Learning How Sahara and Higuchi Cycle Through Close-Range Mix-Ups
0:00- Against Luke’s corner sequence of st.HP → Medium Fireball → st.LK as a button to catch retaliation, use a delayed st.LK or st.HP to aim for a Punish Counter
A slight backwalk into st.HK can also catch it with a Punish Counter
0:13- Read Elena’s retaliatory button and use a well-timed cr.MP to catch it
0:24- Chase the fireball with Drive Rush, then react to the Perfect Parry and press st.LK
0:31- Against a sequence that uses st.LK to catch retaliation, use a slight backwalk into st.HK, a slightly delayed Guile 4HP, Ryu’s st.HP, or a slightly delayed st.LK to aim for a Punish Counter
With Rashid, a slight backwalk into st.HK, a slightly delayed 6MP, or Light Mixer can also work
1:08- Against Elena’s st.HK as a retaliatory button, using st.LK as a meaty check can sometimes fail to catch it
Using cr.MP instead avoids this issue
1:13- Backdash to avoid advancing retaliatory buttons, then punish the whiff with a button to chip away at the opponent’s Drive Gauge
1:49- Confirm that the fireball was Perfect Parried and change your follow-up accordingly
Buffer Drive Rush after a Light Fireball, and if you see the Perfect Parry during the Drive Rush freeze, press st.LP or st.LK to discourage the opponent from checking the Drive Rush
With Guile, if you see the Perfect Parry during the Drive Rush freeze, you can change 4LK to st.LK, or 6MP to 3MP, adjusting your button based on the Perfect Parry
Learning from Leshar: Using OD Hadoken Meaties to Cover OD Invincible Reversals
0:00- After a Punish Counter throw in the corner → Meaty Heavy Hadoken or 1–5F slightly charged OD Hadoken
A 1–5F slightly charged OD Hadoken leaves you at +13F or more on block, so against an opponent who is just short of Burnout, OD Hadoken → 6HP becomes a true blockstring that can force them into Burnout
0:07- This becomes a safe jump against the OD invincible reversals of Terry, Luke, Ryu, Dee Jay, Jamie, Blanka, Chun-Li, Mai, Elena, and Yasmin
0:44- Against Akuma, a meaty Heavy Hadoken causes OD Shoryuken to only hit with the late active frames, while a 1F slightly charged OD Hadoken becomes a safe jump
A 2–4F slightly charged OD Hadoken also causes OD Shoryuken to only hit with the late active frames
0:54- Be careful, as this does not become a safe jump against the OD invincible reversals of characters such as Cammy, Juri, Ed, Sagat, Ken, and Guile
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Sequences for Catching Fuzzy Buttons Like cr.MK
Against opponents who mash with a fuzzy cr.LP, cr.MP → slight backwalk → st.HP can catch them, but it is difficult to catch a fuzzy cr.MK this way
With cr.MP → backwalk → 6HP at tip range, it is easier to get a Punish Counter against fuzzy cr.LP, cr.MP, and cr.MKcr.MP → slight-charged OD Hadoken → backwalk → 6HP can also catch these buttons in a similar way
0:27 – Ryu
st.LK → Light Hashogeki to catch retaliation buttons
If the opponent uses a fuzzy cr.MK, backwalk and use 6HK
3× light attacks → Light Hashogeki to catch retaliation buttons, while backwalking into 6HK can catch fuzzy cr.LP and cr.MK
0:50 – Luke
In the corner, Throw → cr.MP → 4HP can beat fuzzy cr.LP, but it is unlikely to catch cr.MKcr.MP → backwalk → st.MP or tip-range st.HP can more easily catch a fuzzy cr.MK
Use cr.MP → cr.LP → projectile to catch retaliation buttons, while cr.MP → cr.LP → backwalk → st.MP or tip-range st.HP can catch fuzzy buttons
1:23 – Ken
In the corner, Throw → meaty st.HP → backwalk → tip-range st.HK can catch fuzzy buttons
1:35 – Sagat
Use cr.MP → OD projectile to catch retaliation buttons, while cr.MP → backwalk → tip-range st.HP can catch fuzzy buttons
Using Timing Differences Between Ryu’s st.LK and 6HK to Create Layered Pokes (+ Akuma, Luke)
0:00
With Ryu, after making the opponent Parry a Heavy Hadoken and reaching a ±0F distance, walking forward into st.LK, st.HP, or the tip of cr.MK reaches the opponent in about 29F at the fastest.
If you use 6HK and hit with its tip, it reaches the opponent in about 27F.
0:09
If the opponent uses cr.MP at a timing designed to check the walking st.LK or the tip of st.HP, that timing will be too late against a tip-range 6HK, making them more likely to get counter-hit.
On the other hand, against a 6HK that connects deeper, that same timing will be too early, making them more likely to get Punish Countered.
0:18
A slightly earlier cr.MP timing designed to beat tip-range 6HK is more likely to get Punish Countered by walking st.HP or a deep 6HK.
Conversely, a slightly later cr.MP timing designed to beat a deep 6HK is more likely to get counter-hit by walking st.LK or tip-range 6HK.
However, tip-range 6HK has a higher risk of being whiffed by simply walking backward.
0:31
For Akuma, after making the opponent Parry a Heavy Hadoken and reaching a ±0F distance, walking st.LK or cr.MK reaches the opponent in about 23F.
Tip-range 6MK reaches them in about 22F, while tip-range 6HP reaches them in about 19F.
0:40
The same concept applies to Akuma. A cr.MP timing designed to beat walking st.LK is more likely to counter-hit tip-range 6HP.
An earlier cr.MP timing designed to beat tip-range 6HP is more likely to get Punish Countered by a deep 6HP, 6MK, or walking st.HP.
A later timing is more likely to get counter-hit by tip-range 6HP, walking st.HP, or st.LK.
1:00
If you want to avoid having your tip-range attacks whiffed by the opponent walking backward, using a deep 6MK or 6HP as a poke can also be effective.
With walking st.LK, the risk is relatively low even if it whiffs.
1:12
Luke
After making the opponent Parry a Medium Flash Knuckle and reaching a ±0F distance, walking st.LK or cr.MK reaches the opponent in about 26F.
st.MK reaches them in about 25F, while the tip of st.MP or st.HP reaches them in about 24F.
If you use the tip of st.MP or st.HP at a timing designed to beat walking st.LK or cr.MK, you can more easily score a counter-hit.
Against an earlier check timing, using a deep st.MP or st.HP makes it easier to score a Punish Counter.
→ In this way, even when using the same type of poke, the timing of the attack can vary by several frames depending on how you space it. By switching between tip-range and deep-hitting versions of the same move, you can create timing-based layers against the opponent’s preemptive buttons.
Learning from Sahara’s Neutral Game
0:00
When the opponent has around 2 Drive Gauge bars, he goes for a Perfect Parry as a defensive option
0:07
In neutral, he frequently walks back and forth while using st.LK with a high level of situational awareness to check the opponent’s movement, using it both as a poke and a preemptive button, while also mixing in fireballs and 6HK
When using st.LK, he keeps his finger on the K button, making it easier to react to sudden situations such as Drive Rushes or whiffed attacks
In particular, his success rate at stopping Drive Rushes with st.LK appears to be relatively high
6HK and fireballs are effective against preemptive buttons such as cr.MP, which is relatively effective against st.LK
→ The combination of st.LK, 6HK, and fireballs appears to work well together in neutral
0:26
He avoids JP’s st.HP by walking backward, then takes a small step forward and whiff punishes with st.LK
0:32
He looks for Perfect Parries when the opponent’s Drive Gauge has dropped to around 2 bars and is running low
After a combo, he uses strike pressure to chip away at the opponent’s Drive Gauge, or throws opponents who use Parry to avoid the chip damage, aiming to force Burnout
0:51
He uses an OD Shoryuken
Afterward, he goes for options such as Drive Rush > st.HP to chip away at the opponent’s Drive Gauge
If the opponent uses Parry to avoid the chip damage, he responds with a blockstring reset or a throw to punish the Parry with a Punish Counter throw
1:05
If he reads that the opponent will stop their Drive Rush with st.LP and wait to avoid OD Shoryuken or Perfect Parry, he uses options such as st.HP for a fuzzy challenge
Against Drive Rush > st.MP, he times st.HP immediately after blocking
Against Drive Rush > st.LP stop, he uses st.HP to make the opponent block and continue draining their Drive Gauge
1:15
JP’s st.HP is easier to avoid by walking backward, so he walks back and forth and, whenever he sees an attack whiff, takes a small step forward and uses st.LK
Against a slight walk-forward cr.MK, it is difficult to whiff punish a whiffed cr.MP, and if the timing is missed and st.LK whiffs instead, he risks being whiff punished himself
Against a whiffed st.HP from farther away, he can either whiff punish with sweep or react to the whiff and take a small step forward before using st.LK to whiff punish
With slight walk-forward cr.MK or st.HP, mistiming the attack and whiffing can instead leave him vulnerable to a whiff punish
Tech to Learn from Leshar
0:00
Throw in the center → Drive Rush → Slightly delayed 6HP to punish fuzzy cr.LP with a Punish Counter
0:03
After carrying the opponent to the corner with Heavy 214P, go for a mix-up with Demon Flip P, a throw after landing, or a low attack after landing
0:08
After noticing the opponent had been mashing with fuzzy timing earlier, use a slight back walk into st.HP to catch their fuzzy mash
0:15
Against opponents who use fuzzy cr.LP against options such as Throw → Drive Rush → 6HP or overhead, blocking the 6HP and mashing against the overhead, use Drive Rush → slight walk forward → 6HP to alter the timing and go for a Punish Counter
Drive Rush → slight walk forward → 6MK works similarly
Drive Rush → Medium 214P can also be used, but the opponent may be able to avoid it by walking backward
0:42
After carrying the opponent to the corner with Heavy 214P, go for a mix-up with Demon Flip P, a +2 throw after landing, or a low attack after landing
Against Alex, even if he uses his DP, it will whiff
0:54
After OD214P → SA2 → 4HK → Medium Tatsu, the combo does not kill, so dropping the combo and going for a mix-up with Demon Flip is an option
Explaining My Answer to a Question Through a Video
Learning how to choose your offensive options by looking at information such as your own and your opponent’s health, Drive Gauge, Super Art gauge, and screen position, using Hinao’s Sagat vs. Leshar’s Akuma as an example
0:00 Match Footage
Both players have around 5 Drive Gauge bars, and the opponent is near the corner. Sagat uses cr.HP > Nexus at tip range, then reads Akuma’s hesitation and uses cr.MP > Drive Rush st.MP > Throw to reach the corner
→ Near the corner, both Throw and Shimmy lead to a corner oki situation if they succeed
If Sagat chooses to keep pressuring instead of throwing and the opponent simply blocks, Sagat will have around 3.5 Drive Gauge bars while Akuma will have around 2
→ This is a situation where Akuma will want to use Parry to make up for the Drive Gauge disadvantage
Since the opponent is near the corner, Sagat has a Drive Gauge advantage, and Akuma is incentivized to use Parry, it is highly valuable to use Drive Rush to go for a mixup
0:05 Using a Mixup While Escaping the Corner
Akuma has around a 1-bar Drive Gauge advantage while cornered
Fuzzy cr.MP > Drive Rush st.MP > Throw allows Akuma to escape the corner
If Sagat instead chooses CR st.MP > st.MP > Medium Fireball to deal chip damage, he can push Akuma out while reducing his Drive Gauge to around 2.5 bars
Since the sequence can escape the corner while also creating a situation where the opponent wants to use Parry, it is highly valuable to use Drive Rush to go for a mixup
0:10 Going for a Mixup While Behind in Health
Sagat is behind in health late in the round, while Akuma is difficult to catch because he is trying to run away
Sagat is also behind in Drive Gauge, and using Drive Rush risks running out of Drive Gauge, but landing a Shimmy or strike can lead to a lethal situation
Since Sagat is behind in health and landing the mixup can potentially lead to a kill, using Drive Rush to go for a mixup is still worth the risk
0:21 Using SA3 as Insurance to Force a Mixup
Sagat uses raw Drive Rush to pressure Akuma on wake-up, deals chip damage, then goes for cr.MP > Drive Rush st.MP > Throw despite the risk of going into Burnout
Since Sagat has SA3 stocked, he can get a high reward if he catches Akuma trying to force his way in afterward to continue dealing chip damage
Also, the chip damage has reduced Akuma’s Drive Gauge to around 2 bars, making it difficult for him to use Reversals or OD Shoryuken
With SA3 as insurance and Akuma’s Drive Gauge already running low, Sagat can afford to force a mixup with Drive Rush even at the risk of Burnout
0:34 Training Mode Testing
Sagat’s cr.HP > Drive Rush st.MP > slight walk forward > st.MP > st.MP > cr.MP > Light Fireball pressure gives Sagat around a 0.2-bar Drive Gauge advantage if the opponent simply blocks
Possible counters:
・Reversal
→ If successful, the Drive Gauge difference becomes almost even
・Mashing with st.LP or st.LK against st.MP > cr.MP
→ If successful, the opponent gains around a 1-bar Drive Gauge advantage
・Backdash against st.MP > cr.MP
→ If successful, the opponent gains around a 1-bar Drive Gauge advantage
To punish st.LK mashes with a Punish Counter, Sagat can use st.MP > slight walk back > cr.HP
However, this cannot catch st.LP or backdash, and walking backward can also create a situation where Sagat risks being whiff-punished
1:10 Using Nexus to Create a Chip-Damage Sequence
After cr.HP > Light Nexus at tip range, Sagat predicts that the opponent will hesitate because they are looking for the Light follow-up, then uses cr.HP > Drive Rush to go in and deal a large amount of chip damage at once
Even if the opponent punishes the Light Nexus with st.LK, Sagat is still around 1 bar ahead in Drive Gauge, so the trade is acceptable
If Akuma can be reduced to 2 bars or less by the time Sagat uses Drive Rush, even if the opponent lands a Reversal or OD Shoryuken, they will be forced into Burnout, making the Drive Rush mixup even more valuable
Also, if the opponent is unlikely to use OD Shoryuken, it is fine to reduce the frequency of Shimmies and favor strikes and Throws instead
1:30 Going for a Mixup with SA3 Stocked
When you have SA3 stocked, you can go for a mixup with Drive Rush even at the risk of Burnout
However, getting hit by a Reversal puts you in a bad situation
Going for a Shimmy is also risky because a fuzzy mash can cause you to enter Burnout
Getting hit by a Super Art reversal can also cause Burnout, putting you in a bad situation
If you want to account for Super Art reversals, use delayed strikes or Throws instead
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