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Showing posts from May, 2026

blanka

Df HP is -9 to -18 depending on range (crouching), BHK doesn't reach Drive parry b charge f p to not lose meter

elena

Dhk is -10 to +2 depending on range QCB lk is -35 if crouch block (due to last hit high) or -12 if stand block QCB mk is -37 if crouch block (due to last hit high) or -14 if stand block QCB mk is -33 if crouch block (due to last hit high) or -10 if stand block Qcb lk into FP stance can be punish with mk punish combo but drive impact also beats all options Cd lk is -24 Cd MK is -30 CD HK is -33 D MK HK is -24 MK HK is -8 but because of pushback only mp punish combo reaches (fast recovery too)

sagat

Drive parrying tiger knee (Qcf k) then at certain range will make it punishable at -4 (never block it) Qcf HK up close is -5 Ex qcf k is plus on block Has a parry in f HK HP Crouching fireball upclose is -7 crouching D HK is -12 crouching QCB k qcf lk, the 2nd hit is -5 and you have to stand block react to 2nd hit QCB k qcf mk, the 2nd is high so launch punish but fast recovery Bhp is -13 on block (crouch block makes it so he can't use fireball special after block) Fireball is -7 up close

dhalsim

HP is -5 but safe-ish at almost all ranges, if block at not super far but distant range then drive rush into lk into a throw/shimmie mixup HK is a duckable high, if duck at a slightly distant range than lhk is best punish option DHK is -16 to -4 depending on range (crouching) Floating hp hits crouch block Has 2 types of teleports, F P+p+p which puts behind opponent and f k+k+k which puts in front of opponent. A timed mk will punish combo if grounded and hit out in air if they airborne. If teleport behind in air, do cross cut dp Qcf (hold)p if react can be drive impact (+1 on block if do upclose) Qcf p is -6 up close but is unreachable at all other ranges

luke

LP MP HP is -14 but can be cancelled into special Dhk is -9 crouching (punish with dmp because range) QCB HP is -4 (plus on block if charged) Hp is -5 but unreachable at many ranges, punshibale close range (always lo punish as grab is too short reach for consistency), could also be cancelled into special

bison

D MK is -6 but pushback makes it safe in most ranges Psycho crusher b charge f mp is -8 to -11 realistically Ex psycho crusher is -3 always Ex scissor kick qcf k+k is -15 Qcf lk and mk is -5 but punishable only at close range because of pushback Qcf HK is -4 but punishable only at close range because of pushback D (charge) u+k p is +5 Should anti air both p and k options if D (charge) u+k p/k Qcb LP is -14 (punish with dmp due to range) Qcb MP and hp is -15 (punish with dmp due to range) Qx QCB P is -25

ingrid

Mp mk is -11 but can be cancelled to specials Qcf mk is -23 For D LK+mk+HK (teleporting butt slam) jump up backwards and HK as fast to punish SA 3 is -41 Can drive parry sa 2 beams but suseptible to grabs

ed

Mk is -5 Mk mk is -6 Mk mk HP is -11 Lk lk lk is -8 Burnt knuckle is plus on block F+lk+mk P (fast) is -4 F+lk+mk P (slower) is -6 Drive impact, if predict they will do qcf mk, will beat it every time Fireball MP HP is -8 but punish with dmp as it's more reliable for reach (unreachable at tip range)

manon

Mp mk is -5 QCB 3 is -24 (punish with dhp for consistent range) HP HP is -8 You have to crouch block super 1 Ex qcf p+p is -20 Qcf LP is -23

aki

Ex qcf p+p is -14 but -13 when far (punish with HK if close) Qcf LP is -8 up close but safe when far (punish with dmp if close for consistency) HP HP is -15 Walk away back or jump away when slithering like a snake D p+p p is -23 Dhp is -8 (punish with BHK punish combo) Punish sa 1 with j hk punish combo 

ryu

D HK is -19

ken

Cd lk is -4 Cd MK is -7 CD HK is +1 to +2 Option selection mk mk string with dmp punish after 2nd hit blocked as it's guaranteed Driver reserval after blocking qcf mk to option select mix up string Lk+mk CD k is -8 Lk+mk QCB k is -9 Lk+mk CD p is -36 Lk+mk k is safe at -3 and hits crouch block To option select all 3+4 stance options drive parry when see run D HK is -10 crouching (fast block recovery) Fireball upclose is -9 but punish with dmp as mk pushes too far for follow up hp

akuma

After knockdown via dp techroll via mashing l2 button and to punish and escape f+lk+mk+HK (punish with d+HP d+mp qcb+HP qcf+lk) React to f+lk+mk+HK in neutral by jumping up and punishing If they do the f+lk+mk+HK when at wall then jump up when predict and punish FHk is -13 if you are crouch blocking but punish punish while 2nd hit animation is going on but is +3 if you stand block FHk into lk MP MP is -6 (can be cancelled into specials) Fireball upclose is -6 (fast recovery) D HK is -12 crouching (punish with d HP punish combo) QCB mk is -13 Dhp is -8 (it can be cancelled into specials)

marisa

Qcf LK is -6 (unpunishable at tip range), can do DMK if they don't crouch block MP MP is -8 This move can be canceled into special so beware Qcf p is -4 but I punshibale due to pushback  When see charge up qcf p then jump up to punish or drive parry as jumping can be hard to do fast to not lose drive meter When doing HP HP interrupt between third and second hit with LP DMP QCBhp qcflk QCB k p p is -21 on block Qcb k k is -24 Super 1 is -42  F+HK HK is -12

mai

Ex UF QCB P+P is around -4 to -1 depending on range (Should be anti airing all ugh QCB P options anyway) Cd MK is -28 (time punish so don't hit them airborne) QCB lp is -4 (only works at close range like if they use dmk into QCB LP If thrown then jab will beat every option (if not DR) besides their jab or dmp

alex

Punish DHK with D HP (recovers crouching) D p+p f mk -2 and you have to stand block as it hits crouch block but you can react anti air D p+p HK is -17 (crouching), no pushback D p+p HK HK is -20 on block (crouching), no pushback HK is -4 Mk is -4 Super 1 is --38 Qcf MP is -6 Jf df HP (jumping dive kick) is -4 at tip range so always punish with LP punish combo for consistency  H dp (jumping kick) is -41 to other side switch HP qcf HP jails and is only -2 After block drive rush jump up is the only way to escape command grab Up close up, simply walking back can make command grab whiff which you have time to walk up and mk combo

juri

Jf QCB k is -10 to -3 depending on range (punish with LP punish combo for consistency) Should be anti airing the option anyway to option select QCB mk is -6 Ex QCB k is -12 DMK into dr grab can be ch with dmp Qcf mk is -8 (fast block stun) Ex qcf lk+HK is -8 Qcf HK is -11 B HK hk is -6 F+Hp is -4 D HK is -11 crouching

zangief

Punish p+p with HK Jump over or back dash away from command grbas Qcf HK is -9 but because of pushback punish with dmp (unreachle at tip range) Jump to punish Hcb k as you react Ex QCB k+k has armor during run in

jP

Jump over unlockable fireball or ex fireball If caught in a loop of "fireballs" hold drive parry and walk slowly forward when he stops a little, and when he continues again shortly then hold drive reversal again Ex d d k+k parries grabs and can launch when he is cornered at wall. Bait it out and launch as there is plenty of time to walk up and punish After being hit with unbreakable grab fireball fast one is guaranteed and you can't tech roll

deejay

DHK -11 at close range and -5 at far range (-6 punish combo is generally consistent) crouching DMK -6 crouching (punish only reaches at close range) QCF MK is -6 (unreachable at tip ranges) QCF HK is -10

cammy

QCF P LK -6 upclose (changes depending on range) QCF P MK -5 upclose (changes depending on range) QCF P MK is only -3 upclose QCF P is safe but is minus so if they continue pressure you can check dmp (opponent likely is crouching) Qcf p dk is safe but if at range you can walk back and make it whiff  Anti air these options if react Duck to evade qcf p grab Punish DHK with HP combo (for consistency) HP HK is -12 Medium spiral arrow up close is -14 but 0 at furthest range, if close punish with BHK punish combo but if think punishable but unsure how much use LP punish combo Medium Canon spike is -36 Cannon strike is -6 at closest if you stand but safe further away depending on range F+hk is -12 but punish with HP as other options for some reason don't work DMK is -5 but only punish at wall because of push back (and have to punish with dlp)

terry

DP is -23 (can wait for punish as it's lenient) Drive impact bears most follow up specials if they do a cancel into special D(hold)+MK~HK is -16 (but can be canceled into specials) Heavy Burnt knuckle is -8 up close but 0 far range, if close use LP punish combo for consisteny Medium burnt knuckle is -6 up close but 0 far range, if close use LP punish combo for consisteny Light burnt knuckle is -5 (have to stand block 2nd hit as it hits crouches) Parry 2nd hit of Mp hp to not lose drive gauge, -5 but safe because pushback QCB mk and lK is -3, so safe QCB HK is -1 so safe too Qcf HK is -16 to -8 depending on range Qcf mk is -11 to -6 depending on range Qcf lk is -9 to -5 depending on range

tips

When doing EX moves hold F before and while the 2 P/K pushing buttons When doing drive rush, hold 2nd F when pressing R2 When punishing dp don't hold back as it can make you further way, after block get closer as there is enough time Always crouch block unless proven otherwise by specific move Ex DP is the only way to punish throw loop After combo ender qcf lk try to see drive rush options like f mp After combo ender qcf lk try to dLK or DLP hit confirm or even dMP EX fireball into QCB LP or DMK into QCB LP Do EX fireball and after first hit is hit or blocked while the 2nd hit of fan is coming down then drive rush into 3 or throw Drive rush after landing level 3 at wall but also try to see options out in open If opponent jumps at wall to escape grab or dMP mixup then either jump grab or don't dash and do DP Check juri throw option select after drive rush Learn puckback block options to whiff punish like HK or LPs Learn ch combos and set ups After general knock down and they try...

punish combos

-4: LP HP QCB+HP QCF+LK LP HP DR BHK DMP QCB+HP QCF+LK (Crouching) LP HP QCF+HK -5: THROW -6 to -7: D+MP HP QCB+HP QCF+LK D+MP HP DR BHK DMP QCB+HP QCF+LK (Crouching) D+MP HP QCF+HK -8: B+HK D+MP QCB+HP QCF+LK B+HK D+MP DR BHK DMP QCB+HP QCF+LK (Crouching) Same -9: Mk HP QCB+HP QCF+LK EX DPs: J+HK HP QCB+HP QCF+LK J+HK HP DR HK DMP QCB+HP QCF+LK

set ups

After grab into corner dash and either do DMP into DMP for CH if think they think I will grab or grab again After wall ender CDHK do 2 light punches to air for timing to either throw or ch dMP or do 1 light punch  After wall ender CDHK do lk then b HK, if it hits or blocks do DMP afterwards as it frame traps if block and combo if hits

combos

HP (heavy punch) DR (Drive rush) D (down) B (back) super (lvl 1, 2, and 3) CD (crouch dash) J (jumping) Any combo finish a super can be added at the end Check if counter hit, punish or normal No drive rush: J+HK HP QCB+HP QCF+LK (LP or D+LK or D+LP) (LP or D+LP) QCF+LK  (LP or D+LP) (D+LK or D+LP) LP QCF+LK D+MP D+LK QCB+HP QCF+LK D+MK QCB+LP J+LK D+LP D+LP QCF+LK J+HK D+MP D+LP QCF+LK (HP or MP) QCB+HP QCF+LK   With one drive rush: (if opponent crouching) (HP or D+MK or MP) DR B+HK D+MP QCB+HP QCF+LK  (if opponent not crouching) (HP or D+MK) DR HK D+MP QCB+HP QCF+LK  B+HK D+MP DR HK D+MP QCF+LK With one drive rush and super: (HP or D+MK or MP) DR B+HK D+MP QCB+HP super (1 at wall) D+MK DR B+HK D+MP super 1 Punish D+MP HP flame stock QCB+HP DR D+LP QCF+LK super 1 (if hit wall) Super but no drive rush: D+MP EX QCB+P super 1 If just hit wall near end of combo: MK HP QCB+HP QCB+HP super 2 CD+LK Wall combos (with drive rush): HP DR HK D+MP QCB+HP CD+LK (could do sup...