Akuma / Gouki
Advantaged matchup.
SA2 Follow-up
- jHP > jHP
- j2MK > j2MK
Alex
Advantaged matchup.
SA2 Follow-up
- (late superjump) jHP > jHP
Chun
Even matchup.
SA2 Follow-up
- (late superjump) jHP > jHP
- (delay) j2MK > j2MK
- j2MK > jLK
- j2MK > jHK
- jLK
Dudley
Semi-advantaged matchup.
SA2 Follow-up
- jHP > jHP
Elena
Advantaged matchup.
SA2 Follow-up
- (late superjump) jHP > jHP
- (delay) j2MK > j2MK
Hugo
Advantaged matchup.
SA2 Follow-up
- jHP > jHP
Ibuki
Advantaged matchup.
SA2 Follow-up
- (early superjump) jHP > jHP
Ken
Semi-advantaged matchup.
SA2 Follow-up
- jHP > jHP
- j2MK > j2MK
Notable SA2 Punishes
- Sweep
- 2MK > hadouken. Many kens want to do this to ease their SA3 confirm
Makoto
Semi-advantaged matchup.
SA2 Follow-up
- <todo>
Necro
Advantaged matchup.
SA2 Follow-up
- <todo>
Oro
Advantaged matchup.
SA2 Follow-up
- <todo>
Q
Advantaged matchup.
- Q has some unique properties on defense. He takes 1 additional frame of blockstun on stand block, and 2 additional frames on crouch block. Q also is unthrowable for a few frames when transitioning between crouching and standing.
- Due to Q's incredibly high reward for being right on defense, and his ability to make your throw whiff all the while he is buffering parries, you'll want to make your offense more reserved with more focus on spacing traps. Be careful though, as his karathrow and kara command grab reach very far!
- Due to Q's tall hurtbox and additional blockstun, this is one of the few MUs where L SBK shines! On block you can expect to be -1 or 0 with your superior Chun buttons all while getting decent chip in.
SA2 Follow-up
- (late SJ) jHP > jHP
- j2MK > jHK. Gives knockdown and damage
- (delay) j2MK > (delay) j2MK. Gives corner carry and knockdown
Remy
Advantaged matchup.
SA2 Follow-up
- jHP > jHP
Ryu
Advantaged matchup.
SA2 Follow-up
- jHP > jHP
- j2MK > j2MK
Sean
Advantaged matchup.
SA2 Follow-up
- jHP > jHP
- j2MK > j2MK
Twelve
Advantaged matchup.
- Look out for super punishing twelve's 5HP onblock at all ranges, and non-ex needles at most ranges.
- 4HP is very good at stuffing twelve's air options, especially options out of airdash.
SA2 Follow-up
- <todo>
Urien
Semi-advantaged matchup.
SA2 Follow-up
- jHP > jHP
- j2MK > j2MK
Yang
Semi-advantaged matchup.
SA2 Follow-up
- jHP > jHP
Yun
Fairly even matchup.
- Simply blocking out Genei Jin is often your best option. Yun's reward from command grab is relatively low, especially when considering the high reward he gets on hit and the extremely low likelihood mashing will beat Genei Jin normals.
- If you choose to callout gaps during Genei Jin, kara throw and maybe jumping or 2LP are usually your best options as all his normals will outprioritize your normals.
- It is important to understand the post divekick RPS. Shodokan has a great video describing it in detail, but in short, delay crouch-teching will be your best option to make the Yun open up bigger gaps in his pressure and make him scared of your throw etc.
- 4HP is one of your better options for stuffing Yun's farther jumpin options and SGGK is a great option against Yun divekicking close to your feet.
SA2 Follow-up
- jHP > jHP