Fighter’s Lounge vol.1:Final!

Fighter’s Lounge vol.1:Final!

Hey guys, welcome again to the fighter’s lounge here on GamingVice, unfortunately this will be our final edition of Fighter’s Lounge…at least as far as vol.1 is concerned! For the final chapter of vol.1 we’re not even doing 4 characters, this time we’ve got 6, count ‘em 6 characters today which will pretty much wrap things up and give way to vol.2 which will be all about Street Fighter 4.

Movesets

Sagat

Tiger Shot(high): QCF+P- Sagat’s high fireball controls much of the upper screen, I’d suggest using the light punch version as mainly for fireball traps you’ll be using the low shot, so if they jump over or try to evade the low shots and you’re not quick enough to go for the Uppercut walk back and light high shot will knock them back into position for the trap.

Tiger Shot(low): QCF+K- Sagat’s go to move, this can be abused as it fires quite quickly though you have to find the timing to throw them continuously. You must abuse with caution however because when Sagat extends his hands they can be hit, remember to mix the speed with all the different kick strengths for the most effective use of the tiger shots.

Tiger Uppercut: DP(M)+P- Sagat’s reversal is an amazing move, with amazing Anti-Air reach and damage, however as a trade off it doesn’t have the invincibility like a Shoryuken or Balrog’s headbutt, it can still go through moves as its priority is near unmatched but you’ll find yourself trading more than a few other character’s reversals.

Tiger Knee: DP(M)+K- This move is quite awesome, it comes out very fast, can be used to escape tick throws and can juggle into itself for up to 3 hits and does a great job of pushing an opponent to the corner, not to mention that it hops over low moves. Against opponents with slow reaction time you can get free throws if you make it miss right in front of them.

Super(Tiger Genocide): QCFx2+P- Sagat’s super reaches incredibly far and is invincible the whole way through, opponent’s that don’t know the range of the super or how to space, you can go through fireballs with this for great damage.

M.Bison

Psycho Crusher: Hold B(1sec)F+P- M.Bison’s trademark move is quite useful, it’s his “reversal” it gets him out of tick throws, but doesn’t work too well on wakeup, it is very safe and can be used in conjunction with the knee press to keep up some insane pressure.

Knee Press:Hold B(1sec)F+K- though the Psycho Crusher is the trademark, the Knee Press is the foundation, it is so completely safe, the light kick version actually allows you to attack before your opponent gets out of block stun, allowing for Bison’s famous pressure games. don’t forget to add in throws to get them to stop blocking and blocks to avoid reversals.

Devil Reverse:Hold D(1sec)U+P then press punch after the jump- New to HD remix this can be used to get out of the corner and has a 1 frame invincibility so this can be used as a reversal move. This move can be used to retreat or stay in the same position while building meter, so it is quite versatile.

Head Stomp(w/Skull Driver):Hold D(1sec)U+K(press punch after the stomp for Skull Driver)- The headstomp is useful for going over fireballs very quickly, the Skull Driver I would only recommend against characters without good reversals like Dhalsim or M.Bison as it doesn’t combo and so you can get hit out of it.

Super(Knee Press Nightmare): Hold B(1sec) F,B,F+K- This is Bison’s only “get off me move” so its a good idea to have this stocked as much as possible as many times as possible, its fully invincible and does great damage. You can combo into jumping medium punch(pressing the button twice in air)

Fei Long

F+MK: Fei Long does a hop overhead kick, not much to say about it, it can’t be blocked low, but Flying Kick is better.

Rekka Ken: QCF+P, QCF+P, QCF+P- These are Fei’s bread and butter so learn to combo them, the combo timing takes some getting used to. They do great damage, they combo from Fei’s better normals. They travel very far and can combo from anywhere all you have to do is get the first one to hit.

Flame Kick: B, D, DB+K- Fei’s Reversal move and its alright, it has decent invincibility, it has a pretty wide hitbox so you can catch them jumping from some pretty interesting angles. The light kick version is pretty safe if you get them to block it, if you miss completely though you’re screwed. This is also one of Fei’s juggle moves.

Flying Kick: QCF+K- The Flying Kick can make or break your Fei Long, it can get him in your opponents face to start his various mix up games, the light kick version can go through fireballs. It can also juggle into itself or flame kick or his super.

Super(5 Rekkas): He is completely invincible except for his head, this super can juggle though I wouldn’t recommend it unless you need those last couple of hits where the flame kick won’t do.

Cammy

Cannon Drill: QCF+K: Cannon Drill is quite safe if you hit with the tip of Cammy’s boots, the closer you are to your opponent the lighter the kick button you should use. This move will be used a lot by Cammy players in offensive as it does good damage, it’s comboable and its safe.

Cannon Spike: DP(M)+K: Cannon Spike is Cammy’s reversal, its fairly safe due to its insane horizontal range, it serves as a great anti-air capable of hitting many different angles. The invincibility frames are there but not enough to go through fireballs.

Hooligan Combination: QCF+K: Cammy flips into the air and you can either press forward and kick to grab the opponent or don’t press anything in which case Cammy will do a slide. The throw is an awesome move, it really keeps your opponent on their toes mixing it up by making them block Cr.MKs and Cannon Drills all day and then throw this throw out every now and again to catch them sleeping. It does great damage and hops over small fireballs like Yoga Fire or Sonic Boom. The slide is below average, its pretty unsafe, but it can be used to catch people who freeze up after seeing the initial flip into the air.

Spinning Back Knuckle: QCB+P: Cammy turns around while jumping forward and hits the opponent with a 2 hit back fist. the hop goes through fireballs and low moves.However Cammy’s head is not invincible. This move is mainly used to deal with fireballs by getting around them and to put pressure on the opponent as she has can attack before your opponent gets out of blockstun. Her hand is invincible so you can use this as a safe option if you think your opponent will do a reversal when they get up, but you have to space it right.

Super(Spin Drive Smasher)QCFx2: Good for block damage, great for going through fireballs if you can predict it, can be comboed into from Cr.MK

Dee Jay

Air Slash:Hold B(1 sec) F+P Dee Jay’s fireball, very useful for pressure, not as slow moving as sonic boom but you can walk behind it, Dee Jay can hang with other fireball characters with this one.

Dread Kick: HoldB(1sec) F+K- The dread kick is nice and safe, can be used for pressure, but mainly its used as a combo ender that does some great damage. Being that DeeJay is the combo machine of Super Turbo and HDR you can imagine that this will be used quite a bit.

Up Kicks: Hold D(1sec) U+K- LK version is the anti-air of choice even though DeeJay has some pretty awesome normal ones too, MK and HK are mainly for combos though they can both be pretty sweet anti-airs as well. Did I mention that this is his reversal so you’ve definitely got a little bit of invincibility here, not enough to go through fireballs, but enough to beat most jump ins and meaties.

Machine Gun Upper: Hold D(1sec) U+P(keep tapping punch afterward for max hits)- Combos! Combos! Combos! This move does great damage even after the damage reduction it was given from Super Turbo.

Super(Rolling Dread Kicks) Hold B(1sec) F,B,F+K- can be juggled into after MK Upkicks, has decent invincibility not all the way through the move though. Can combo MK up kicks after if this hits as an anti-air.

T.Hawk

Hawk Splash: (In air) D+HP: Default Body Splash, can cross up, leads to one of Hawk’s very few combos

Hawk Dive:(in air press two buttons of the same strength i.e LP+LK)- The Hawk Dive is now safe as opposed to its terrible Super Turbo version. You can play all sorts of mind games with this, such as empty jumping into totem driver or J.LP instead, waiting for them to react to your jump then hawk dive to beat their moves, or just use it to get in. It is quite versatile.

Totem Driver: HCB,F+P or 360+P- Standard 360 grab, loads of damage, Hawk’s is special because of the position he lands in after its over, he has a slew of set ups for that range such as jump LP and then totem driver or low LPx3 and then totem driver or doing Hawk’s Flight instead if they try to avoid the totem driver.

Hawk’s Flight: DP(M)+P- Hawk’s Reversal and anti-air. The invincibility is decent enough to go through normals, but not enough to get around fireballs.

Super(Double Totem Driver): HCB,HCB,F+P or 360×2(720)+P- Exactly as the move implies a Double Totem Driver that does over half life, use it more or less the same way as a regular totem driver.

General Overview

Sagat: Playing as Sagat is almost robotic, he’s almost made for the routine player. Sagat uses his tiger shots to lock down opponents while using his tiger uppercut if they manage to escape, His St.LK beats almost every other ground normal in the game and his J.HK has incredible priority. If you’re not quick enough for Tiger Uppercuts his St.HK is a more than sufficient anti-air. Having super kills his opponent’s fireball games except from full screen away. Sagat is no doubt a beast in the right hands, its hard to get more in depth than this with the character without getting into every little situation.

M.Bison: M.Bison is not for the weak of heart, he takes quite a bit of skill to use, you have to be efficient with charge moves, you need to know when you have enough charge the moment you have enough charge. Bison has no reversal other than his super, Devil Reverse only has one frame of invincibility so its still quite vulnerable. You’ve really got to keep the pressure on with Knee Presses and tick throws(St.LK is an excellent tick thow move). Make sure to block because if you get knocked down by reversals as Bison has a bit of trouble you’ll have a hard time getting in. Using Devil Reverse to build meter and for getting in can be helpful but using to get in is not too reliable.  The reason he’s so good is that once he’s in he has some amazing tools. Fireballs of any kind are easily stuffed by his St.MK. His St. HK is great at beating people to the punch, or trading because unless you’re against Balrog you’ll usually win the trade. St. HP can be used as a decent anti-air as well as his jump straight up HK. Bison’s combos while few are deadly doing in the neighborhood of 45-65% damage and if the combo dizzies the opponent they can say goodbye to the round.

Fei-Long: Fighting with Fei Long you can get some pretty easy dizzies. He has some pretty nice tools to mess around with as well. The Rekka Ken punches are excellent as pokes and combo enders. You should aim to stay around the max distance of his MP Rekka Punch(1st hit). The Flame Kick should be used like any reversal, anti air and escaping tick throws as well as a combo ender. The Flying Kick are an easy overhead in addition to his F+MK. What makes the flying kick great is not the fact that its an over head, not the fact that it juggles, not even the fact that it goes through fireballs, but that you can do some crazy stuff after it. Fei Long’s cr.LP is cancelable and as such you’re able to mix up between a low LP into any special, a throw, a sweep, walk up and then Cl. HP which can link and cancel into special moves easily. His Cl. HP is also difficult to reverse because it stays out forever, so messing up the reversal gives Fei either a trade or a free combo and Fei’s combos hurt quite a bit.

Cammy: Cammy has become an amazing rush down monster in with her new changes. Her Cr.MK can lock people down like nobody else except maybe Chun-Li. Her Back Knuckle goes through fireballs and leaves you recovered before they stop blocking leaving you able to continue to pressure with cr.MK and blocks in case they try to use reversals. Cannon Drill knocks down and is easily comboed into, its also very safe, so you can continuously pressure with it, blocks, and Cr.MKs, to complete the pressure cycle she has her Hooligan throw which you can mix up between canceling it off of Cr.mk or doing the two moves seperately this goes double for cannon drill. Cannon Spike has a huge hitbox and can be used as an awesome anti-air. It is also safe if you can hit with the max range of the move. Her cross up is J.LK. Lastly her St.MK and St.HP are stellar pokes that work well to stuff fireballs when you get in range to use them.

DeeJay: Dee Jay the combo machine of HDremix is quite versatile, he has a very quick and efficient fireball that can be used to keep people out or keep the pressure on people. Dread Kicks are safe and can be used in the end to push you back a considerable distance if you need. Up Kicks are basic reversal material. What makes DeeJay special is his short range, high priority normal moves. His Cr.MK and his Cr.HK are both sweeps but in different forms. His Cr.MP and Cr. HP have so much priority that almost nothing beats them except for Sagat’s St. LK. His J.MK is an easy crossup that leads to some heavy combos. Cr. HK is a sliding sweep that can actually be used as an anti-air and an amazing way to cover ground, it is pretty safe too, Cr.MK has deceptive range and knocks down, it is a great ender for strings of pokes. St.MP, St. HK and St.HP can be used as sweet anti-airs so you don’t always need charge for Up Kicks. Dee Jay is great at tick throwing with Cr.LK, Cr.LP or J.LP. His shortcomings are that he’s a charge character so he’s easily tick thrown, also his short range moves, while great are still short range and that’s not a good thing in a game about controlling space.

T.Hawk: Once a joke in Super Turbo, he’s now quite formidable. Use his Hawk Dive to get into range for the Totem Driver. Totem Driver is more or less the staple of T.Hawk, this isn’t to say that you should go crazy with it, because it is punishable if it misses and it is very avoidable if you’re obvious. The Hawk’s Flight can be used very liberally if the opponent is always looking for the Totem Driver. Hawk’s normals aren’t really that amazing, but his specials are great and they can be enough to see him through, his super can be a great help, though its more or less a suped up Totem Driver. The LP button is your friend with T.Hawk mixing up the amount of Cr.LP you do before throwing or doing a jump in LP and then Totem Driver or Hawk’s Flight are his main offense.

Combos

Sagat:

(J.RH)->Cl.HK or Cl.HP->Tiger Kneex2 or Tiger Uppercut

Cr.MK into any special

Tiger Knee->Tiger Knee

M.Bison:

(Crossup J.HK)->St.LK->Cr.MK->Knee Press or Psycho Crusher

St.LKx2->Cr.MK->Knee Press

Super-> J.MP(press medium punch 2x while in air)

J.MP(press button 2x)->J.MP or Super

FeiLong:

(Meaty Cl. HP)->Walk forward Cl.HP->Rekka Ken

Cl.HP-> Rekka Ken or Flame Kick

Cr.LK->St.LP or Cr.LP->Rekka Ken

(Anti-Air) Flying Kick-> Flying Kick or Flame Kick or Super

Cammy:

Cl.Hp or Cl.MP->Cr.MK

Cr.MP->Cr.MK->LK Cannon Drill

Cr.MK-> Cannon Drill

Cr.MK->Super

Cl.HP or Cr.MK-> Cannon Spike

DeeJay:

(crossup J.MK)->Cr.LPx2->UpKicks or Machine Gun Upper

(crossup J.MK)->Cr.LP->Cr.HP->Dread Kick or Machine Gun Upper

(crossup J.MK)->Cr.LP->St.MP->HK UpKicks

MK UpKicks->MK Upkicks

MK Upkicks->Super

(anti-air) Super->Up Kicks

T.Hawk:

Cr.LPx3

J.D+HP->Cr.HP

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