SS 5 matchup question -

N

Nethus

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I'm having problems defeating Suija in SS5. It's mostly due to the triple air projectile in the air he uses - is there a way around this>? If you need a reference I use Hanzo, Haohmaru and Yoshitora.

Is there a strategy around all this? I could really use the help. Thanks.
 

UnCauzi

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Read it and dash under/roll the best bet is just to be close enough that if he does try to bubble you'll nail him on his recovery time. Depending on your character it is possible to jump over the last bubble and A+B

The trick is really just reading WHEN your opponent plans on doing the move. Which can be harder than I make it look, since it turns into that little birdie you start watching for then he hits you with a standard A+B or just runs in and throws you.

But if they are depending on that alone, SUija should be as good as dead. Personally I find Suija to be hella distasteful to play against, most of the Suija players do the same shit over and over until it works....worse than your persistant Minas imo.
 
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FeelGood

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I haven't done much versus competition much less face a good suija, but does Yoshitora's air QCF+slash have any priority against the water ball attack?
 

UnCauzi

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Nah, he's just get hit by water balls. The trick to the water ball attack is block it as close to Suija as possible. That way you get a free A+B since he DOES have recovery. Only problem is if you do this watch for a basic A+B if you're slow. Almost all Suijas pray that you run into this and against me it just gets them killed.

Suija isn't dangerous at all until you play one that switches up constantly, and utilizes his d+A+B cancels and tiger knee super.
 

Kim Kaphwan

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The Suija's I play against do nothing but his Spinning blade attack and B+D/BC into dp+S water sheild, then jK or other mix ups. His damn jumping K is annoying as hell.
 

rook

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Apr 17, 2001
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on using Hanzo vs Suija...

you have speed going for you, so you can avoid getting hit by his waterballs by running/rolling under him. Unfortunately, you might have a problem actually hitting him bcause he's able to do a followup attack after he throws out his projectile. The flying head toss thing takes him across the screen away from you (run after him), and the spinning attack forces you to block.

You'll have to be patient and wait for a mistake and avoid getting overly chipped in the meanwhile. Running & rolling under projectiles, playing mindgames with teleports, wall jumping to get height advantage - you'll need all these to try to get your opponent to budge. After a wall jump you can throw shurikens at him to chip HIM for damage instead (don't do this _all_ the time though)

After a while, the suija player will probably try to come at you with his normals intead of raining down projectiles. your df+C has good range, knocks down, and avoids his stand AB. Far B will clip him of he tries to jump. Be wary of cr AB into spinning slash.

Focus on scoring your knockdown (which will most usually come from df+C, run C or mozu otoshi) and then it's high/low/grab mixup time. If you're ahead on life, force a timeout if you have to.

Never, ever do one of your teleport attacks. All Suija has to do is block and hit AB as you bounce off (high version) or as you crouch in front of him, recovering (low version). Free damage for him.
 
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