Guile section] The one thing that all Gens seem to utilize is his cross-up game, and for good reason too. Since Gen jumps so low to the ground, he can launch his cross-ups sooner than most other characters; this reduces the amount of time that you have to react to it, and also makes it much more deceptive since it hits so deeply. If the cross-up connects, Gen can knock you down for free damage; good Gen's may also launch a Super/Ultra at this point to catch you as you fall. As with other cross-ups, you can can just block this and counter with ShienK or fast pokes. There are three main special moves that Gen may use outside of a combo, and thankfully they're easily countered: 1) Jyasen: Gen's rolling attack, much like Vega's roll, however, this one moves at a slower pace. This move can be countered by ShienK (before impact), but is otherwise safe from reversals. This is mainly a damage move, so you're unlikely to see it linked to larger combos. 2) Oga: Another Vega-like move, Gen's wall dive is also slower than Vega's and is much more telegraphic. Gen has 3 options after jumping: kick you at an angle, jump to the ceiling and kick you straight down, or do no attack at all. Again, ShienK this move for free damage, or at the very least, block it. This move transitions into a Super/Ultra combo easily and can turn the tides of the match if you let it. 3) Gekiro: A variation of the Shoryuken, although your opponent must work to get all 8 hits in; the initial kick is pretty pathetic on its own. This move is often used as an anti-air/anti-cross-up, and you will often see this after a Super Combo, but it's otherwise an easily punishable move. Don't get predictable with jump-ins or CW to avoid this. You can bait this as a wake- up attack by advancing on Gen; block it and counter with ShienK or RKK. This move will stuff cross-ups, so don't try if you expect it. The last of Gen's specials is his Hyakurenko, or thousand-palms attack. This is much like Chun-Li's Lightning Legs, or Honda's Hundred-Hand Slap and will be thrown in at the end of combos. As an anti-air, this does pathetic damage and will not allow Gen to combo further; for this reason, there is little to really fear about this move--if it hits, it hits. Do note that the damage taken from this move is pretty high, however. Gen's Supers/Ultras work as great anti-airs, so don't get careless about jumping or CW mid-late match. Gen can also link his (Mantis style) Super into his Ultra in order to even out the match. The best way to avoid this is to simply limit his meter-gaining opportunities by pinning him down/blocking his attacks. Beyond specials, there's not much to consider when fighting Gen. He has some strong moves including an overhead and an air target-combo, but that's about it for him. For this fight, you should take advantage of Gen's lack of speed and reliable wake-up attack to pressure him and keep him in the corner. Once you've damaged him enough to take the lead, just hang back and counter whatever he tries to throw at you. Advantage to Fei: 1) Speed in attack. 2) Gen's lack of a good wake-up reversal to escape pressure. 3) Fei can pressure AND counter Gen effectively. ================================= VS Rose (60-40) [RSE] -------------------- When fighting Rose, watch for low hitting moves which will lead to her Shamwow Punch (charges forward with her towel wrapped around her hand). This actually does decent damage and will knock you down, setting you up for cross-ups. Like Bison, there are versions of this move that keep Rose safe from harm, making this fight somewhat annoying. For jump-ins, Rose has a huge Focus Attack and a fast air grab to protect her. Compared to being combo'd by Ryu's LP SRK> Ultra, however, it's not so bad to get caught by these. Although she can catch CW with her air grab, this is still the better method of approaching as the timing for the counter is strict. Use your own discretion for your air approach. At long-range, CW her fireballs or jump in to catch her as she winds up. At mid-range, your RKK will lose out to Rose's Shamwow Punch in terms of damage trading, as will Focus Attacks (the move has armor break). If you're caught at mid-range, use CW's invincibility frames to screw with Rose's Punch and shift the momentum. Your objective here is to close in on Rose as quickly as possible so that you can begin pressure. Once you're at an advantage, back off to counter her fireballs and jumping approach. At close range, keep light pressure on Rose with jabs, Rekkas and CW mix-ups. Once in the corner, you need to watch for her ShamPunch reversal the most, as it provides Rose with some invincibility and will push you away from her. Throws will beat the Punch when in range as they can catch Rose while she winds up. Farther away, ShienK them for the counter-hit or block. Shallow ShamPunches are safe; if she does a deep one, however, ShienK or c+LP> RKK to punish. Once Rose's Ultra has been charged you need to reduce the amount of time spent in the air and perform fewer large attacks. Rose's Ultra can catch anything within its horizontal range and will make her invincible on startup. Opt to counter her moves at this point, taking advantage of her errors instead. Advantage to Fei: 1) Pressure game works well on Rose. 2) Cross-ups work well on Rose. 3) EX CW will beat fireballs and Super. 4) Rose's Reflect has limited use in this match, so that's one less factor to worry about. ================================= VS Chun-Li (60-40) [CHN] -------------------- [Please read the "Charge Characters" note in the VS Guile section] A typical Chun strategy is to launch a fireball and walk behind it. This allows her to creep into positioning for low pokes into her Lightning Legs combo which does a decent amount of damage. Blocking low will prevent this combo from happening, although Chun does have a relatively powerful overhead special. This special can be Focused if you see it coming, so at mid-range consider using Focus as a defense. Focus will also catch her c+HK, so if you need to be defensive this is your best bet. Try to avoid jumping in this match as Chun has a 2-hit aerial attack which can set you up for a Lightning Legs combo on the ground. This double hit can also catch you on the ground, so try not to get Focus-happy against jump-ins. You can expect this combo a lot as it is one of her bread-and-butter combos for damage. The other combo has her launching you into the air for multiple rising kicks; both are similar in damage, so there isn't much discerning one from the other. Just crouch block them both to avoid the hit. Crouch blocking, however, places you in a position for Chun's command cross-up. On hit, this will usually lead to one of her BnB combos or other cross-up options (throw, block, etc.). This is actually easy to see coming as Chun jumps at a very unique angle and faces you before striking. Block this as you would any other cross-up and proceed to block the hits following it; this may lead to an opportunity to ShienK counter, or at the very least you'll be safe. If Chun opts to throw, she'll need to walk forward a couple of steps. Train yourself to see this coming so you can tech the throw or launch a CW for free hits. CW may also allow you to escape the cross-up entirely. In order to effectively pressure Chun, you need to mind spacing. Too close, and you'll have to play defensively against her cross-up, while being too far will allow her time to do a fireball set-up. Stay just out of her c+HK range in order to bait her into your RKK. If you knock her down, you can cross her up, jump in, or walk right up to her. If Chun doesn't have meter, she doesn't have many options to prevent Fei's offensive approach. If she does have meter, however, you need to watch for EX Spinning Bird Kick or EX Legs on wake-up. You can try baiting the SBK by standing over her on wakeup; on block, you can reverse with RKK or poke her into RSK. EX Legs are safe, but if you can force her to burn meter, do it. Once you have Chun in the corner, focus again on mid-range pressure. Your aim throughout the match is to limit Chun's striking options and opportunities to build meter. Keep light RKK pressure on her, alternating that with fast normals and your f+MK overhead. Block anything that comes your way in order to ensure that Chun doesn't gain much from trying to punish you. Specials will allow her to build meter, but Chun's non-EX specials aren't really designed for getting out of the corner--as long as she lacks meter, she's there to stay. Chun's Ultra requires you to be on the ground, though it CAN juggle you in the air if you're caught in the corner. Chun can't successfully reverse any of your fast normals with an Ultra, so as long as you aren't caught in the middle of an attack animation you're safe. Since CW puts you in the air on start-up, that may be a safer pressure option than RKK later in the match. Of course, jumping and backdash will also get you off the ground to avoid the Ultra animation. If you have an Ultra or Super you can also just launch it when she launches hers. The Ultra ends with an upward stabbing kick on block. As soon as you see this, do a reversal attack (anything will do). The only time Chun wins flat-out in this match is when she is in the air. Because of her 2-hit j+HP, u+HK, air throw, and stomps, she can totally dominate the air, provided that she jumps first. If you face a Chun that pressures heavily, counter and then turn the tables on her. Your normals are faster; use your block strings to keep her pinned and to push her out of her comboable range. If you can keep her from building meter, you'll be fine. Advantage to Fei: 1) Superior health 2) Superior speed 3) Damage against Chun is magnified due to her low health 4) Chun is relatively predictable (cross-ups, esp.) 5) Mid-range, Chun has mainly 1-hit attacks that are easy to Focus/punish 6) Chun has no threatening wake-up options to get out of the corner when she lacks meter. ================================= VS Dan (75-25) [DAN] -------------------- Beating Dan won't take as much effort as the other Shotos as Dan isn't too combo-oriented and he's strictly a mid-close range fighter (Fei's domain). Since long combos are less likely, I'll only break down his individual moves so that you know what to do to counter/avoid them. 1) GADOKEN! Dan's projectile barely reaches past his own sweep range using the HP/EX versions. On its own, it leaves Dan relatively vulnerable so you're unlikely to see it thrown out there at random (save for building meter and chipping). EX CW past it, block and LP RKK, or jump if you see it. On occasion, this may be used as part of block strings in place of the Koryuken as it keeps Dan safe. 2) Koryuken Dan's version of the SRK is actually pretty nice. It does decent damage for being an inferior version, and is likely to be the icing on most of his combos. This attack is as punishable as other variations, so on block be creative. At the end of combos or as an anti-air there's little you can do to stop it--try to avoid situations where Dan can launch this safely as this is his main tool. 3) Dankukyaku This move has Armor Break, so don't sit around charging a Focus thinking you're invincible. The three hit version does decent damage, but you're more likely to see just the 1-hit version used as it is safe on block. Dan will actually win in the air every time with the 1-hit DanK, and this move will trade with a lot of attacks on the ground as well. To avoid the this, throw out some fast normals to catch him during wind-up. The EX version of this move is actually quite fast for a mid-range tool, and Dan only commits to the 3 hits if the first one connects. Block and throw the 3-hit one if he tries it. 4) Hissho Buraiken Dan's Super is easily cancelable from a simple low poke, although the damage from it is average and Dan must be in throw range for this to be a 100% guarantee. You're not too likely to see this in a match as Dan's EXs are better for damage dealing (and almost necessary to compensate for his inferior moves). On block, this attack ends with a Koryuken, so wait for that to punish. You can also take advantage of the small window before the Koryuken, but it's a big risk and the window AFTER is much better. 5) Shisso Buraiken This is Dan's trump card. Though the damage isn't too high, this Ultra is actually very easy to connect with as there are only two possibilities: Hit or Miss. If you're open and Dan launches, you're getting hit by the full Ultra. Otherwise, you get a freebie, as Dan will fall flat on his face and do absolutely ZERO damage. This tripping animation actually counts as standing (not crouching or downed as some might think), so you can actually do any attack you please. Be wary of the Ultra, as it will beat out most attacks. Interestingly, you can also Focus Dan's Ultra for a free crumple. Advantage to Fei: 1) Superior speed 2) Superior combo-ability 3) Dan must close in on Fei to do real damage 4) Fei has the better set of mid-long range tools to control spacing (CW, RKK) 5) Dan practically relies on his Ultra to turn the match ================================= VS Vega (65-35) [VEG] -------------------- [Please read the "Charge Characters" note in the VS Guile section] Vega's specials aren't really that combo friendly. Rather, they're meant to be used as mix-up tools to catch you in the air or from behind. Your best tool for punishing these specials is RKK, so learn the opportunities to do so: 1) Dive claw Vega's diving claw has him in an upside-down 'T' shape. This attack follows a backflip into the wall and can be easily countered upon block, or even mid-air. On block, watch Vega's positioning, as this move can cross you up. Once Vega is on his feet, launch RKK for 3 hits to connect. If you choose to take this move out in the air, wait for Vega to advance with his dive, then do a retreating j+HK. This will hit him for free damage, and allow you to avoid the chip. 2) Izuna drop There are 2 ways that Vega can land this. The first is through a Dive mix- up. Instead of a claw, Vega can opt to grab you when he is right next to you, although this is hard to time/position for the Vega player. Likely, you'll see the Izuna drop coming from a rushing Wall Dive, where Vega jumps FORWARD, tackling you from mid-close range. If you're hit, the Izuna drop is guaranteed. On block, however, you can jump in the direction that Vega is NOT travelling in and launch a j+HK for an air-to-air counter. 3) Drill claw Vega jumps to the wall and then shoots forward like Superman. On block, simply RKK him for 3 free hits. There are different versions of this move which vary in height. Some versions can be swat down with CW; others can be ducked under. It's best to be safe and just block it standing, however. 4) Scarlett terror Vega's version of the Flash Kick, this juggles twice, but is otherwise a bad anti-air as it trades with many attacks. Block this and punish with anything. Cross-ups work well to avoid this, though you also give Vega a chance to escape the corner if you try it. 5) Super Retreating j+HK. As soon as you see the blue sparks you need to react or you'll be stuck in an Izuna Drop combo. As you can see, all of Vega's moves are very punishable. What makes Vega some- what of a challenge is that he has incredible range to keep you from getting too close. In a jab war, you'll win at close range. Once in mid-close range, Vega's jabs will catch you in between your slower pokes. This means that once you're close in, you'll want to stay in, else you give him an opportunity to start his mix-up routine. Random ShienKs and Lv1 Focus Attacks may disrupt Vega's jab game if you're willing to play with a little risk. CW may also allow you to avoid a jab and score a counter. Start the match at range and work to counter/reverse his specials, as most Vega players like to rush people with this. Once that has been nullified, Vega will begin walking towards you using fast pokes. Remember that when Vega walks forward, he's not charging anything. Expect pokes, throws, and launchers and counter them accordingly. At mid-close range, you need to be a bit more defensive, as Vega has a roundhouse special which allows him to juggle you into an Izuna Drop. This roundhouse may also lead to a standing grab, so on block, you need to be quick to reverse it with an FADC ShienK or throw some random jabs. You can also prepare a CW or backdash to avoid the throw. This roundhouse is very distinct in its animation as it moves Vega forward a good distance. Cross-ups work well against Vega as his anti-air isn't too reliable. If he isn't doing a downward charge you don't need to worry about anti-air attempts as Vega really lacks in this department. Vega's df+MK is a slide which will also move him closer to you. This slide is best punished with ShienK, although you can do a number of things to punish him as the wind-down is pretty large. Vega's Ultra is pretty pathetic, so once he has it, you shouldn't need to change your game. If you don't have the stamina to take the hit, avoid jumping. You can punish the Ultra on block with anything. Advantage to Fei: 1) Fei has the tools to counter/punish all of Vega's specials/Super/Ultra. 2) Vega is relatively weak, and can get weaker if he loses parts. 3) Vega typically relies on mix-ups rather than combos. 4) Vega's Ultra is pathetic and difficult to hit with (worse than Fei's). ================================= VS Sakura (70-30) [SKA] -------------------- Crouch block Sakura's specials, as none of them hit overhead. Sakura's only overhead is a normal which will not combo (much like Fei's). Use this idea to maintain a turtling defense, punishing her specials on block. Note that there are versions of Sakura's TSK which keep her entirely safe, giving her an edge in a chip-war. Rather than trying to reverse these attacks, switch up betweem pokes, throws, overheads, and jump-ins. You can also take a few steps back to lure Sakura to you instead. At long range, wait for the Hadouken to CW past it for a free combo. Closer to mid-range, begin watching for her SRK and TSK which can reach pretty far. Sakura's EX TSK will open you up for a nice juggle, so be sure to watch her meter. Sakura also has a deceptively long-range Focus Attack; likely, she'll use this as a set-up for her EX TSK into jumping Spikes, so you'll see it often. Offensively, cross-ups and jump-ins are viable attack options. This is because Sakura's SRK is a multi-hit, which you can trade with much like Ken's. For this same reason, however, you might want to hold off on using Focus Attacks as two of her specials can break right through them: the SRK and TSK. Her Hadouken can also break through your armor when EX'd or when charged up slightly. Sakura doesn't have many threatening moves to watch for, but when she gets her Ultra, do make sure to block low. Like Dan, her game is relatively simple: get in a couple of combos, take some hits, and then launch the Ultra. Effective pressure (low pokes, safe RKKs, CWs, cross-ups, etc.) will keep her on the losing end, however, and will likely force Sakura to panic. At this point, play defensively to counter her as she tries to make up the difference in damage. Advantage to Fei: 1) Superior health 2) Speed in attack (pressure play) 2) Fei can counter/block/evade Sakura's specials easily 3) Sakura's game relies on her set-ups with specials (see #2), and her Ultra. ================================= VS El Fuerte (60-40) [ELF] -------------------- Fuerte is a pure mix-up character, so to be honest there's not much of a game to consider. Fuerte players are all very erratic in nature and rely on a mix of mind games and luck to win. This is what makes Fuerte such a dangerous character to face. From his run, he has several options: 1) Body press. The most common attack, this can hit in front or cross you up; as soon as you're hit, you go down. This sets you up for another Body Press trap. ShienK usually will not win against this on wake-up; it will only trade at best. This attack can hit you out of the air as well. RKK this on block as Fuerte will roll away from ShienK range, forcing a whiff. If you predict this, you can also Focus it for a crumple, although the timing can be tricky considering Fuerte is un-hittable for some number of frames after the attack. 2) Slide. The slide tackle hits low. If you're not watching for this move, this is a free hit for Fuerte and AGAIN you'll be set up for a mix-up trap. On block, c+LP> RKK or ShienK. This can be Focused for a crumple, easily. 3) Overhead grab. There are two version of this I believe. Both put you on the ground, so there's no distinction whatsoever. This grab will get you if you decide that blocking/turtling is a good strategy (it's not, really). On whiff, RKK for 3 hits. Remember that Fuerte cannot grab you out of the air, but he can time the grab to get you as you land. 4) Scissor grab. This grabs you out of the air only and actually works better than Abel's Falling Sky for catching CW's and jump-ins. If you get too jumpy at close range you'll be thrown straight down. Fuerte can also do a knee on the ground to knock you up in the air for this attack. On whiff, ShienK or RKK depending on the range. 5) Stop and attack. Notably, the forward body splash (Q-Bomb) is a common stop-and-attack option. This pushes you back out to LP RKK range, however, if you're hit, expect a follow-up attack. You can at least reverse this with RKK on block. Watch out for body splashes that end up short as they usually lead to a grab. Also watch out for normals, including Fuerte's run-stop-fierce infinite. 6 options total (#3 is 2 grabs). Don't forget his EX's as well! The list seems pretty daunting, and it's meant to be. Luckily, Fei has a new HK CW as of the Championship update which allows him to escape all of El Fuerte's cross-up/mix- up traps. This makes the fight a little more fair; if you get hit by Fuerte, you can at least escape further damage by CW'ing out of your wake-up spot. Take advantage of this whenever you're knocked down. If there is any reliable strategy against Fuerte, it's to be aggressive, more than defensive. If you're defensive, you only allow Fuerte the time to set up his traps and confuse you further. Passive-aggressive play is also difficult to do, as Fuerte is constantly jumping/running around. CW sparingly to get in; mix this up with dashes, walking, and jumps, just so Fuerte doesn't know what's coming. Once you've limited his running space (about a half-screen between him and the wall), start throwing random RKKs and CWs for free hits/chip. Since Fuerte needs to run to do most of his attacks, you might be able to get some counters in this way as well. Do note that his EX Run has two levels of Hyper Armor though. Once in close, go to town on Fuerte as he's not too big of a close-range fighter. Without the space to set up his runs, he relies on your mistakes to regain momentum and begin the attack again. Keep mixing it up in order to keep Fuerte in the corner or on the ground. Cross-ups may be a good idea when close, as Fuerte's air grab will likely whiff (it's mainly used to escape cross-ups). Expect to see this as a corner escape alongside his wall-jump; turn around and catch him as he falls. Watch out for Fuerte's throws though as they outrange Fei's by a lot. You can actually try to bait some of Fuerte's moves in this match. Jumping at range will typically bait the Body Press off of a wall-jump; Focus this or block for RKK. CW spams up close may also bait the Scissor Grab as a counter. Do a couple from point blank and then switch up to RKK to mess with the Fuerte player's head. Fuerte's Super can be combo'd into, but his Ultra is much more predictable. Block the Super and wait for Fuerte to stop pressing before countering. Against the Ultra, you might consider using CW to go airborne, or just jumping. As long as you're not on the ground, Fuerte can't grab you with this. He can, however, grab you as you land. You can launch any attack if he whiffs this as there is a lot of wind-down to punish. Advantage to Fei: 1) Close-range pressure works excellently. 2) HK CW escapes all of Fuerte's cross-up/throw mixup options; it can even be used standing (as opposed to a wake-up reversal) to screw with Fuerte. 3) Fuerte has no threatening escapes from the corner, or from cross-ups. 4) Fuerte's Ultra is throw based and requires you to be on the ground; this can be avoided entirely by jumping, CW, or backdash at a moment's notice. 5) Fuerte's main strategy requires running room. ================================= VS Seth (50-50) [STH] -------------------- Some moves that are easy to reverse/counter are: 1) Crouching stretchy punch: Unlike Dhalsim's stretch punch, on block MP/HP RKK will actually catch Seth fully if you're within range. Consider using EX RKK to be sure and to do extra damage. 2) Sonic Boom: EX CW past this for a free CW> c+LP> RKK combo; you can also MK CW over it for less damage and a 2-frame advantage on hit. If you are within jump-in range, throw out a j+HK against both the normal and EX Boom. If you're not feeling up to countering you can also jump to advance, jump straight up, or (in the case of a close range Sonic Boom) block and LP RKK Reversal for safe chip damage. 3) Hyakuretsu: This is the 17-hit kick similar to Akuma's Super/Ultra in appearance. It won't do much on its own, but it has Armor Break, can be comboed, and is pretty quick. The EX version is also invincible on start-up. On block, launch a Super or Ultra. Do note that about 4 of these will dizzy you. 4) Shoryuken: It looks intimidating, but it really doesn't do any extra damage compared to the original. Watch out at close range as this move is entirely invincible. On block, be creative. At range, treat Seth like Dhalsim and advance with care by taking advantage of his down frames. Towards mid-long range, prepare your EX CW for a free combo, and a chance to advance on Seth. Against a really jumpy Seth, don't fall for his bait and stay calm on the ground. Wait for him to try to do his air stomps and attempt to catch up to him with CW reversal. You can also try to ShienK him on block, however, since this attack moves behind you, you need to do it kind of late to have Fei turn around and hit Seth. If Seth gets comfortable with these "drive-bys," gamble an air- to-air to discourage him from trying it again. Remember that Seth has the least amount of health in the entire game (700 compared to Fei's 1000), so an air-to- air will take away about 1/7th of his health which is a sizeable chunk. If you manage to penetrate mid-range, block and wait for the crouch punch, which is Seth's preferred range attack for pushing purposes. On block, punish as above. If you fight a Seth that never stretch punches, just MK CW over the next Sonic Boom for free hits, or EX CW for a full combo. At this range, Seth may also try a Yoga teleport into SPD. Luckily, Seth's SPD takes a full three frames to execute, so jab spam may be able to stop it while he's in limbo of teleporting, or at the very least you have enough time to dash away, prepare a ShienK, etc. You can also use HK CW to take advantage of its invincibility frames and airborne status to escape the grab. At close range, your pokes are all at least one frame faster, so if you start a block string, finish it! Seth won't be able to get a hit in edgewise, and will likely be frustrated by your poking. Don't get overzealous with it, however, as his EX Hyakuretsu is invincible on start, meaning he can shoot it out whenever there's a gap. Watch your jump-ins at this range as Seth's SRK is also invincible. Seth's Ultra is about as strong as Vega's, however, it's relatively easy to hit with. Seth can get you with the Ultra whenever you're in the air, and at any range. The only way to avoid this is to focus on ground movement to close in on Seth. If you have enough stamina you can just bait Seth to use this so that it will no longer become a factor in play (my preference). On block, this Ultra is relatively safe unless he gets you at point-blank range; at this point you can RKK him for 3 hits. You can also gamble an Ultra to avoid the hit entirely and counter hit him. Seth's Super is a rarity to see, however, it seems to do a bit more damage than the Ultra. If used out of the blue, block and launch an Ultra to reverse it. In the air, however, this is a guaranteed hit for Seth; just hope that you don't get hit by all of it. ================================= VS Rufus (50-50) [RUF] -------------------- At long range this is obviously a stalemate, although Fei at least has CW to poke Rufus. Don't let the fight get this far as Rufus can safely build meter here by purposely whiffing specials. Towards mid range Rufus has a crouching HP that does pretty good damage but is easy to punish. Also watch for MP/HP Galactic Tornado which can plow forward for the chip or Armor Break. Galactic Tornado is safe on block, so opt to dodge it whenever possible or counter with a jump-in. When the fight gets down to the wire and you need to be safe, consider staying at this range where it's relatively easy to see what's coming at you. At this range, RKK and MK CW will be your weapons of choice. Close range is where this fight is at. Here, expect to see Rufus' Dive Kick as a combo/mix-up opener. Rufus' main combo out of a Dive Kick is his HP> Galactic Tornado which takes a large chunk of health away. This, however, is usually mixed up with throws and crouching jabs. On block you might consider throwing out a couple of ShienKs to shy Rufus away from being too aggressive with it. If Rufus does the Dive Kick late in the jump, you can also just ShienK him for the counter. Make note that the Dive Kick can cross you up. Watch for when Rufus launches this attack. If it's early in the jump or after the peak, it's likely not a cross-up. Right before the peak, however, there's a chance that Rufus may be headed to your backside. This move will only strike you from the front unlike a true cross-up. Block the hit in front, but watch where Rufus lands and prepare to block/counter an attack from that direction. Mind spacing just as you would with the Shotos so that you'll only have to deal with Rufus from the front. Crouch blocking may be a good way to bait the normal Messiah Kick. The Messiah starts with an empty and highly telegraphic jump arc, so use that as your visual cue to do a standing block. Buffer the ShienK motion while in block stun and unleash in between his attacks. As long as you prepare the ShienK as a reversal to the first kick, you'll get him before the second. If he stops, you should still be able to hit him. With Rufus on the ground try a cross-up. Rufus doesn't have any options that allow him to hit behind, so you won't have to worry about getting hit with specials. At best, he'll escape the cross-up with a Snake Strike or Messiah Kick. Try a j+LK cross-up for fast recovery so that you can try hitting him out of his escape when you land. This counter-puncher strategy should work until Rufus has about half-health. Once he builds up a couple bars of meter and an Ultra, you need to be more careful about whiffing as Rufus will do whatever it takes to get you in his Ultra. This can be done from a simple target combo on the ground, Galactic Tornado (in the corner), Messiah Kick> FADC> Ultra, or from a double jump kick set-up. If you get hit with any of those the dynamic will shift again, giving Rufus the momentum. After expending his meter though you should be able to work your counter-puncher game again (and of course you'll have your Ultra). Aside from the Ultra, Rufus will also try to get you with EX Messiah, which is invincible on start-up and fast to launch. At close range, you'll want to bait this with crouch blocking, but if you can't, consider using your CWs to attack Rufus as they put you in the air. If you're hit by the EX Messiah in the air, you may be able to get away with only one hit as opposed to the full combo. In this fight, opt to use Focus at mid-range to catch Rufus' Messiah, c+HP, and sweeps. The dive kick can be punished only if Rufus does it at the peak of his jump, otherwise he can easily transition to a block/jabs/throw. Rufus also has a double jump kick which can catch you twice to break the armor if used at the right time. ================================= VS C.Viper (50-50) [CVP] -------------------- Viper is a purely aggressive character that makes use of quick cancels and fake outs to play really cool mind games. All of her specials also benefit from being relatively safe on block. Unfortunately for her, however, she her special moves are all slow to launch and she suffers from a problem with stamina. The difference between Viper and Akuma's style, however, is in the speed of Viper's attacks and the amount of defending that you'll have to do before you get an opportunity to attack again. Viper has a number of bread-and-butter combos for quick/safe damage. Here are some to watch for: 1) c+MK> Sand Knuckle Face-to-face, Viper does a good job with her footsies game, as it leads to a pretty powerful attack in her Sand Knuckle (electric punch). Within range you can just block low, however, this attack is SAFE on block so you don't have any options to punish. Thankfully, this attack is pretty slow to launch, so you can ShienK reversal the c+MK before the Sand Knuckle. 2) Seismo Hammer> Super Jump Cancel> Burning Kick There's no real way to punish this, as Viper can SJC the Hammer whether the hit is confirmed or not. If she follows through with the Burning Kick, however, you have an opportunity to hit her out of the air before it's executed. Try a CW to catch her during Hammer wind-up if you see it. 3) c+LP> Super Jump Cancel> Burning Kick (Cross-up) This one's tricky, but you'll see higher level players do it often. You have to respond to the audio cue for the Super Jump pretty quickly to be able to block the cross-up successfully. It's not that fast, but it's a good mix-up. Punish with a throw on block, or ShienK before the kick makes contact for the counter. There are plenty of other ways to mix up her attacks, but these are the ones that I see the most. Crouch blocking against Viper works very well, as her only overhead will not combo further. Viper's attacks all take awhile to execute, but they can all be cancelled out of/into, so it can be hard to punish her during "downtime." For this reason, let Viper come to you and use fast pokes to take her health down. Since Viper has less than average stamina, you should be able to whittle her down pretty quickly. Cross-ups will work pretty well against Viper, but make sure to time it right as her Sand Knuckle can hit you twice if caught in the air. It's otherwise comparable to an SRK when combo'd (though you'll take more stun from 2 hits), so it shouldn't be too bad to get hit. In an air-to-air war, you might luck out if Viper tries to do a Burning Kick, as that move has some wind-up to it and will lose to a normal. ShienK when Viper jumps in, as your execution is faster than the Burning Kick. If you trade with the Burning Kick, you'll still come out on top as well. Never stay at long range against Viper. Her Seismo Hammer can be spammed by doing Super Jump Cancels, allowing her to build meter/chip you down safely. You can't expect to CW her during downtime like other projectile users, so instead of waiting for "the moment," use CW to close in fast. Stay up close with Viper and just try to outpace her pokes instead. MK CW for the mix-up into throws and to put Viper on the defensive. Once she starts to turtle, mix-up into a cross-up to do some damage. Repeat this as necessary. ================================= ********************************************************************* ********************************************************************* I) Punishment Guide [PSGX] Courtesy of VR-Raiden from the SRK boards, here's a quick punishment guide for reversals. Listed are the most damaging ways to punish the opponent after a blocked attack (Edits to come soon): Please keep these combos in mind: c+MK > Super c+HP > Super > HP RKK > Heavy/EX ShienK > EX CW (on Seth/Abel) MP (Close) > EX CW (on Cammy, Chun-li, C. Viper, Rose, Sagat, Vega*, Zangief*) > EX ShienK *On Vega and Zangief, for unknown reasons, they have 2 different hit-stun animations from MP (Close). If they do an animation where they lean over a lot, CW will miss. If they do the other animation, it will hit. Leaning over animation seems less common for Zangief than Vega. HK CW > HP (Close) ================================= Abel Wheel Kick Light/Medium - LP RKK - c+MK Heavy - HP RKK - c+MK - Super - Ultra EX - c+MK Change of Direction* Second Mid - MK ShienK Finish Mid - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Finish Low - c+MK - Super - Ultra *Punish Second Mid with MK ShienK because it's free if he stops OR tries for the 3rd hit. Can also MK ShienK after Second Low to go through 3rd hit, but it will miss if Abel doesn't continue for 3rd hit. Heartless (Super) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Soulless (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Akuma c+HK - LP RKK - c+MK Shoryuken - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Tatsumaki (spin kicks)* Light/Medium - HP (Close) EX - HP RKK Demon Flip Low - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Super** - HK CW - ShienK - Super - Ultra Ultra - same as Super *Or crouch, wait until he lands, and HP RKK. **Hit him on his way towards you. Or you can jump and get a combo from an air move if you're spaced properly. ================================= Balrog Dash Straight Heavy - LP RKK (must block standing) - c+MK (must block standing) Dash Low Straight Light - LP RKK Medium/Heavy - HP RKK - Super Dash Swing Blow (the overhead one) Lights/EX - MK ShienK Medium/Heavy - LP RKK - c+MK Dash Low Smash Light - MK ShienK Medium/Heavy - LP RKK - c+MK Turn Punch - MK ShienK Buffalo Head - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Crazy Buffalo (Super) - HP RKK - c+MK - Super - Ultra Violent Buffalo (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Bison c+HK - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Psycho Crusher Light - HP (Close) Medium/Heavy/EX - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Double Knee Press (flip kick) Heavy/EX - LP RKK - c+MK Knee Press Nightmare* (Super) - HP RKK *He will pass through you on block, you have to hit him on the other side after he slides through you. Nightmare Booster (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Blanka c+HK - LP RKK - c+MK c+HP - HP RKK - c+MK - Super - Ultra df. hp (downforward hp, slide) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Blanka Balls - dash > LP RKK (must standing block) - LP RKK > heavy 2nd hit Rekka (must standing block, must reversal LP RKK, 2nd HP RKK will reach) Backstep Roll (blackflip, bounces off you) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Electric Thunder* - MK ShienK - c+MK - c+HK - Super - Ultra *If they stop immediately, you can't punish it. If they keep going after you block it, or are just doing it far away, you can do those things (hitting at max range) to hit him out of it. Ground Shave Roll (Super) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Lightning Cannonball (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= C. Viper ================================= Cammy c+HK - LP RKK - c+MK Spiral arrow Light - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra (Cammy lands close) - LP RKK (Cammy lands far) - c+MK (Cammy lands far) Medium/Heavy/EX - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra (Cammy lands close) Cannon Spike* - EX CW - HP RKK - c+MK - Super - Ultra *Blocked close enough, you can also dash > HP (Close).
Spin Drive Smasher (Super) - HK CW - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Gyro Drive Smasher (Ultra) - HK CW - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Chun-li Tenkukyaku* (2nd upper-kick from back mk) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra - ShienK Tenshyokyaku (3rd hit from back mk, goes up with 3 kicks) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra - EX CW *Advisable to punish 2nd hit with ShienK, because it will hit whether she stops OR continues. Spinning Bird Kick* - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra (Chun-li lands close) - c+MK (Chun-li lands far) - HP RKK (Chun-li lands far) *This is a weird move to punish, it's very distant dependent, and sometimes she goes to your other side. Best method of punishment is block low > wait until she lands > punish accordingly. Senretsukyaku (Super) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Hosenka (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra *Little flip kick at the end will not hit you and it does not make Chun-li airborne. ================================= Dan ================================= Dhalsim ================================= E. Honda Sumo Headbutt Medium/Heavy - HP RKK - Super EX - EX Rekka Sumo Splash* - ShienK (after first hit blocked) *He is safe if you block the landing part. To punish, you either have to ShienK through when it comes or after you block the first hit up close. Super - c+MK Ultra - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= El Fuerte F. Dash MP: HP RKK, super (Ultra seems to whiff regularly on second hit) F. Dash HK: c. LP xx HP RKK, or HK ShienK Super: HP xx HP RKK, super, ultra ================================= Fei Long c+HK - LP RKK - c+MK forward mk (overhead) - c+LP - c+MP Rekkas* Light, 2nd - c+LP - c+MK Medium, 1st - c+LP - c+MK 2nd - LP RKK - c+MK Heavy/EX, 1st - LP RKK - c+MK 2nd - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ShienK - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra - HK CW CW Light - c+LP/lk Super - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Ultra - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ** If the Fei Long is stupid enough to do the 3rd Rekka: - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Gen ================================= Gouken ================================= Guile c+HK - block first hit, ShienK (close to far range) - block first hit, overhead (MAX range) - block first hit, HP (Close) (close range) forward mp(overhead punch) - c+lk Flash Kick - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Super - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Ultra - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Ken back mk - MK ShienK Hurricane Kick (except EX) - HP (Close) Hadoken (except EX) - LP RKK - c+MK - Super Shoryuken - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Shoryureppa (Super) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Shinryuken (Ultra) - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Rose Soul Spark (LP only, at point blank): LP RKK Soul Spiral (Close range only): HP xx HP RKK, LP RKK Ultra: HP RKK, Super, Ultra. It's safe against Fei, depending on how far it hits. ================================= Rufus ================================= Ryu c+HK - HP RKK - c+MK - Super - Ultra Hadoken (except EX) - c+MK Shoryuken - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Metsu Hadoken (Ultra) - j+HK> Ultra ================================= Sagat c+HK - MK ShienK Tiger Knee Light - LP RKK - c+MK Medium - HP (Close) - super Heavy - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Tiger Uppercut - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Tiger Genocide - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra Tiger Desctruction - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ================================= Sakura Shouoken: HP> HP RKK/Super/Ultra Super: LP RKK Ultra: HP RKK, super, ultra ================================= Seth Lightning kick: HP RKK, super, ultra Shoryuken: Same as shotos Super: HP RKK, super, ultra ================================= Vega ================================= Zangief c+HK - c+LP/LK - c+MK Long Kick (looks like sweep but goes farther) - HP RKK - c+MK - Super - Ultra Banishing Flat (green hand) Light/Medium - HP (Close) Heavy/EX - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra (no Ultra on EX) Double Lariat >> Wait until he spins 3 times (listening helps) - HP RKK - c+MK - Super - Ultra Quick Double Lariat - HP (Close), may need to dash/walk forward - MP (Close), may need to dash/walk forward - Super - Ultra ********************************************************************* ********************************************************************* J) Special Thanks [SPTX] Thanks to: Capcom for releasing this game already and making it freaking awesome. Gamefaqs for copyright protection and the video game websites which have offered to host this FAQ for free. Also, thanks to all those reading this FAQ! The SRK.com community for input on my favorite Street Fighter, and also for the tips/advice that you've provided through discussion. VR-Raiden for letting me grab his Punishment Guide from SRK.com. Really helpful stuff, and it saved me a lot of time trying to test this stuff out myself. Thanks! My readers for their tips and comments on the FAQ. You guys really helped make this something worthwhile! Myself for being so dilligent with Fei-Long, despite the sometimes frustrating nature of online play. My online opponents. Really, I learned a lot from you--what to do, what not to do, etc. My game has really grown since I first began playing thanks to you. Again, thanks for reading! ********************************************************************* ********************************************************************* K) Contact [CONX] XBL: Kobrakoun E-mail: firstname.lastname@example.org If you guys have any questions, concerns, or want to help add to my FAQ, please write to my e-mail address above. Or, if you just want to duke it out, just send me an invite on Xbox Live.