3rd Strike Match-ups

what are you talking about? akuma needs meter for his ex moves!!!

Um Akuma doesnt have EX moves!

ok you guys are bassically rite,but its not as one sided as you make it out to be,you guys make it seem like the only way a really good top tier akuma beating a really good top tier makoto is if the other player is hella better?,i,ve seen it go either way

Poor Ibuki is a bad match against Urien…(yes u Mr. Urien), any way to beat a good Urien player with Ibuki?

Tch, you skip from one asian girl to another. Just like me!

Ok, so, like, yeah. If you’re going to play Ibuki against Urien, you had better be able to parry in the air like nobody’s business. Personally, I’d play an uber-pressure game. On his arse the whole match, start to finish. One big plus for Ibuki is that the “tall-guy” combos work really well on Urien (ie: jumpin jab-fierce, mk, EX kick-upper, air jab-fierce, EX kick-upper xx SA1). Since she’s got such short arms, you’re really more about stuffing than poking outright. Use her priority and tiny-ness to keep him from getting anything out, rather than punishing.

When all else fails, throw his ass. A lot. Then do the unblockable!

N

I actually find Ibuki a tough match up for Urien, she has speed and can outpoke Urien, parrying Urien in the air isnt all that hard.
the only chance Urien has is landing a big punishing combo and even that its a crap shoot.
And like Thongboy said, Urien being tall is a great combo target for Ibuki.
Another thing is that unblockable set up both mid-screen and in corner dont work on Ibuki.

Lol Thongboy…:lol:

Well, ok so like play aggressive? Yes actually it is a plus that hes a big char. I’ve been working on the unblockable and its kinda hard to time. hehe.

To the Dudley avatar person…how does Ibuki outpoke Urien?? From my experience, Urien’s long legs dont stand a chance for Ibuki in the poking game. However, is it true that Urien’s unblockable doesn’t work on her???

thnx ppl

the first step is to know thy enemy, which in this case is urien. ok now what do you know about urien? you know he likes to low fierce, a lot :slight_smile: so you gotta bait that out and punish, you know what gets me? that stupid flip over daggerXXsa1, don’t forget about ibuki’s airthrow if the match turns into leapfrog
use the walking jab a lot to start mixups, ibuki’s toward + roundhouse is a good anti poke too

the best advice i can give is watch vids and other people who play your character, see how they find ways win, and remember what you saw

urien’s unblockables most definitely work vs ibuki, i made one up just for her :slight_smile: it’ll be posted on teamfamilyfun.com as soon as we find someone with premiere to put the vid together

Urien has long limbs but they will usually get stuffed by ibuki’s standing jab, or low mk, as they have higher priority, plus shes fast, if she jumps around its hard for Urien to catch her.
Ibuki takes damage like a bitch for a reason.
The unblockable set ups I am talkin about is the one in the one Tokido did to Justin, I dont think that works on Ibuki, and the other one at mid screen : low fierce, tackle, fierce reflector, tackle and roundhouse knee drop to get to the other side. Just like Yun/Yang they fly off too far so the second tackle will miss.
There might other set ups tho, tell me what they are if u know them.

Cool thanks guys…imma try it on Mr. Urien :slight_smile:

Like I would know Urien’s unblockables!..heehee. Rock knows.

“And dont worry about me not playing seriously just because money isn’t on the line I always fight hard. The only handicap I’ll give you is Sean himself!”

so very bold… it’s like a ryu win quote or something…

what makes the remy vs yun or yang fights even?

i have a REALLY hard time keeping both of them out playing as remy

ok against yun i suggest picking super 2 and building a bar to punish blocked shoulders
remy’s low fierce trades with the dive kick, right? if not jumping fierce beats it
harpoon kick is good just to move across the screen since it has little recovery and pretty save if they duck it

against yang just low strongXXsonic boom to punish blocked mantis strikes

for remy to depend on a super to punish a blocked move as his survival, yun owns remy…

what can remy do against makoto and chuni li?

i have to keep moving on makoto so i dont get pinned by her cr. MK but if the player spots a dash back they dash then it’s a kara kusa or crouching MK time…

i’m being owned

chun li: i try to avoid her cr. HK and standing HP’s then she has her kara throw… but there r so many things to watch out for what can remy do?

i hear from my friend that all chun li needs is one low MK
makoto needs one kara kusa
ken needs one MP, HP chain
urien one cr. HP
yun one genie jin
…so on and so forth…

it seems everyone in the game needs one of something and they’ll win…

the tier list should read remy and twelve as the 2 lowest…

secret

yes generally yun owns remy, a lot of yuns are pattern based: look for the two dive kicks then throw attempt or fake palm strike into throw, then go in for your kill

makoto and chun-li aren’t much better for remy, generally you will lose, against makoto you have to stay off of the ground at all costs, because makoto stuns too quickly, practice jump and teching on the way up, don’t forget about leap attacks either (mp + mk)
against chun throw a lot of booms until chun has a meter, then stay just out of range of hoyouku-sen, throw a boom, and try to bait out a super that won’t connect on the first set of kicks, anticipate high techs until chun is within low forward range, then it is too dangerous to attempt techs, use leap attacks against rising chun, if you are doing to do a rrf on a wakeup, do a low short first in case they anticipate your strike
i know i am over simplifying but it is a broad question

listings updated 3/23 3pm

I have a problem with Sean -vs- Akuma and Sean -vs- Ryu

Mainly against Akuma but a bit against Ryu as well Sean has some serious advantages. His Hadou Burst can tear up Akuma taking off a fourth of his life if its hits and anyone who throws a fireball is bound to get hit. So either the fireball throwing Akuma and Ryu are going to stop throwing fireballs to prevent the Hadou Burst or get nailed by it. Not to mention before getting a Hadou Burst (although he almost always has one) he can roll under them and has one of the highest jumping abilities in the game.

I seriously hope you’re not basing this information off of the matches you had with Troy Wesley (that kid you were playing casually) this past Saturday.

Because he literally has played the game for a total of 2 hours (no kidding he picked up the game the friday night before the tournament) and has yet to get a firm grasp on the do’s and don’ts of the game (Explains why he was throwing hadoukens at your Hadou Burst).

GAH.

must… resist… flaming… ;(

secret

If you feel like you need to jump, jump back with air roundhouse. Makoto players take advantage of your vulnerability in the air. Every Makoto players know that your trying to avoid her command grab and that after smacking you down a number of times that you’ll probably sit where you are and eat her command grab. As simple and as stupidly yet as effective as this odd tactic is, there are stupid as well as expert looking solutions here and there.

  1. most Japanese players jump with an early parry (They do this to account for an attack or a grab) or wait a few frames before jumping (I think the c. grab is slower that her s. strong/s. fierce/ c. roundhouse???). I was a ble to do this a number of times but it takes a while to switch from up+back/forward, neutral, forward.

  2. I’ve seen a few that managed to tech this damn grab of hers (I still don’t understand the timing…maybe it’s a consistent rhythm??)

  3. The dash-ins, canceled towards+forward or roundhouse get punished easily most of the time. In Remy’s case:

c. jab/ c. short/ c. strong/ EX low LoV/

and canceling into a RRF/SAI/SAII when one of the attacks hit.
EX low LoV is pretty fast and seems effective in killing their offense in the ground game.

  1. As soon as you knock them down…

what’s an easy way to knock them down? “throw a LoV, dash and throw as soon as they parry the LoV” is one way.

…go crazy on Remy’s guessing game with the CBK. Dash in at the last split second when they are getting up (by that time they’ll think that you’ll ONLY have time to grab and thus try to tech) do s. CBK (counters throws) then from there mix up your next move whether it’s a grab, RRF, or another CBK. Many players will, without thinking, attempt to grab Remy again and again so it’s a good idea (not to mention safe) to do repeated CBKs and then doing a throw as soon as you “think” that they are going to block.

NOTE: the reason that you rarely (probably never) see many Remy players do this kind of thing against Makoto in Japan is that the timing is very strict (if your like 2 frames off or so you’ll eat the grab). I’ve been able to get 5 CBKs in a row against repeated grabs…errrrrr…

There are at least nine other ways to kill Makoto…but I feel selfish right now…or maybe I’ve told too much already.

Remy can fight Yun.

To stop dive kick, jump up and j.forward.

Never throw high booms except when you anticipate a normal jump.

It’s still a hard fight, but he can win.

-Sphinx