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Blanka

- Quick Notes
- Blanka Ball is really annoying. It can be stopped pre-emptively with a Kikoken but Blanka can play around it.
- Neutral
- Offense
- Defense
Cammy
Chun-Li
Dee Jay
Dhalsim
E.Honda

- Quick Notes
- Buttslam is difficult to 5MK or 22K as it can sometimes make those options whiff. The safest option is to try and parry it.
- Headbutt can be jumped on a read, but the best option on reaction is to try and Parry it so the Drive loss is mitigated.
- Do not try to reaction DI Headbutt. He can almost always DI back and kill you for it, as you've also taken unscaled Headbutt damage from the DI armor.
- Neutral
Look out for Headbutt and Buttslam. Those are his main tools from afar as his mobility is otherwise somewhat lacking. Headbutt can be stopped with pre-emptive buttons or Kikoken, but he can use his j.HP to steer around Kikokens.
- Offense
If Chun gets the opportunity to safejump, use a light normal. Heavier normals will take more time to land if OD Headbutt's armor absorbs them and can be punished. Light normals have less hitstop and will still land in time to safejump OD Headbutt or any other reversal he could choose.
- Defense
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa

- Quick Notes
- Parry blows up a lot of her stuff. Even if it isn't a Perfect Parry, she doesn't get to steal your Drive.
- 623P goes over Kikoken, be careful with it once they present Phalanx as an option.
- Every option from Scutum is highly comittal and can be punished if read, but none are inherently reactable.
- Her 214P combo ender is incredibly unsafe on block. Punish her and punish hard.
- Marisa can use Scutum in Burnout to avoid DI. It's still armor so if she doesn't have enough health she'll just die.
- Normal 214K loses to lows, 214KK beats lows. Both lose to throw.
- Marisa deals incredibly high damage off seemingly random things. She will gamble and sometimes you'll just guess wrong.
- Neutral
This matchup is make or break when it comes to being able to whiff punish her. 5MK is very difficult to whiff punish on reaction, but standing outside of her heavy normal ranges forces her to either walk forward or gamble on said normals or Quadriga. It's also well worth the time to practice whiff punishing Gladius, as Marisa players like to poke with that too.
- Offense
Meaty throw beats a surprising amount of her reversal options, but she can still use non-OD 214K to try and bust out of a frame trap. It's a bit safer to use Kikoken in pressure as reversal Phalanx is pretty slow. React with 5LP, 22K, or Parry if or when she tries it.
- Defense
Ryu
Zangief