Vega has some really gimmicky tech wake up options, Ive seen a lot of people just not tech the Scarlett Terror just to avoid them. Good times
hey guys I have had alot of trouble against a jumping juri today. I usually just take my time, and catch them with a well times airjk or jk, but she seemed to be able to outreach me. Also her dive kick is annoying as hell, will beat a jt mid air like everything else too
any thoughts on run away juriās ?
I dropped from 2100 - 1400 pts in ranked today. I tried playing people with the setting āmore skilledā seems like a bad idea
late
jumping
high punch
so fucking dangerous. looks like youāre going for a cross up. works best in the corner. utilize it if you arenāt already.
edit: ^ I agree, late jump fierce even crosses up sometimes and can be used to safe jump. Raw!
Been recently using alot more crouch fierce as a footsie tool and let me be the first to say that when that normal is out after the 11 frames of start up, thereās really no beating it. It even works really well against Cammyās jump in round house and Guile and Dudleyās stand fierce. Also, found out that tk lk jk on certain characters wake up causes a 50/50 of cross up or not. Really good to bully charge characters and characters with poor reversal ability.
My new favorite set up is nuetral jumping when my opponent techs, then comboing the nuetral jump round house into whatever. if you see that they didnāt throw and are trying to punish you can almost always dodge the attack with air jag kicks. The start up on air jag kick seems to have a decent enough amount of forward movement to be used for defensive air mobility.
i fucking hate guys dumb ass elbow pressure
anyone have a picture of its hit box? that shit is so fucking too good.
heh I played a guy the other day, that elbow is annoying as hell
It has a really small hurtbox and has a lot of active frames i believe so itās pretty decent. that and toppled with the fact that if you try to punish it early they can do the air command throw, itās a pretty good tool.
I played Guy exclusively for 6 months before I switched to Adon(Iām probably gonna go back to him in AE tbh).
Elbow āpressureā is a gimmick.Just move away from it and grab them when they land.Granted,well timed elbows mixed in with Guyās other abilities are a solid tactic but random elbows all day are not gonna work.
Crouch, then super deep ex rj > Guyās elbow. Round house RJ works sometimes as well but is a bit more strict timing wise. Adonās back dash has really good invincibility on start up, so you can literally back normals on reaction then punish. It dodges elbow.
Edit: Nm
Any tips for Gouken? His mixup hadoukens tend to limit my ability to JT or JK to get in. When I do get in, I usually get focus attacked out almost immediately. Iāve tried throwing in grabs instead of trying to crossup mixup, but it only works a few times. The invincibility on his dash forward attack (donāt know what itās called) whiffs my s.hk and Iām punished for it. I wonāt win games trying to turtle a Gouken, help!
after a knock down I empty jump and see what the opponent is going to do. There are few options gouken players usually stick to. There are those who throw out counter, others demon flip, they might ex tatsu (if they have the meter, but they usually donāt do this) or others just block. After I start to see what options they utilize is where I start to think of what to throw out on his wake up.
I honestly think the best option after you knock him down is to just trap him with jaguar kicks. This eliminates 2 of his best wake up options. He canāt counter the Jaguar Kick since it armor breaks and if he demon flips you will most likely knock him out of it. Donāt even bother using Jaguar Tooth in this match up. Save your EX meter for EX Jaguar Kicks to get passed his Hadouken obstacle course. Gouken players online love using his fireball and they barely ever realize when you have Ultra 1 stocked.
One of my sparring partners switched to Gouken, so I was going to respond, but this is some good info.
right my latest issue is as follows. I am having issues with Akuma and Ryu.
I know Ryu should be a fairly easy matchup, but im getting beat by ones that do nothing but jump. jump back roundhouse > sweep. Or jump back, then forward, back, forward you get the picture.
I try to AA but it doesnt always seem suitable, his j.rh has what seems like insane range. I know I need to work on my AA hk.rj as sometimes I get them, other times I mistime and eat a combo. Also j.mp seems to lose to his j.rh 50/50.
I have tried blocking and then punishing but his sweep/combo seems to push him back far enough to escape most things.
Also j.rh backwards hard counters jt, and unless I get close, fireballs incoming. IAJKās and any ground jks usually result in jump jump jump. If I corner the guy im usually alright but ryu has that damn helicopter shit.
My problem with Akuma is j.fireballs. I know I really shouldnt have issues with them, but I played a guy the other day who did nothing a but this. So infuriating as jtās need to be almost perfectly timed to hit him, and jkās are pretty useless without meter, due to miss/recovery/lack of invinc.
Any tips ? or do I just need loads of patience against Akuma ? as for Ryu, outside of rh.jk, mk, cr.hp or j.mp whats the best way to deal with AA ? or do I just need to work on spacing ?
ps. I never used to have a problem with this, it could be that the people I was playing just werent that familiar with Adon, as high ajks used to be my saving grace
pps. I feel a bit silly asking for advice on this as I gave advice before on how I dealt with this, im so confused that im struggling with these types of players againā¦
Donāt antiair with anything other than HK RJ, it works 100% of the time with correct timing, the only problem is if ryu empty jumps outside of range, but thatās the thing with all DP characters and that doesnāt look like your problem. If he presses a button in the air, his hitbox extends and HK RJ hits. Record a dummy in training and practice the correct timing, it must be late. HK RJ has 6 frames of inv. which is good, just not SF2 good. As a bonus, a late, crouching RJ will oftem beat crossups too, because adon autocorects well unlike, say, guile or even akuma. I know others suggest to use normals, but adon has NO normal that is a reliable antiair, and have it fail just one out of 5 times means you eat huge damage. If he jumps from pretty far you can attempt things like stand MK or something else, else you have absolutrely no reason to.
As for the rest, yes, patience of steel. A turtle ryu is the most shitty thing to play in SF4 but you just gotta be lame and very patient. He is not accomplishing anything except cornering himself, and altho he can escape with HK tatsu you can get a fair bit of damage before he does, especially with HK jaguar kick and overall chipping etc. Thereās also a couple ways to punish the tatsu escape (U1, jag tooth) but itās a little harder to do. If heās just building meter with fullscreen fireballs, lk iAJK over the fireballs will build meter for you. Or you could build ultra with focusing, just donāt get hit. Sweep is punishable at most ranges with stand HK, not always, though.
For neutral jumps, stand HP works pretty well from a good range. You canāt really do much against a backwards jump exept try to time a MK or LK jaguar kick so they ālandā on the hitbox, but thatās a little hard and not 100% reliable.
cheers dude ill see how I get on
Emphasis on st. HP > nuetral jumps. I was getting bodied by Hondaās nuetral jump fierce until I realized that st HP was the answer. It does 120 =]
if the opponent is just jumping back into the corner. just j.HP or j.MP them as an AA
if you have the meter, you can do EX jaguar kick -> st.HK/mk.RisingJag/ex.RisingJag/Ultra2
iāve probably landed ex jaguar kick -> ultra2 more times than I have fadc -> ultra2
Is that ultra combo set up corner only?!?
Why didnāt I think of that before??..
/facepalm
mid air and one hit sets up a juggle situation much like a EX-Jaguar Tooth in the corner where you can U2 for FRAAY!
A lot of people donāt jump forward a lot against Adon when theyāre in the corner (which they should with a jump normal) instead, they jump back, which sets this up really well.