Fighter’s Lounge vol.1 pt.3

Fighter’s Lounge vol.1 pt.3

Welcome back everyone to the Fighter’s Lounge, this week we’re still on HD Remix character specific tips, today we’ve got everyone’s favorite American hero, Guile and the most powerful thighs in gaming, Chun-Li. That’s not all though folks, after taking a bit of a breather last week, we’ve got a double sized edition right here including Blanka: Man of the Jungle, and Starvin’ Marvin himself a.k.a Dhalsim.

Movesets:

Guile

F+HK= overhead upside down kick- this move cannot be blocked while crouching, its somewhat slow but has quite a bit of range very useful in sonic boom mixups

F+HP= Backfist, classic guile move, very efficient for hitting fireballs before they come out.

For B+ MK= Guile does his ST.MK while moving forward or backward, the backward version is great for moving back and attacking while keeping your charge for sonic boom.

Sonic Boom: hold back(1 second) forward+ punch= the basis for Guile’s game, a large part of playing Guile is throwing as many of these as possible.

Somersault Kick(Flash Kick): hold down(1 second) up+kick= Guile’s reversal move, and one of his very effective anti-airs.

Super(Double Flash Kick): Charge Down/Back, QCF,UF+K= A very basic super, can be used for anti-air, can be comboed into, has a large amount of invulnerability time. This super’s only unique property is that it is deceptively safer than it looks.

Chun-Li

D/F+HK: Chun flips and she lands with her knees on the opponent, the move puts your opponent in a lot of block stun, unfortunately its very seeable might get anti-aired very easily, but if you can land it on a blocking opponent, you can get free mixup games.

Kikouken:Back(1 second) forward+Punch= Chun-Li’s fireball, it has the strangest properties of any fireball in the game, like normal fireballs it gets faster the higher the strength, but the fireball actually travels less distance the harder the strength of the punch.

Spinning Bird Kick: Back(1 second) forward+Kick= Chun-Li’s SBK has been changed in HD Remix, it travels in an arc, which is useful for going over fireballs but only when timed right, the light kick version is safe upon block. Not really that great of a move, not too bad either.

Lightning Legs: tap Kick rapidly= Lighting Legs is fairly useful. Linking a normal move into Lighting legs will always get you either a two hit combo or free block damage. It will beat out majority of ground normals, it has terrible anti-air properties, so if you see a jump, you should stop hitting that kick button.

Up Kicks: This is Chun’s reversal move as an anti-air it is pretty spotty but it has a brief invulnerability period and it will get you out of throws like any other reversal move.

Super(Hoyoukusen): Back(1 second) Forward,Back, Forward+K: Chun Li’s super has the odd property of being able to be stored, upon touching the final forward, if you hold it, Chun can perform her Super at any time by hitting a kick button, you can also hold down or up in addition to forward and still maintain your store but you cannot block while storing your super as the second you let go of forward you lose your store. This is pretty useful as Chun’s invulnerability on her super is very brief and so you can walk and if your opponent throws a fireball or any move for that matter, you can hit kick and get her invincible portion right then and there instead of having to time it. Chun’s super has a couple of follow ups. On some characters you can hit them with Up Kicks after the super and others you’ll have to use Spinning Bird Kick as they are flying into the corner. Note the specifics of that they can’t be in the corner already, they have to be flying into the corner.

Blanka

Slide: D/F+HP= Blanka does a slide that hits low and must be guarded that way, it can be safe when spaced properly, its very useful for applying pressure as it moves Blanka forward while attacking the opponent and forcing them to guard in one direction.

Blanka Ball: Back(1 second) Forward+Punch: The HD Remix Blanka Ball is quite safe on recovery and even relatively so upon completely missing. Blanka takes double damage if he’s hit during any of his rolling moves as a trade off for being so safe though. Fortunately its very difficult to actually react to a Blanka Ball with anything other than a jab so if you do get hit out of it the damage more than likely won’t be significant unless you allow yourself to get predictable in which case they may begin to use reversals which will become a real problem. In HD remix the range has been reduced on the Blanka Ball, but this actually works in Blanka’s favor as he can stop short and perform his bite grab in addition to many other mix up shenanigans. It can even be used as a pseudo reversal move because even though it has no invincibility it hits from the moment it starts up.

Rainbow Roll: Back(1 second) Forward+Kick= Blanka jumps back and then rolls in a rainbow like arc. This move is also safe just like his Blanka Ball but the jump back can avoid some moves and due to its arc even be a decent anti-air.

Vertical Roll: Down(1 second) Up+ Kick= One of Blanka’s anti-airs, it isn’t as safe as the Rainbow Roll or the Blanka Ball. Also due to the charge time you may be incline to use his anti air normal moves such as St.HP or St.HK. This also can be used as a pseudo reversal because although it has no invincibility it hits when it starts up.

Surprise Forward: Forward+P+K(of matching strengths e.g LP+LK)= Blanka makes a quick dash forward that also builds him some super meter, this can be used for a variety of mixup shenanigans as well such as Surprise Forward and then grab or D/F+ HP slide or block in case they try to use a reversal move, or for simply just closing the gap on an opponent who is too far from you.

Surprise Backward: Back+P+K(of matching strengths)= This can be used as away to quickly retreat as in Street Fighter 2’s system if someone attacks you even if they miss you’re forced to block if you’re holding back unless you’re pressing up/back which can be disasterous as you can’t guard in the air, however Blanka and a few  other character the unique ability to get around this while remaining on the ground. Blanka does a dash backward that also builds meter for him.

Electricity: Tap Punch Rapidly= Electricity, the usage of this move will tell a lot about your Blanka game, if you’re the type to spam this move, prepare to be killed, but with knowledge this move can be a godsend, it is indeed a shield and quite a few normal moves will not be able to get through without at least trading, but fireballs can and will take you out of this. It is an effective anti-air but doesn’t really do the damage that one might think upon seeing electrified bones of an opponent. All and all this move is solid and has more than one purpose so you will get your chance to use it just don’t abuse it as you can get killed for it.

Super(Ground Rolling) Back(1 second) Forward,Back,Forward+P: Blanka hops up in a ball, during this hop he is invincible and then launches himself along the ground, this super does good damage and like most super is really safe, it is relatively hard to hit as anything but anti-air so you probably won’t use it too much for anything other than block damage to finish off opponent who has those last few pixels of health.

Dhalsim

Drill Kick: (In air) Down+any Kick: One of Dhalsim’s really great tools that truly makes him shine as a really versatile character. Dhalsim will stop in mid air and spin downward, now what makes this move great is that you can stop Dhalsim at any point during your jump giving you total control over where he lands, you want to aim for the feet of the opponent, this will leave Dhalsim safe enough and at enough of an advantage to either do another drill, yoga flame, yoga fire, a noogie throw(MP throw), or his slide sweep(Cr.HK), You can also control the angle at which Dhalsim hits depending on the kick button you press, making Dhalsim quite a bit of a terror when he’s on the offensive.

Head Drill:(In air) Down+ Heavy Punch: Not really too much to say about this move, its an inferior version of the kick drill as it only has one angle, it can be used but I personally abide by the kick drills.

Yoga Fire: QCF+P= Dhalsim’s fireball, quite literally, its a fine fireball although its hitbox is a little small and can be gone over by Ken or Ryu’s hurricane kicks and a few other moves, so mix this up with Yoga Flame to discourage that, it has a really nice speed and recovery time so that you can use a slow fireball if they play to jump or Dhalsim’s stretchy St.HK to hit your opponent out of the air.

Yoga Flame: QCB+P= Yoga Flame is probably Dhalsim’s most damaging special and can be used in a variety of ways, and you will want to as Dhalsim isn’t really a combo kind of character. This can be used offensively for pressure or as a weird anti-air for people jumping in from afar.

Yoga Blast: QCB+ K= This move can be used for people who are jumping from in front of you to over your head so its a little situational, but its better to have and not need than need and not have right?

Yoga Teleport: DP+2 Punches or 2 Kicks= This is Dhalsim’s reversal, it doesn’t hit but it gets him out of throws and throw traps all the same. I suppose Dhalsim can have his cake and eat it too though as the teleport doesn’t hit but he can get some nice mixup oppurtunities based on which teleport you use.

Super(Yoga Inferno): HCBx2+P= This super does some really good block damage, its also a nice way to punish your opponents big mistakes that leave them wide open as Dhalsim doesn’t otherwise have many damaging ways to do so other wise. It is also an incredibly effective anti-air. All in all a very versatile super.

General Overview

Seeing as how there are a bunch of characters that use charge moves this week, I’d like to point out a few common misconseptions about charging.

You don’t have to worry about being predictable by walking back or holding down, if you hold down and back at the same time, the game counts this as both directions and for instance with Guile, throw a sonic boom or flash kick depending on the situation. However this doesn’t mean you can sit on your charge because there are many ways that players can throw you off your charge. Another common misconception by new players is that you need to constantly be doing charge moves, more often than not charge characters have amazing normals than make up for the fact that you can’t do your specials when you want to, also holding down, back, or down/back, while doing moves counts toward your charge. To get used to this concept go into training mode with Chun-Li, walk at the training dummy and hold Down/Back while pressing MK twice, after this press forward+punch. If you do this right, Chun-Li should do two Crouching Medium Kicks and then her kikouken fireball, this of course should encourage you to try this with her Spinning Bird Kick or her Up-Kicks to know that this concept works with all charge characters and charge moves. This technique has to be second nature to you however to play charge characters, this can make playing Charge characters a little more difficult to get the hang of but when you’re really good at it you’ll almost swear you can do your special moves whenever you want to.

Guile: Guile only has 2 specials and some may think he needs more but truly and honestly, he doesn’t. His sonic boom recovers so quick that while its on screen he can move around and he controls the entire space that it travels, limiting the opponent to more or less one of 3 options, none of which can really hurt Guile, unless they catch him the moment he’s starting up the Sonic Boom. They can block, jump, or throw a fireball back to nullify the sonic boom. If they block, Guile has a 3 way mix up that he can impliment, between his long range overhead that can only be blocked high(F+HK), his long range low that can only be blocked low (Cr.MK), or walking up and throwing. This isn’t invincible however, he can be reversaled out of all three of these options, so make sure to add in blocking and throwing another sonic boom into that mixup game. If they jump Guile has many anti-airs to knock them out of the air right back into his sonic boom games. You can use St.MP, Close HP, Cr.HP, Somersault(if you have enough charge to do so), Super, or meet them air to air with his J.HP, J.HK or air throw. If they throw a fireball to nullify your sonic boom, never fear, just throw another one. It is a good thing to practice throwing Sonic Booms at the exact moment that you can.

Chun-Li: Chun- Li is a prime example of normals being more useful than specials, her ground normals are incredible, with the correct distancing she can beat out anything your opponent tries to do with her Cr.MK, St.MP, St.MK, St.LK. This doesn’t mean however that her specials are useless, but they’re just icing on the cake. Her Kikouken fireball has an incredibly fat hitbox and is fairly difficult to jump over or go through with a move that has invincibility. Her Lightning Legs can provide easy and extra block damage, her other two specials are situational but are more than usable, especially the Up Kicks since they will get her out of throws. She lacks a truly dedicated anti-air however instead she has a whole bunch for different angles. I’ll leave it to you to experiment with her Up Kicks, Close HK, St.HK, St.MK, Cr.HK, Jump straight up HK, and J.HP. Chun-Li has a very intense offense that should be perfected that involves walking at your opponent and attacking with her incredible normal moves(mostly Cr.MK, and St.MP) along with her Close HP and St.MK to beat fireballs before they come out. Blocking must be mixed in with this because although her normals are great, they can be taken down by reversals. If you get them to miss however you can punish them and make them think twice about doing it again. Lastly use her MP throw as for some reason it does more damage than her HP throw.

Blanka: Funny enough, Blanka should be played as wild and unpredictable as he appears, his roll mixups and pressure as described in the movelist section between his Blanka Balls, Slide, Surprise Forward and Backward, insanely quick aerials, and his HP grab which leads to even more mixup shenanigans gives him a multitude of offensive options that can quickly defeat opponents. Blanka does have a lot of downsides however, characters with fireballs and/or good reversals can keep him out pretty easily. Also Slides and Blanka Balls can be beat by any characters Cr.LP or St.LP respectively pretty easily, so you truly have to think about how you’re going to begin your offense with the wild man.Try having them run into your electricity a few times and then trying Blanka Balls, one of his jumping kicks as they are all pretty quick, his jumping light kick even crosses up for additional mix up games, or Slides to get in once they think they have to come to you. It’s all about throwing them off with this guy, there’s no real clear cut way to do it.

Dhalsim: Known for his stretchy limbs, and rightfully so, Dhalsim can be played either defensively, offensively, or a mix of both. He has incredible tools for keep out such as his Fire moves and stretch limbs, however up close he has his very difficult to escape noogie trap, his drills(spaced properly, if you hit the upper body you can get thrown when you land pretty easily), Dhalsim’s stretch moves don’t hit up close and to deal with that, by hitting Back+ any normal move(including crouching normals) his moves transform into very useful up close weapons. His crouching kicks(slides) go under fireballs without having to time it, and the HK version knocks down. His St.MP and HP are very useful in fireball wars because his MP has amazing speed for how far it reaches and can hit fireballs before they come out, his HP is good for if they try and go through your fireballs with invincible reversals, watch as they miss because you didn’t throw a fireball and then you hit them with the far reaching HP.

Combos

Guile

Close HP->Somersault Kick(how you do this is you charge down for 1 second then between the time you let go of down to hit up hit HP so that it hits and then press up kick, so its just like doing a regular somersault, but you just hit HP between the time it takes to get from down to up)

(Opponent in Corner): Sonic Boom-> F+HP, or Cr.MK,or F+MK, or St.HK, or Cr.HK

Chun-Li

Close MP-> Cr.MK or, Cr.HK, or St.MP, or Cr.HP

Cr.MK-> Cr.MK,or Cr.HP, orCr.HK, or Lightning Legs

Super-> Up Kicks(Midscreen only) or Spinning Bird Kick(opponent about to fly into the corner)

Spinning Bird Kick->Up Kicks

Blanka

j.LK(crossup)->St.MP->St.Hp

Cr.MK->Blanka Ball

(untested) Close MK->Blanka Ball

Dhalsim

Super

Down/Back+MK->Down/Back+MK

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