The thing is, he’d argue he’s doing 1 but honestly he just throws them out there. I aid him too I think because to do stuff on his wake up and I mistime it. Is there a normal I could use as a meaty to bait the wake up move as well? he plays mainly Guile and Guy.
His life. He wants you to fuck it. I thought that was pretty clear.
Granted he neglected to punctuate his question with the all important question mark, but its fair to assume that given the topic of the thread this was inferred.
Yeah, just do a couple of crouching jabs (as others said, all you can really do is chain cr. jab and cr. short against a true hardcore masher - nothing else is safe because it won’t be a “tight”/“true” block string) and whether they hit or are blocked, just stop. Or if you usually do cr. jab, cr. jab, cr. strong, do all three if you hit the cr. jab and then stop. Blocking after a hit far roundhouse can also be effective. Of course, don’t drop the combo if you really need the combo (e.g., if it’s going to KO him and you are are not super confident he will mash a reversal). But it’s something to add into the mix and it should calm him down a little bit in time if you do indeed punish hard. No reason at all not to bait him with the block strings, especially… you won’t be losing much to make sure your block string is tight (he was blocking it anyway), and if it works, then instead of getting SRKed or whatever, you get a huge punish.
There are all kinds of ways you can bait out his reversals. You can jump from a distance where normally you would attack but instead empty jump so that his attempt to antiair you whiffs (this can be tricky depending on the move and situation, but it’s a tactic worth pursuing). After you knock him down, you can whiff a jump in or a demon flip palm or whatever and if he’s that itchy to reversal, he will if you time it reasonably close. A great tactic against Guy’s ex spin kicks involves taking advantage of how much fireball invincibility it has… It has a good amount of invincibility in general, but in particular it will blast through air fireballs even if they’re thrown really late. Guy players usually think that it’s a great idea to blast through a jump in ex air fireball to catch whatever attack you’re trying to follow up with (or just to catch you walking forward), and against a less gdlk Akuma, they’d be right, but you can take advantage of this confidence by jumping in with ex air fireball and walking forward a little, and then as they wake up just block. He’ll ex spin kick… guaranteed.
Oh yeah, another great one is just to walk forward as they’re waking up and then block at the last second. Doesn’t get much more effective than that. You can spice it up by whiffing a crouching short or a throw or an overhead chop or whatever just before he wakes up.
Unfortunately, some people are just completely incapable of understading some basic do’s and don’ts of this game. One of my best friends has been playing this game for the last two and a half years, and he still mashes uppercuts on 90% of his wakeup (Sagat). It doesn’t matter how many times I cross up tatsu, or DFK him out of it. In his mind, somehow that 10% that he hits me either because I mistimed, or legitimately to lag when we play online is worth it. It doesn’t matter how many times I bait out his painfully obvious “waiting to ultra” game, he still does it.
Whenever I play him, as well as others similar to him, I have to completely dumb down how I play, and it feels like it just dulls my overall game playing these people. So when I go up against someone who is actually good, it takes longer to shake off stupid mode. Some people don’t actually care about learning the game. Just as long as they get their single “win” out of fourty.
Guile is very susceptible to the command dive kick and the DFK after a knockdown. The easiest one against Guile is after a forward throw. Just do a standing roundhouse, then instantly do a roundhouse DFK. Guy has a similar one that’s pretty easy after a throw as well. If they are smart, they’ll understand that your roundhouse is “telegraphing” what you’re about to do, and instead of the dive kick, you do something else instead.
@Poe. What’s good man, long time. Ok, all of your points are interesting. I can exploit his natural tendency to throw it out there by either whiffing a fast normal, but baiting the rest requires spacing with either the air fireballs or empty jump ins. Means I have to work on my spacing more. I’ve been playing with whiffing a crouching jab or short just outside of throw range to set up throws. I never thought abut intentionally whiffing the throw early. Will give that a try.
@Nevermore - as I said, other than the reversal thing, he’s otherwise pretty solid. That’s why the mashing surprises me. But I give him too much respect. LOL. I’ve actually been incorporating the standing RH into RH flip kick against Guile and he has not yet figured that out. I didn’t know I could go it with Guy though. That would have to be only if he doesn’t have EX though? Will check the match up thread.
Against Guy it’s forward throw > 1x dash, roundhouse DFK and wait as long as you possibly can to hit the kick. It will stuff just about everything he tries (he can still escape) to attack with, and it will safe jump the EX.
He’s option selecting s. roundhouse with the s. short to catch back dashes. The c. strong is because he’s either trying to continue the combo if the the second short hit, or he’s fishing for a counter hit that allows him to either sweep or hit a s. roundhouse. Another way to do it against people who hammer on throw, or tech is to option select tech into the first hit as well.
I thought he was option-selecting LK tatsu. At least that’s what I do. Like cr.LK, LK tatsu, but you do the LK tatsu after the cr.LK cancel window, and before the recover (chain attack window)
Agreed. This match can go either way however. Akuma can get a good lock on Cammy with a knockdown + successful guesses and steal the round, but on the flipside if Cammy cracks Akuma open he is fucked. Cammy’s damage and stun output combined with Akuma’s hitbox being ripe for her most damaging combos makes her frightening to deal with as Akuma. This is no cake-walk for Akuma but at the same time Cammy doesn’t exactly get the match handed to her either. I think its one of IV’s classic momentum battles to be honest.
Walk back and sweep, from my experience crouching extends Akuma’s hitbox or block field so you it’s better to just walk back so it would whiff and you can punish.
How do I play faster? I think I err on the side of caution with Akuma (more of a defensive minded player), but I played a long set today and I found I got many of my wins when I forced the pace of the match. How do I do this consistently? Can I play faster and safely?
I think today was the first day that I felt like I was playing the character right. LOL. My mixups were actually working. (Not against Guile though. I’m free against Guile, just constantly making mistakes in that match. )
I’d like tips on that as well. Whenever I play I just end up playing lame demon all day. I can try practicing pressure strings and the like in training mode to hammer them into muscle memory so I’m a tad more confident upclose, I guess?
I’ve been realizing the same thing these last couple months. I think a part of the answer is footsies. What I mean by that is that you have to try be in a position where you can jump in over whiff pokes. or bait punishable things on block. Getting in with ex air fireballs is good too when unless it’s predictible. I also like to get in after a blocked air fireball
Beside that, Any tips on landing ultra 2 off a close standing HP. I’ve been using this ultra in a few matchups lately and I need input tips.