Akuma Matchup Thread

Got some more spare time off now.

Another Update:

Characters Done
[LIST]
[]Balrog
[
]Chun Li
[]Guile
[
]Heihachi
[]Hugo
[
]Hwoarang
[]Julia
[
]Juri
[]Kazuya
[
]Ken
[]King
[
]Law
[]Nina
[
]Ogre
[]Poison
[
]Raven
[]Rolento
[
]Ryu
[]Yoshimitsu
[/LIST]
Characters Left:
TEKKEN SIDE
[LIST]
[
]Jin
[]Xiaoyu
[
]Asuka
[]Lili
[
]Bob
[]Steve
[
]Marduk
[]Paul
[
]Kuma
[/LIST]
STREET FIGHTER SIDE
[LIST]
[]Ibuki
[
]Sagat
[]Dhalsim
[
]Rufus
[]Zangief
[
]Vega
[]Abel
[/LIST]
CONSOLE EXCLUSIVES (This is a ‘Maybe’ Category)
[LIST]
[
]Toro
[]Kuro
[
]Cole
[]Megaman
[
]Pacman
[/LIST]
The next character that will be covered will be Kuma

Next Up Kuma

OVERVIEW

Heihachi’s pet makes his way into the 2D fighting plane with his tricks and goofiness kept in tact. Kuma is somewhat of an ‘oddball’ character in SF X Tekken: one part heavy hitting brawler, one part grappler one part trickster.

Unfortunately for Kuma he has a bunch of weaknesses starting with the fact that he is a bear. Kuma is one of the biggest characters in the game next to Hugo hence his big hitbox really does screw him over especially in Juggle situations. On top of this he walks painfully slow making it hard for him to get in and score some damage. Which isn’t helped by the fact that he lacks a cross-up move also.

APPROACH TACTICS

ROLLING BEAR

Kuma’s Rolling Bear is a good way for Kuma to get in due to the amount of invincibility this move packs. It can get through your fireballs and it can avoid physical attacks whilst the move is out.

It doesn’t avoid throws though such as your regular throw as well as your Demon.

HUNTING STANCE

Kuma’s hunting stance can be difficult to fight against for those who have never seen it or faced it before. The stance has many follow-ups out of it and Kuma’s ground speed is increased heavily whilst he is in this stance.

NORMALS TO LOOK OUT FOR

st.HP

This is Kuma’s longest range normal on the ground.

If he hits you with the very tip of this normal, he can’t launch you afterwards as his launcher doesn’t pack a lot of range.

On whiff it isn’t the greatest. You can whiff punish it with your Far Standing HK into a Cross Rush but be careful. The second hit may whiff due to Kuma’s odd hitbox.

You could also cr.HK sweep him too for a knockdown.

cr.MP

Kuma’s cr.MP has some good range for what it is as it moves him forwards along the ground

It is also a good anti-air for your shallow jump-ins should the Kuma Player spaces it right.

Like his st.HP you’ll want to learn the range on this move so that you can whiff punish it in footsies.

cr.HK

Kuma’s cr.HK is a little deceptive in the range department.

If he spaces this move properly so that he hits it at the tip, you can only Reversal Demon Punish him on block.

It is a little slow compared to other sweeps in the game so if you can predict it. Jump over it can score a free jump in combo.

UNIQUE ATTACKS / TEKKEN STRINGS

LEFT RIGHT BEAR CLAW (LP > Back + MP)
The Bear Version of the typical Tekken Left Right Combo

This string from Kuma is a two hit safe string that he can use whilst pressuring you.

Both hits on block are safe to your stuff including your Reversal Demon.

This move does suffer one small problem and it is that Kuma leaves a big frame gap for you to stick a DP in between the string.

DOUBLE WILD SLAP (HP > MP)
Kuma throws both of his arms at you for a 2 hit swipe attack.

Despite what the string looks like, you can block both hits of this string both standing and crouching.

On block you can punish both hits with a cr.HK sweep or a Far Standing HP into a Cross Rush

JAB ELBOW SMASH (MP > MP > HP)
A 3 hit punch string from Kuma

All hits of this string can be blocked either standing or crouching.

The 1st hit on block is Kuma’s st.MP. You can only Reversal Demon Punish this move on block

The 2nd hit on block can be punished with your DP if it is performed deep. If it is peformed shallow, you can only Reversal Demon it.

The 3rd hit on block can be punished with your cr.HK sweep or a Far Standing HP into a Cross Rush.

JAB ELBOW STOMP (MP > MP > LK)
A 2 hit punch string that ends in a low kick.

This string is similar to his Jab Elbow Smash String (MP > MP > HP) only the ender is a low kick instead.

Despite looking like a low kick, you can block the last hit on this string standing

Treat the 1st and 2nd hits on block like how you would punish the first two hits of his Jab Elbow Smash String (MP > MP > HP)

The 3rd hit on block is a slightly safer than the ender of his Jab Elbow Smash String (MP > MP > HP) as you can only Reversal Demon the last hit of it on block.

TRIPLE HAMMER (Back + HP > HP > HP)
Kuma takes both of his arms and slams them about like hammers 3 times.

All hits of this string hit as Overhead attacks so block them standing if you don’t want to get hurt.

You can only Reversal Demon the 1st hit on block

The 2nd hit can be punished with a st.HP into a Solo Combo or a Cross Rush on block.

The 3rd hit can be punished with your Far Standing HK on block. You’ll have to walk a little bit forward to get the cr.MP link to connect afterwards in the solo combo.

There also is the option to just stop the Far Standing HK and just go into a Cross Rush on block.

G-CLEF CANNON (Forward + LP > MP > HP)
A one handed 3 hit string from Kuma

All hits on this string can be blocked either standing or crouching

The 1st hit on block is safe to your DP and your Reversal Demon

The 2nd hit on block can be punished with your cr.MP into a Solo Combo or a Far Standing HP into a Cross Rush. You could also cr.HK sweep him as well

The 3rd hit on block is the most unsafe, you can punish it with a Far Standing HK into a Cross Rush or a Solo Combo. You’ll have to move a little bit forwards to get the other normals to link after the Far Standing HK.

BEAR SMASH (Forward + HP)
A long reaching 2 hit claw attack

You can block this move either standing or crouching.

This move is a safe move against you. It is safe to your Reversal Demon

It is a little slow for a move so you can interrupt it with your Far Standing HK or any of your other normals that have some good reach to them if you can see this move coming.

Kuma players may also want to use this to tag out when their life is low. If so get him to whiff the move so that you can whiff punish him as you can’t punish his partner on entry if you block the move even with a Reversal Demon.

You can also DP the move on reaction allowing your partner to come in a get an extended juggle

STANCE CHANGE (All Kicks) (A.K.A ‘Hunting Stance’)
Kuma goes on all fours because why not? He’s a bear

It’s pretty much a known fact that Bears can operate better on all fours than on two legs and it is the same story here.

It is important to note that whilst in this stance Kuma CANNOT block.

Although he can dash, jump out of it and perform his Frolicking Bear (QCB + Any Kick) whilst in this stance.

During this stance, Kuma walks a little faster than usual.

His dash speed also increases a lot on top of this. It only takes 2 good forward dashes for him to be in your face whilst he is in this stance.

During this stance, Kuma can perform some unique moves exclusive to him whilst he is in the stance.

All of his normals change whilst he is in this stance as well.

These normals can all be blocked either standing or crouching.

> BIG TREE (Forward + MP During Hunting Stance)
Kuma peforms a very sharp quick attack.

You can block this attack either standing or crouching

This move comes out pretty fast and has some decent reach. It can be used to throw you off whilst Kuma is in Hunting Stance.

This move also works as an anti-air should you try to jump in on Kuma whilst he is in this stance. The anti-air is weak to up close jump ins and cross-ups though.

On block you can punish this move with a Far Standing HK if it is done deep or you can cr.HK sweep him if he does the move shallow.

There also is the option to Reversal Demon him should you have the meter for it.

> GRIZZLY FLING (Forward + HP During Hunting Stance)
Kuma lifts both of his arms up launching you into the air.

This move hits as a low attack.

Apart from that this move is safe to your normals but unsafe to your Reversal Demon on block.

> BREAK’N (Back + HP During Hunting Stance)
Kuma breakdances on the floor sliding towards you.

This move has two main uses:
[LIST]
[]To act as a very risky fireball punisher
[
]As an anti-air
[/LIST]
The two uses mentioned above are good options for Kuma against you this move packs one hit of armor.

He can also change his distances whilst this move is out. Although he can’t move backwards as much as he can move forwards.

As a fireball punisher it is very risky as mentioned before. As long as he doesn’t catch you whilst you are doing a LP Shakunetsu or something like that, you will be able to block in time before he gets to you provided your spacing is on point throughout the match.

On block this move is horrid. You can pretty much punish with whatever you please on block.

It is advised that you try to avoid jumping at Kuma whilst he is in this stance in order to avoid getting knocked back all the way to the other side of the screen.

You can approach him with some EX Air Fireballs. Make sure that you do them low to the ground so that Kuma can’t just Break’n under your fireballs (no pun intended)

> HUNTING SPEAR (Back + MP During Hunting Stance)
Kuma does a tackle from his stance causing a wall bounce on hit.

This move can be used as an anti-fireball tool against you.

From about mid-screen, this move can go through your fireballs and hit you. Whereas at full-screen the move will whiff allowing you to punish him with a Far Standing HK into a Cross Rush.

> FERAL CROUCH (Down + Any Two Punches)
Kuma lays down on the floor.

This move can be used to go under your fireballs should you get a bit too fireball happy against Kuma.

For anyone who has played Hakan from SF4, think of this move as his ‘Guard Position’ move only it lasts longer.

Unlike Yoshi, Kuma can actually dash or jump out of this move should you try jump in his face.

He can’t punish you should you whiff your jump in as his own regular attacks from this stance are too slow to punish you.

This move puts Kuma very low to the ground, but during this state he is weak to both lows and throws.

Your Regular Dive Kick (Down + MK) can hit him out of this state as well. From this move you can option select into a sweep or a Far Standing HK should he try to forward or back dash from this move.

SPECIALS

ROCK 'N ROLL CIRCUS (HCB > Forward + Any Punch)
Kuma grabs his opponent and then spins them around like a ball before throwing them away to the other side.

This move is a command throw from Kuma.

It doesn’t pack a lot of range though for command grab, he has to be pretty close for the grab to connect. About your cr.MP range and this is concerning the LP Version which has the greatest range.

The EX Version has as much range as the LP Version and does some more damage.

This grab has one problem it is that it throws you all the way to the other side of the screen. Almost full-screen meaning Kuma will have to work his way in again.

MEGATON CLAW (HCF + Any Punch)
Kuma moves his paw forwards for a strike.

This move is a starter for some of Kuma’s heavy hitting moves. Depending on what Version he does, the safety of the move changes.

You will be able to tell which version is which by the way in which Kuma recovers, he recovers for longer for the heavier versions.

The LP Version is safe to your normals, DP but not to your Reversal Demon

The MP Version DP Punishable (use the LP Version for the most damage)

The HP Version is also DP Punishable (use the MP Version for the most damage)

The EX Version is Reversal Demon Punishable on block. The EX Version also has some invincibility on start-up. It can beat your HP and MP DPs out clean to so just block the move and then block the follow-ups afterwards should he try any.

From this move Kuma has the following follow-ups.

MEGATON CLAW > GRIZZLY CLAWS (HCF + Any Punch > LP)
Kuma pushes his other paw in front for a knockdown

This follow-up is Kuma’s safe follow-up. It is safe for those who don’t have DPs or 3 frame jabs.

Akuma has both a 3 frame jab and a DP so you can punish this follow-up on block with a DP or a st./cr.LP into a Cross Rush.

This move doesn’t have an EX Version to it.

MEGATON CLAW > GRIZZLY CLAW SMASH (HCF + Any Punch > MP or HP)
Kuma slams his paw over your head.

This follow-up hits as an overhead attack.

Something to note about this move is that this follow-up will not Combo with Kuma’s LP and MP Megaton Claws (HCF + Any Punch) . This will only combo with either the Heavy or EX Versions.

Meaning if Kuma tries to hit you with this move and he screws up then he will most likely be using the HP Version.

This move is NOT a true block-string with his Megaton Claw (HCF + Any Punch) , you can DP in between all versions of this move including EX. Don’t rely on it though as Kuma can just stop the move and then be safe to your DP depending on what version he uses.

This little mix-up is all shut down however when you get 2 bars stocked for a Reversal Demon. As you will be able to Demon all of the hits of this special move on block.

On block you can punish the overhead with a st.HP into a Solo Combo or a Cross Rush on block.

HEADBUTT (360 Motion + Any Punch Whilst Close)
Kuma grabs his opponents’ head and then slams his massive head into theirs.

This move is a command grab that will only grab you if you are standing similar to King’s Giant Swing.

Kuma can perform this grab whilst he is around your cr.MK range. Any further out and he will do his Rolling Bear instead.

It has some decent range just that as mentioned before it will only grab you if you are standing. Hence crouching under this move is a good way to avoid it so that you can punish him during his recovery with a Cross Rush or a Solo Combo of your choice.

The EX Version just does some more damage expect Kuma to use this to kill you or inflict some heavy damage on you whilst the clock is near zero.

ROLLING BEAR (360 Motion + Any Punch Whilst Far Away)
Kuma rolls along the ground

Kuma’s Rolling Bear is a good way for him to get past your fireballs. He can roll full-screen and get in your face. Hence you will want to bait this move out so that you can punish Kuma during his recovery from the roll.

Whilst Kuma is rolling he is invincible to your physical attacks but not to your throws such as your Demon and your regular throws.

The EX Version allows Akuma to be invincible to your physical attacks during his recovery, you can still regular throw him out of the move.

ROLLING BEAR HEADBUTT (360 Motion + Any Punch Whilst Far Away > Any Punch)
Kuma rolls along the ground and then the moment he recovers, he does his Headbutt throw.

This is basically two specials in one only Kuma is allowed to do his Headbutt throw whilst up close.

There is a gap between him recovering and him doing the throw. Which is your time to punish him with a st.HP into a Solo Combo or a Cross Rush.

The EX Version is the same as the EX Rolling Bear, you can only throw him out of the move.

FROLICKING BEAR (HCB + Any Kick)
Kuma jumps upwards hitting you.

This can be best described as Kuma’s own ‘DP’ type move against you.

It is a good anti-air mid-screen but if you can cross him up then the anti-air will miss you.

On block this move is like a blocked DP. Punish it with a st.HP or a Far Standing HK into a Solo Combo or a Cross Rush.

Kuma may want to bring in his partner off of a blocked version of this move.

You can DP both him and his partner on incoming from this move this works for the LK and MK Versions.

The HK and EX Versions can only be punished via a Reversal Demon or an Alpha Counter.

Kuma can also do some dash cancels with this move as it is also his charge move. These are unsafe on block to your DP or st.HP if he dashes forwards.

FATAL WIND (HCB + All Kicks)

Kuma’s super is a short ranged attack that has some invincibility on start-up like pretty much most Super Arts in the game.

Its main use is in combos to kill you due its short range.

If he does this randomly in your face, you can EX DP him or Misogi him out of the move as well as Teleport to safety.

Also if he does this up close. Do NOT try to jump it as you’ll still get hit by it.

ALL IN ALL

Keep your distance as Kuma struggles to close the distance at longer ranges and try to punish his attempts to get in on you.

Try to bait out his attempts to get in by mixing up your fireballs and try to put some pressure on him in order to bait out his EX Frolicking Bear so that you can punish him during his recovery.

Kuma does not have a cross-up move meaning his only other ways to open you up are his two overheads: Triple Hammer (Back + HP > HP > HP) and his Megaton Claw > Grizzly Claw Smash Follow-up (HCF + Any Punch > MP or HP) and also jumping.

Anti-air his jumps as much as you can and try to space yourself properly so that you can punish his approaches. Poor spacing and bad anti-airing can spell doom for you very quickly as Kuma hits really hard.

This along with punishing his strings correctly and other moves on block can make the match-up easier for you.

On top of this, try to severely damage Kuma’s partner as most Kuma Players will be relying on their partners to get them in. If you can severely damage Kuma’s partner and you can zone him out properly, you can severely limit Kuma’s usefulness in the fight.

Great stuff. For a while now I’ve had no idea on how to fight Kumas.

First of all I’d like to say: ‘Damn this thread now has 1000 views on it’ as I write this post. Ok not much to most but it’s great to see that 1000 users have come here just to read the stuff that people have put on this thread. Celebrations aside it’s time for another character and why not pick one character out of that troublesome female Tekken duo known as Asuka (yes there may be bias in this and don’t worry we’ll cover the other one later :D)

**OVERVIEW **
I think the best way for me to sum up Asuka is to lay out a real life conversation I once had with an Asuka Player at my local Anime Convention:
Starring Asuka Player (AP) and SolidRose (SR)

Having just arrived at the scene SolidRose sees a player who seems really pissed and so being headfirst (and possibly plain dumb for talking to someone who could be really salty) SolidRose talks with the player in order to find out what is wrong not knowing that he plays Asuka beforehand.

SR: Hey what’s wrong?

AP: Man I can’t get in at all, those fireballs and those characters like Vega outpoking me all the time.

SR: Well everyone gets outpoked by Vega, you can’t really outpoke the dude unless he doesn’t have that claw in his hand and so many people can get through fireballs also.

AP: Not with Asuka

A Slight Pause

SR: Well you have a cross-up J.HP and once you get in your close range game is as dangerous as hell with some really strong high/low mix-ups and you have one of the best counters in the game.

AP: Yeah and I also try to use that MK > MP String to get in. From there it is just a matter of hit confirming into my juggle for my partner. But it’s still tough

SR: I’m just surprised that you haven’t decided to break a stick or two from playing Asuka against someone.

AP: Yeah I agree, its just those fireballs from Ryu and Ken that annoy me. You seem to know a lot about this game. Who do you use?

SR: Akuma

Another Pause

AP: At least you have pokes!

Funny enough I made friends with that guy afterwards after calming him down.

But I think from that convo we can get the gist here. But for those who aren’t very quick when it comes to finding things in a lot of text. When Asuka gets in, it can really hard to stop her flow if you play a character who doesn’t have a ‘Get off Me’ move like a DP, Teleport or just good anti-airs. Her wake-up also isn’t as bad in comparison to the rest of the Tekken Cast.

She has some really effective high/low mix-ups including a command throw that hits low and an overhead with some decent speed. Her counter is also extremely good against those who don’t know what is safe and what is unsafe against Asuka and it also does some good damage too.

Unfortunately as mentioned in that conversation, Asuka suffers from having a not so strong poke game, her normals don’t reach very far and her anti-fireball doesn’t travel her as far as the other Tekken characters in the game. Man even people like Kuma can get in from full-screen.

She also has below average life at 950 making her slightly easier to KO than most other characters in the game.

**APPROACH TACTICS **

THOSE TEKKEN STRINGS

Yeah not knowing Asuka’s Tekken strings will get you killed pretty quickly against a good Asuka. Hence I this write up I want to cover these strings so that you can find ways to counter them.

JUMPING WITH J.HP

J.HP is Asuka’s best jump in against you, it is a double armed attack that can be really ambigious with the correct spacing. Teleport out to safety if you don’t know which way to block it

EXORCISOR

Asuka’s Exorcisor is a good way for her to get through your fireballs and hit you. You’ll want to learn the range on this move so that you can predict it in your zoning.

NORMALS TO LOOK OUT FOR

cr.MK

Asuka’s cr.MK doesn’t have a tonne of range on it however it makes up for it in its hitbox.

This move lowers Asuka’s hitbox allowing her to use this move as if it were an anti-air against you. This move will avoid your regular jump ins if she times it right.

You can beat this move with your Regular Dive Kick (Down + MK) though if she tries it.

J.HP

Asuka’s main jump in move of choice. You’ll want to anti-air this move as much as you can in order to avoid the mix-up as to whether you should block it as a regular jump in or as a cross-up.

st.MK

Asuka’s st.MK is arguably her best ground normal against you. It moves her forwards along the ground and it has some decent reach. You will want to learn the range on this move so that you can whiff punish it in footsie situations.

cr.HP

Just something to recognise here but Asuka’s cr.HP on counter hit causes a crumple state from which she can combo from.

**UNIQUE ATTACKS / TEKKEN STRINGS **

DEMON SLAYER (Forward + LP)
Asuka ducks and then comes out with rising uppercut.

This move has a little bit of invincibility to high attacks. Well those high attacks that miss on crouching opponents.

The only high attacks that you have are either your Tatsu or the second hit of your Far Standing HK. Moves that to be honest I wouldn’t think someone would want to throw out randomly.

On block you can punish with a st.HP into a Solo Combo or a Cross Rush.

You can also get her to whiff this move if it is done randomly. You can punish with a Far Standing HK for a stronger combo.

TSUWABUKI (Forward + MP)
Asuka slams her elbow down on top of you.

This move hits as an overhead and it is one of the moves you should look out for when fighting against Asuka as she can follow-up with this move solo.

On block you can Reversal DP this move into your partner for some good damage.

THUNDER FALL KICK (Forward + HK)
Asuka jumps and does a no handed cartwheel type move.

Another overhead move from Asuka.

This move can go over your lows. Especially your cr.MK if she times this move right.

The move is also safe-ish on block allowing Asuka to get in and start her pressure game.

I say safe in the fact that it is safe to your DP but not to your Reversal Demon

You should try to learn the range of this move so that you can get her to whiff it. Allowing you to punish it on whiff with a Far Standing HK.

You could also interrupt it with a DP if you can see it coming or neutral jump it on reaction as it won’t hit you if you jump it.

DRAGON WHEEL KICK SERIES

The Dragon Wheel Kick Series is a series of strings starting from Asuka’s Dragon Wheel Kick.

These series of strings are useful as anti-airs against you.

DRAGON WHEEL KICK (Forward + LK)
Asuka flips backwards whilst using her feet to deliver a backflilp kick attack.

This move is a decent anti-air against your regular jump-ins. Although her cr.MK is arguably better in my honest opinion as it leads to stronger combos against you.

Like anti-air if she times it right it can beat your regular jump-ins clean.

As an anti-air this is weak to your cross-up tatsu.

If she tries this on the ground against you, then you can punish with a Far Standing HK into a Solo Combo or a Cross Rush.

From this kick Asuka has the following follow-ups.

DRAGON WHEEL KICK > DEMON SLAYER (Forward + LK > Forward + LP)
After performing a Dragon Wheel Kick, Asuka ducks and then comes back with a Rising Uppercut.

This is one of Asuka’s follow-ups after a successful Dragon Wheel Kick.

Not much to say here unless if she gets a successful Anti Air Dragon Wheel Kick, expect to see this move afterwards as she juggles you.

If she tries this move on the ground against you then you can punish the completed move with a st.HP into a Solo Combo or a Cross Rush.

You can also stick a DP in between the 2 hits of this move as it is not a true blockstring.

DRAGON WHEEL KICK > LEG CUTTER (Forward + LK > Down-Forward + HK)
After performing a Dragon Wheel Kick, Asuka performs sweeps along the floor.

This move is a good way for Asuka to lead into her Leg Cutter Series of strings.

Apart from that its just another follow-up that she can do after a successful anti-air Dragon Wheel Kick. Another follow-up where you can get juggled to death.

This move is safer than her Demon Slayer follow-up.

If she does this move on the ground against you, the completed move, is safe to your normals but unsafe to your Reversal Demon on block.

If you can see this move coming on the ground, you can Raw Launcher the sweep ender as it is a low attack.

You can also stick a DP in between the string for a full combo from your partner.

JAB SERIES

The Jab Series is a series of strings starting from Asuka’s st.MP.

All hits in the Jab Series are special cancellable on hit or block.

JAB UPPERCUT (MP > LP)
Asuka does a jab and then…an uppercut! The move speaks for itself.

This string is mainly used for hitconfirming and not much else.

The 1st hit on block is Asuka’s st.MP it is Reversal Demon Punishable on block

The 2nd hit on block is also only Reversal Demon Punishable on block.

JAB LOW KICK (MP > LK)
Asuka does a Jab and then a low kick.

This is similar to her Jab Uppercut String (MP > LP) only the ender is different.

The ender in this case is a low kick that doesn’t actually hit low? You can block this move either standing or crouching.

Like her Jab Uppercut, the completed move is only Reversal Demon Punishable on block. This is also the same for the first hit of the string.

HYAKUJITSUKO (MK > Down + MP)
Asuka does a kick and then crouches low for a low hitting gut punch.

This string is a good way for Asuka to find her way in against you and get all up close and personal.

The string starts off with her st.MK, which if you block successfully, you can get a free Reversal DP assuming that she doesn’t finish the string.

If she does then the ender, then this is safe to your Reversal DP but not to your Reversal Demon on block.

Some Asuka Players may want to make the st.MK whiff so that they can catch you out with the Down + MP portion of the string. Hence you will want to learn the range on this move so that you can whiff punish it in footsies.

WHIPLASH SERIES

The Whiplash Series is a set of strings starting from Asuka’s Lunging Mist Thrust (Back + MP.)

These series of strings are what I like to call ‘counter opportunties’ for Asuka. Due to the safety of the enders in these strings.

LUNGING MIST THRUST (Back + MP)
Asuka turns around then throws a downwards punch attack.

Despite what it looks like, this move is NOT an overhead. You can block this move standing or crouching

This move has some decent range but unfortunately for Asuka it is unsafe on block to you by your Reversal DP.

WHIPLASH TO TOE KICK (Back + MP > MK)
After doing a Lunging Mist Thrust, Asuka turns around does an upwards kick.

This is one of her follow-ups after a Lunging Mist Thrust

The ender is an upwards kick that is completely safe to your stuff including your Reversal Demon.

This ender is special cancellable

Asuka players sometimes like to stick a counter at the end of this move, if so don’t punish the move and then wait for the counter animation to end.

WHIPLASH SACRED BLADE (Back + MP > Down + MK)
After doing a Lunging Mist Thrust Asuka goes in for a low sweep attack.

Another follow-up after a Lunging Mist Thrust

The ender this time is a low attack that you can’t raw launcher in between due to the frame gap it leaves.

You can however DP in between the two hits into your partner for some good damage.

On block the ender is safe to your normals but unsafe to your Reversal Demon

Asuka Players like to put a counter on the end of this move to punish you should you try to punish with a normal. If this is the case, wait for the counter to finish and then punish her with a full combo of your choice.

HERON DANCE SERIES

The Heron Dance Series is a series of strings involving Asuka turning around punching and hittting you in a frenzy of moves.

HERON DANCE (Forward + MK > MP)
Asuka does a low kick and then turns around for a backfist and then finishes the string off with a straight punch afterwards.

Something to note about this string is that the first part is actually a low attack. So block it low if you don’t want to recieve some damage.

The rest of this string can be blocked either standing or crouching.

The first hits of the string are unsafe to your Reversal DP on block.

The last hit of the string (the ender) is unsafe to your cr.HK sweep. Make sure that you do it properly as Asuka can just stick in a counter and punish you for being late on your punisher.

HERON DANCE > WHIPLASH SACRED BLADE (Forward + MK > Down + MK)
Asuka does a low kick and then turns around for a backfist fakes it and then does a low sweep.

This string is similar to Asuka’s Heron Dance (Forward + MK > MP) only the last part is different

The ender this time is a low sweep that must be blocked low.

Asuka will stop the string prematurely and then go into a low sweep for a hard knockdown.

The string is not a true blockstring, you can DP in between the blockstring and you can even Raw Launcher in between the string too.

The sweep is safe to your normals and your Reversal Demon too.

So try not to punish it and instead wait for what Asuka will do next.

LEG CUTTER SERIES

The Leg Cutter Series is a set of strings starting from Asuka’s Leg Cutter, a low sweeping move.

Asuka can transition into this move from the following string.
[LIST]
[*]Dragon Wheel Kick > Leg Cutter
[/LIST]
From this move, Asuka can go into her Kariashi Shiranui (HK During Leg Cutter) at any point in these series of strings.

The whole point of this series is to act as a mix-up against you.

You can Raw Launcher the low attacks but once you start doing so Asuka can stick her knee at the end of any of these sweeps to launch you for a full combo. Your best bet is to just watch out for it if you start Raw Launching her sweeps.

LEG CUTTER (Down-Forward + HK)
Asuka does a low sweep.

This move is another way for Asuka to get in against you.

As mentioned before this move hits low and you can Raw Launcher it if she tries it randomly in your face.

Unlike other sweeps this move alone, will not knock you down.

On block this move is safe to your normals but unsafe to your Demon on block.

LEG CUTTER > KARIASHI SHIRANUI (Down-Forward + HK > HK)
Asuka does a Leg Cutter and then lifts her knee up for a launcher attack.

This move is a follow-up to Asuka’s Leg Cutter.

The ender is a knee that will launch you in the air if it hits you.

On block you can punish with a Far Standing HK into a Solo Combo or a Cross Rush.

LEG CUTTER 2ND HIT (Down-Forward + HK > Down-Forward + HK)
Asuka does 2 Leg Cutters

This move is like her Leg Cutter. Only two of them.

Punish this move in the same way you would punish her Leg Cutter on block.

Asuka Players tend to use this move for hit confirming and getting in. If you can see this move coming, get the first one to whiff and then Raw Launcher the second if you think she is getting a little too predictable.

LEG CUTTER 2ND HIT > KARIASHI SHIRANUI (Down-Forward + HK > Down-Forward + HK > HK)
Asuka does 2 Leg Cutters and then her launching knee

Same thing as her Leg Cutter > Kariashi Shiranui String. Only this just has two leg cutters before the knee ender.

Punish the knee ender with a Far Standing HK into a Solo Combo or Cross Rush on block.

LEG CUTTER 3RD HIT (Down-Forward + HK > Down-Forward + HK > Down-Forward + HK)
Asuka does 3 Leg Cutters

Yeah I think you guys are getting the pattern here.

The only difference in this move is that the last hit puts you in a hard knockdown state. From which Asuka can pressure you on your wake-up.

Punish these on block with a Demon.

LEG CUTTER 3RD HIT > KARIASHI SHIRANUI (Down-Forward + HK > Down-Forward + HK > Down-Forward + HK > HK)
Asuka Does 3 Leg Cutters and then her knee ender.

Same move only just more of those Leg Cutters before it.

Punish this move with a Far Standing HK into a Solo Combo or Cross Rush on block.

Asuka (Continued)

**SPECIALS **

EXORCISOR SERIES

The Exorcisor Series are what I would like to call Asuka’s anti-fireball measures against you.

This series all starts from her Exorcisor Special Move (HCB + Any Punch)

Something to note about her follow-ups is that she can’t go into them if her Exorcisor move whiffs.

EXORCISOR (HCB + Any Punch)
Asuka turns around for an elbow attack.

This move has two main uses:
[LIST]
[]To go through your fireballs
[
]To act as a combo ender
[/LIST]
As a fireball punisher the regular versions don’t travel very far. They travel to a point where she can easily just jump in on you and start a combo of her choice.

The EX Version travels about half-screen. But if you stand around full-screen’s distance this move isn’t very effective against you as she will just whiff leaving her open for you to punish her or just continue zoning her out.

On block, you can punish this move with a Reversal DP or a st.HP into a Solo Combo or a Cross Rush

EXORCISOR > MIST PALM THRUST (HCB + Any Punch > Any Punch)
Asuka turns around to elbow you and then does a downwards punch.

This is a follow-up for Asuka after an Exorcisor.

As mentioned before, this move won’t come out if she whiffs her Exorcisor beforehand.

On block you can punish all Versions of this move with a st.HP into a Solo Combo or a Cross Rush.

EXORCISOR > MIST PALM THRUST > RAGING STORM (HCB + Any Punch > Any Punch > Forward + Any Punch)
Asuka turns around to elbow you, does a downwards punch and then does a 2 hit palm attack that knocks you away.

This follow-up causes a hard knockdown if it successfully connects.

The move knocks you back full-screen. Which is something Asuka does not want in this match-up.

On block you can punish all Versions of this move with a st.HP into a Solo Combo or a Cross Rush

The EX Version causes a very delayed wall-bounce. Good for synergy, not much for anything else.

DOUBLE LIFT KICKS (DP Motion + Any Kick)
Asuka does two kicks that launch you in the air.

Asuka’s Double Lift Kicks are her main enders for starting combos.

The regular versions of this move can only be punished on block by your Reversal Demon.

The EX Version however is punishable via your Far Standing HK into a Solo Combo or Cross Rush.

The EX Version is Asuka’s best wake-up move against you. This can be safe jumped with your regular dive kick (Down + MK) on her wake-up.

Some Asuka players tend to use this move when they are low on health. From a blocked Double Lift Kicks, you can only Reversal Demon her or her partner on entry.

You could also Alpha Counter them. If you want to catch both characters, you’ll want Alpha Counter after blocking the first hit.

ATTACK REVERSAL (HCF + Any Kick)
Asuka puts her hands up during which any strike will lead to a painful looking counter animation.

The first thing to note about Asuka’s counter is that it is a full body counter. Hit her anywhere during when she has her hands up and you’ll be put into one of two painfully looking counter animations.

If you hit her low, Asuka will punch you in the face pushing you back. If you are looking to get countered, don’t do low attacks whilst you are cornered.

If you hit her with any attack that isn’t a low, Asuka will push you to the other side of her. This can be a pain if she is cornered as she can throw you into the corner.

If you don’t know what is safe versus Asuka, Asuka will be able to abuse the hell out of these counters against you for an easy win.

Asuka Players tend to put in counters after the following due to their safety (to an extent) on block
[LIST]
[]Blocked Thunder Fall Kick (Forward + HK)
[
]Blocked Leg Cutters (All Versions)
[]Blocked Hyakujitsuko (MK > Down + MP)
[
]Blocked Whiplash to Toe Kick (Back + MP > MK)
[]Blocked Whiplash Sacred Blade (Back + MP > Down + MK)
[
]Blocked Heron Dance (Forward + MK > MP if you aren’t fast enough with your punish)
[]Blocked Heron Dance > Sacred Blade (Forward + MK > Down + MK)
[
]Blocked Double Lift Kicks (DP Motion + Any Kick Regular Versions)
[*]Blocked Onikubigari (HCB + Any Kick)
[/LIST]
You’ll want to punish Asuka the moment she drops her hands. From there you can take your free punish in the form of a Far Standing HK, st.HP. Take your pick

You can also Misogi her as Misogi breaks counters if she tries to counter your DPs on your wake-up.

Despite this counter being a full body counter, it is weak to aerial attacks such as regular jump ins or dive kicks.

FALLING RAIN (DP Motion + Any Punch)
Asuka lifts her hand up for a throw if she is successful then she will grab you out of the air.

This is another anti-air from Asuka

After each successful anti-air throw, Asuka can do a cr.HK sweep for a hard knockdown.

The regular versions of this move don’t pack a lot of range on them. She kind of has to do this move around the moment when your feet leave the ground. Any later and you’ll hit her out of them.

The EX Version is a lot faster, has a greater hitbox making it much better as an anti-air. This combined with her sweep does about 210 damage. Sure you can take the risk and make her waste meter (less for her partner) but I prefer the ‘try to avoid damage as much as possible’ route.

This is weak to your cross-ups but the usefulness of this as anti-air is extremely good to the point where more often than not, you will be hit out of your cross-up attempt. I ain’t holding anyone back from taking the risk though.

SWEEP THROW (HCF + Any Punch)
Asuka sweeps her hand low, if she is successful she will go into a grab animation.

This is arguably the main reason for blocking low versus Asuka.

This little throw can be quite annoying to keep an eye on as it is really fast.

Fortunately for you, if you hold down-back this throw will whiff completely against you causing no blockstun whatsoever at least for the regular versions.

The EX Version is an inescapable command throw. It is really fast and it hits for 180 damage. Reactions will be key here and even then, this move is extremely fast to react to in the first place. So props to anyone out there who can actually neutral jump this move on reaction and then come down with a neutral jump normal of their choice.

ONIKUBIGARI (HCB + Any Kick)
Asuka does a spinning high kick attack.

This move is a safe ender for Asuka to use against you.

It is safe to your normals but not safe to your Reversal Demon.

This is another safe move that Asuka can use to switch cancel into her partner for safety. It is safe to your DP but not to your Reversal Demon.

Some Asuka players like to stick a counter after this move is blocked, just don’t do anything and see what she does next, if it is a counter then punish her the moment her hands go down.

The EX Version does this move and then a Double Lift Kick at the end for a launcher attack.

You can punish the EX Version of this move with a Far Standing HK into a Solo Combo or a Cross Rush.

If she tries to bring in her partner you can Alpha Counter her out of the move, you’ll want to do it on the second hit in order to catch both characters*

*= Tested with Asuka doing her EX Version, Switch Cancelling on the First Hit and her partner holding Down-Back on entry.

This is also Asuka’s charge move and she will be doing quite a bit of charge cancels with this move to stay in your face, these are unsafe to your DP if she dashes forwards. More often than not she will be dashing back in order to bait your DPs though. If you have 2 bars you can Reversal Demon both the forwards and back-dashes.

KISHIN ENBU (HCB + All Kicks)

Asuka’s Super is quite frankly an odd one to land in the right circumstances.

Aside from that, this super’s main use is in combos to kill you.

Despite the super packing some overheads, the super can be blocked either standing or crouching.

She must connect with the last hit of this move in order to get the full animation.

If this is done randomly in your face, you can EX DP it, Teleport out, or Misogi her for some extra punishment.

You could also just block the move and do a Far Standing HK into a Cross Rush for a punish.

ALL IN ALL

Asuka struggles to close the distance at longer ranges and you can easily create space thanks to your teleport and fireballs.

Her anti-fireball doesn’t make her travel very far. Still you must learn the range on it so that you can get her to whiff it allowing you to punish it.

Asuka becomes quite annoying to deal with once she gets the life lead and she has meter due to her EX Falling Rain so try to prevent this from happening. By getting the life lead early and keeping her out.

Also if she tries to anti-air you with her cr.MK, do a regular dive kick (Down + MK) to stuff it clean.

Footsies are welcomed here as her pokes aren’t as strong as yours and you can really take advantage of her lack of good pokes in this match-up.

You should also aim for knockdowns so that you can pressure her on her wake-up. This should lead to you baiting out her EX Double Lift Kicks so that you can punish her during her recovery.

Anti-air her jump ins at all costs to stop her from getting in with her J.HP.

Asuka doesn’t really have a straightforward answer to your teleport unless you just get too over-reliant on it as a wake-up option so use it wisely.

This along with punishing her strings properly can really shut down Asuka’s offensive options. This is made worse for her when you have two bars stocked for a Demon. You just have to punish her properly with it.

And don’t fall for her counter tricks, it is tempting to just cr.HK sweep her and hope for a counter hit but try not to do it after her safe moves, wait and see what she does next and if it is unsafe to your Demon, then do it.

Next Up Sagat

OVERVIEW

The King makes his return into the world of SF and he has made quite a solid transition into the world of SF X Tekken. His great reach in his normals allows him to really take advantage of the chaning system and he can still zone pretty well due to the longer stages and his fireballs due to the lack of the focus attack system from SF4.

Sagat still has some problems with his mobility though which is made worse by the fact that he can’t zone as well as he could in SF4. Making him more reliant on his spacing and footsies to win fights. His damage also isn’t as great as it was in SF4 due to the removal of FADCs. A good comparison for SF X Tekken Sagat would be to say that he is kind of like his Vanilla SF4 counterpart. Only he doesn’t do as much damage as his old self.

APPROACH TACTICS

KARA MOVES

Sagat is pretty much infamous for his kara cancels. These allow him to punish jump ins that other characters would usually struggle to punish or to quickly get in on his opponent.

The most notable one for you is his Kara Tiger Knee. Which I will cover below.

ZONING YOU OUT

Sagat’s fireballs can be used to force you to start jumping at him so that he can uppercut you for free. Use your Red Fireballs to your advantage to try to beat his fireballs.

NORMALS TO LOOK OUT FOR

Far St.MK

Sagat’s Far St.MK is more dangerous than it used to be because of the chaining system. It’s a solid whiff punish against your cr.MK and your cr.HK sweep but it does take some time to recover on whiff so you’ll want to learn its range so that you can whiff punish it in footsies.

St.HK

Sagat’s st.HK is still that big old red hitbox it was in SF4.

The move hits twice and the second hit misses crouching opponents allowing you to whiff punish him with a st.MK into a Cross Rush or you even whiff punish with a cr.MP.if your spacing is on point.

Cr.MK

Sagat’s cr.MK has some decent range on it.

It is a low attack that stays active for quite a while in comparison to other cr.MKs (most notably yours) but this is a weakness in itselfa as you can raw launcher it if you can see it coming.

You can also whiff punish it with a cr.HK sweep or even a st.MK should you master the reach of this move.

UNIQUE ATTACKS

HEAVY TIGER ELBOW (Forward + HP)
Sagat slams his elbow downwards on top of your head.

This move hits as an overhead.

Sagat can’t follow-up with this move by himself but with the correct partner, he can. For instance, anyone with a 3 frame jab can come in and continue the combo.

On block you can only Reversal Demon this move.

LOW STEP KICK (Forward + LK)
Sagat takes a step forwards and clips your leg with a low kick.

This move by itself is pretty easy to block. Just block it low and don’t bother trying to punish it as it is safe on block to even your Reversal Demon.

Its main use though is in Sagat’s Kara Cancels.

For those who don’t know. A kara cancel can be performed by cancelling the start-up of one move into another. They are usually done through moves that move characters forwards along the ground. If it is done successfully, the character will perform the move afterwards with some increased reach on it using the forward momentum of the move.

Sagat can cancel kara cancel this move into his Specials and also his Cross Art as seen below.

For a good example of a use of this move, check out this clip here.

[media=youtube]Vc-9ojJnF_Q[/media]

This cancel along with the fact that his Cross Art has massive reach on it and it is invincible makes it a really good anti-fireball tool against you

It is just pretty much a case of just learning the range on this move to be honest so that you can predict it in your zoning.

There are other examples of his Forward Step Kick (Forward + LK.) I’ll be covering these in the Specials section.

HIGH STEP KICK (Forward + HK)
Sagat steps forwards with a spinning kick

The main use of this move is in anti-air purpose as on the ground it misses crouching opponents.

If he does try this move randomly in your face, duck it and take your free punish in the form of a Far Standing HK into a Cross Rush or a Solo Combo depending on your spacing.

FAKE KICK (HK > HK (Just Frame) )
Sagat brings his leg up as if he is about to do a st.HK and then brings it back down again.

This move can be a dangerous tool against you as it is bait for you to try to whiff punish Sagat in footsie situations.

Sagat players tend to whiff their st.HKs quite a bit before doing the move thus making you whiff and allowing them to punish.

In my experience it has also been a little bit distracting especially when there is the threat of him just EX Tiger Kneeing me in the face whilst I try to zone him out so watch out for it.

**SPECIALS **

TIGER SHOT SERIES
The Tiger Shot Series is comprised of Sagat’s two main fireballs. The High Tiger Shot (QCF + Any Punch) and The Low Tiger Shot (QCF + Any Kick)

Sagat’s fireballs have been made slightly worse in this game. They start up a little slower and the recovery on them was made a little worse. Meaning they are easier to punish on reaction in comparison to SF4.

This isn’t helped by the fact that he can’t fake his fireballs like Poison and Ryu can to trick you as these moves are not Sagat’s Charge Move.

Hence you will generally find that with Sagat, he will be more focused on his spacing and pokes more than his fireballs. Especially against you: a character who can pretty much jump over his fireballs at will if you have a bar of meter stocked thanks to your EX Demon Flip.

HIGH TIGER SHOT (QCF + Any Punch)
Sagat’s High Fireball Attack

I apologize if this may sound patronizing but this is a high attack that misses crouching opponents. So duck it if you don’t want to recieve some chip damage.

Different versions of this move dictate the speed and the recovery of this move.

The LP Version travels the slowest and has the worst recovery. Good for catching you if you are too air fireball happy.

The MP Version is like a mix between the LP and HP Versions in terms of speed and recovery.

The HP Version is the fastest and it is the fastest to recover. It is good for keeping you in the corner for pressure.

The EX Version hits twice and travels at a set speed.

As meter is really important in this game, the EX Version isn’t thrown out as much because Switch Cancelling and EX Tiger Knee is generally where it is at for Sagat.

Sagat like you will be (or should be in your case) mixing up his fireballs and it is a good idea to get used to seeing the difference between his versions of his fireballs so that you can try to read his next move.

LOW TIGER SHOT (QCF + Any Kick)
Sagat’s Low Fireball Attack

Sagat’s Low Tiger is similar to his High Variant in terms of properties. The only difference here is that it hits lower to the ground: a nightmare for those with Special Steps but not really for you.

Like his High Tiger Shot, different versions change both the speed of the move and its recovery.

The LK Version is the slowest and the slowest to recover

The MK Version is a mix between the LK and HK Versions

The HK Version is the fastest of the two and recovers the fastest.

The EX Version hits twice and moves at a set speed.

Like his High Tiger Shot, his EX Low Tiger Shot isn’t thrown out as much as his Switch Cancel Potential as well as his EX Tiger Knee are a lot better options.

Like his High Tiger Shot, it is good practice to watch and recognise the different versions of his fireballs so that you can try to read his next move.

OVERALL
The Tiger Shot Series is a good series of fireballs against those who struggle against them but not for you.

You can easily negate and pass through his fireballs with either your own Red Fireball or by Demon Flipping in his face (EX or Non-EX.)

Hence Sagat will be more focused on his footsies and his spacing as they both have been improved in comparison to his fireballs against you.

TIGER UPPERCUT (DP Motion + Any Punch)
A.K.A Sagat’s DP move.

This move got a little better from SF4.

The LP Version of this move starts up in 4 frames instead of 5.

For anyone who isn’t very strong with their frame data this means that the cr.HK sweep into Regular Dive Kick (Down + MK) Safejump won’t work on Sagat on his wake-up unless you time it so that the Divekick hits him in his face or higher.

This move can be a pain versus Sagat as even if it trades, you almost always end up coming out worse off.

On block, all versions of this move hit once.

The rest of the versions start up in 5 frames or higher meaning they are easier to safe-jump than the LP Version

The EX Version is good in combos if it hits you. Otherwise just block it and punish it whilst he is coming down.

Like any other DP this move is horribly unsafe on block. Punish him with a s.HP into a Solo Combo or a Cross Rush on the way down. You’ll want to punish him the moment his feet touch the floor again otherwise you will put him in an SF4 style reset.

This is a move you’ll want to bait out as much as you can as Sagat Players tend to use the DP Switch Cancel which is unsafe on block to you. It’s more unsafe than Ryu’s ones.

You can st.HP his partner on incoming or you could just DP them on incoming. Both options will catch both characters should you time it right.

This is a move Sagat Players tend to Kara into quite a bit in order to stop your shallow jump ins. You’ll want to learn the range on this Kara so that you can get him to whiff it if he tries to do it against you.

Just for reference, a Kara’d HP Tiger Uppercut travels just over half-screen.

TIGER KNEE CRUSH (DP Motion + Any Kick)
Sagat jumps and thrusts his knee in your face.

This is Sagat’s main pressure tool against you.

Depending on how he spaces this move you can punish it in different ways.

All of Sagat’s regular versions of his Tiger Knee are unsafe on block if performed deep. The deep version is a two hit attack that is very unsafe on block. You can punish him with a st.HP into a Solo Combo or a Cross Rush.

The Shallow Version is the version where he hits you just about where he starts to hit the floor again. It is sort of a delayed hit in a way.

The LK Version travels the least distance. You can Reversal DP this move if it is done shallow.

The MK Version travels some more distance. It is safe to your stuff including your Reversal Demon if performed shallow.

The HK Version travels the most distance. You can either st.HP this into a Solo Combo or a Cross Rush or Reversal DP it if it is done shallow.

The HK Version also misses on crouching opponents making it less useful than his MK Version.

The EX Version is where it is at for Sagat here. It hits multiple times, is safe to your stuff including your Reversal Demon on block and it is little faster than the other versions.

If Kara’d the EX Version can get him in your face at almost full-screen distance. He only has to dash forwards once and then perform the move in order to get in your face. Hence you’ll have to watch his meter closely so that you can predict it whilst you are zoning him.

Overall you’ll want to learn the reach of these tiger knees so that you can get him to whiff them (especially the MK Version). They don’t go through your fireballs so that is a plus at least.

TIGER GENOCIDE (DP Motion + All Kicks)

Sagat’s super starts up pretty fast. It starts up in about the same time as your DP.

This move doesn’t go through your fireballs. Meaning its main use is in combos to finish you off when you are low on life.

As it starts up in the same time as your DP, if he does this randomly in your face you can EX DP him out of it.

ALL IN ALL

Reach and spacing is key here to beating Sagat as his moves vary in how safe they are depending on whether they are blocked either shallow or deep.

You do pretty well against him in the fireball war as you can bust through his fireballs with your Red Fireball and force him to start jumping at you.

More often than not, Sagat will be coming to you due to your stronger fireball game against him because of this.

Learn the reach and ranges on his normals, these are key to defeating him

Watch out for Tiger Knees also especially if he has meter as random EX Tiger Knee can be a little hard to react to at first but with some practice (and some negative edging) it is do-able.

Also try to bait out his uppercut especially in roll situations. That thing is horribly unsafe on block and it is pretty much Sagat’s main option against you when he is on the ropes.

Sagat doesn’t hit as hard as he used to due to the lack of FADCs from SF4. Hence he will be relying on his partner to make up for the rest of the damage. From there it is pretty much a question as to who he is paired up with.

Just be careful about screwing up in your zoning otherwise if he gets a jump and he has 2 or more bars, it can be game over for you pretty quickly

Next Up Ibuki

**OVERVIEW **

The young spirited ninja girl makes her appearance in SF X Tekken. Surely she can get along with potentially a walking terrorist right?

Although her kunai vortex isn’t really an issue as much due to the rolling system in SF X Tekken, that doesn’t make Ibuki a less viable character to use. She has some good mix-ups on wake-up after a knockdown and she can be a pain for any fireball heavy characters due to her ability to pretty much ignore them for the most part due to her good anti-fireball game and her above average mobility options.

However Ibuki does suffer from a lack of very long reaching special cancel-able pokes. Her best one being her st.MK (although her unique attacks do make up for this weakness a bit) . She has a floaty jump arc making her easier to anti-air than the majority of the cast and her health is also pretty low at 900 making her easier to KO than other members of the cast.

APPROACH TACTICS

NECK BREAKER

Ibuki’s Neck Breaker got a lot better from SF4 into this game as now, all of the regular versions of the move now go through fireballs. You’ll want to learn the range on these moves so that you can predict them in your zoning (if you actually plan on trying to keep her out that is.)

HIEN

Ibuki’s Hien is a good way for her to apply some pressure towards you. You’ll want to anti-air this move so that you won’t have to worry about the extra follow-ups afterwards.

NORMALS TO LOOK OUT FOR

St.MK

Ibuki’s St.MK is her best, longest reaching special cancellable poke on the ground. Whilst it doesn’t pack a tonne of reach it can be use to whiff punish you in footsies should you get too whiff happy.

Like any poke, you’ll want to learn its range so that you can whiff punish it with your st.MK , cr.HK sweep or your Far St.HK.

J.HK

Just something to note but this normal will cause a ground-bounce on aerial opponents. This normal was already a decent air to air against Akuma in SF4 and now it has been made better than what it was in SF4.

If you ever go air to air with Ibuki (if so you probably like to play ‘The Best Defense is The Best Offense’ gameplan) then you will want to space yourself so that Ibuki will whiff this air to air so that you can counter with your own one.

Close St.HK

This normal is a jump cancellable normal from Ibuki, just for reference it looks like a 2 hit upwards kick.

She can only jump cancel this move on

A. The second hit
B. On hit and on block.

The jump cancel on block isn’t extremely useful due to Ibuki’s floaty jump arc for offensive purposes. She also can’t cross you up if you stand stil assuming she jumps forwards

Defensively, she can do any of her aerial attacks afterwards. The most notable one that you will come across is her kunai. Ibuki Players sometimes throw jump back kunais after a blocked Close St.HK to stop you from approaching her on block.

It isn’t safe to you though. You can Demon Flip over the Kunai and punish her on the way down with the throw or the palm follow-up

UNIQUE ATTACKS

AGEMEN (Back + MP)
Ibuki lifts her hand up for a palm strike type move.

This is Ibuki’s main anti-air move of choice against you, it tends to beat jump ins clean without trading and it has a good hitbox.

As an anti-air it is weak to up close jump ins and cross-ups like ones from your Cross up Tatsu.

BACKHAND PUNCH (HP > Forward + HP Whilst Far From Opponent)
Ibuki streches her arm outwards for an elbow and then extends it into a backfist attack.

This move is a good way for Ibuki to throw you off of the range of her st.HP. Whilst her st.HP doesn’t have a lot of range on it, this little attack boosts its range knocking you down in the process if it hits you.

You can quickstand out of the knockdown though.

Unfortunately you can’t Reversal Demon this move on block. So your best bet is to get her to whiff it so that you can punish it with a Far st.HK into a Cross Rush or a Cr.HK Sweep.

SPIN KICK (Forward + LK)
Ibuki does a low kick attack.

Despite looking like a low attack, you can block this move either standing or crouching.

This move has some decent reach to it and on top of this it is special cancellable. Making it a solid poke against you.

If this move does hit you at its maximum range, she doesn’t get a massive juggle off of it. The best that she can do is to cancel into a LK Tsumuji (QCB + Any Punch) and that version doesn’t even knock you down.

If this move is done deep, you can Reversal Demon it on block. I wouldn’t count on it though as most Ibuki Players tend to try to use this as a poke at its maximum range to make it safe against your Reversal Demon.

Like her Backfist Punch (HP > Forward + HP Whilst Far From Opponent) you’ll want to get her to whiff this move so that you can whiff punish it with a st.MK, cr.MK or a cr.HK sweep. For either a knockdown or a Cross Rush.

REVERSE SPIN KICK (Back + MK)
Ibuki turns and goes a body level spinning kick attack.

Another good poke for Ibuki. Only she can’t special cancel this one.

This poke is unsafe to your Reversal Demon if she does this move deep on block (about up to where her knee is) any further than that point and it is safe.

This move leads into Ibuki’s Target Combo 7. So it is good to recognise this move just in case she goes into it.

HAMMER KICK (Forward + MK)
Ibuki jumps upwards and then brings her leg down over your head.

This move hits as an overhead and it’s quite a slow one to be honest in comparison to all of the other overhead moves in the game.

You can Reversal DP this move on block into your partner for some good damage depending on who you are paired up with.

SAZAN (Down-Forward + MK)
Ibuki slides along the floor

Something to note about her slide is that she can only folllow-up with it unless she hits with it at its maximum range.

It can also go under fireballs if timed right. Hence it is a good idea to learn the range on this move so that you can predict it in your zoning.

Like most slide type moves in the game, the safety of this move depends on how deep or shallow Ibuki does the slide.

If the slide is done deep, you can Reversal DP the move on block.

The slide becomes safe if Ibuki hits with the tip of her foot when she does this move.

BONSHO KICK (Forward + HK)
Ibuki jumps with both of her legs and does a double kick attack.

Another safe poking tool from Ibuki.

It will come as no surprise to most people because as Ibuki jumps during this move, this move goes over low attacks.

The move does not pack a lot of range but it still can be annoying in corner situations.

As this move is safe to your stuff including your demon, your best bet is to react to it by doing a st.MK to hit her out of it or any other poke that isn’t a low.

If you are feeling risky and you have some good reactions, then you can uppercut her out of the move into your partner for a good combo.

THE TARGET COMBOS

Ibuki’s Target Combos are her main way for starting offense against you or just mixing you up when it comes to aerial movement.

Some things to note about her Target Combos:
[LIST]
[]She can’t do Target Combos 1, 2 and 3 unless she jumps in the air
[
]She can’t do Target Combos 4, 6 and 7 unless she is near you.
[*]She can do Target Combos 7 and 9 anywhere.
[/LIST]
TARGET COMBO 1 (HP > Forward + MK) Whilst Jumping
Ibuki jumps with her J.HP and then does a kick afterwards

This target combo is best for starting damaging jump in combos with Ibuki.

Outside of that if you can anti-air this move properly with either your cr.HP or your DP, you won’t have to worry about the damaging juggle that she will inflict next.

TARGET COMBO 2 (LK > Forward + HP) During an Angled Jump
Ibuki jumps forwards with her J.LK and then does a punch afterwards

The ‘Angled Jump’ part just means that she can only do this Target Combo whilst jumping either forwards or backwards.

This target combo is good for crossing you up.

Something to note about this Target Combo is that she cannot finish the Target Combo unless the first part connects be it on hit or block. Limiting its usefulness against you.

Like her Target Combo 1 You’ll want to anti-air this move at all cost to stop her mixing you up afterwards.

TARGET COMBO 3 (LK > Forward + MK) During an Angled Jump
Ibuki jumps forwards with her J.LK and then does a kick afterwards.

This target combo is similar to Ibuki’s Target Combo 2 only if it hits, she will get a slightly less damaging combo in return.

Apart from that, just anti-air this move accordingly with your cr.HP or you DP and you should be fine.

TARGET COMBO 4 (LP > Forward + MP > Forward + HP) Whilst Near Opponent
Ibuki does a very quick 3 hit punch combo.

This target combo is good for hit confirming and mixing you up.

The second and last hits of this target combo are special cancellable.

Ibuki players tend to either go into a Kasumi Gake (QCF + Any Kick) or a Tsumuji (QCB + Any Kick) for either mix-up potential or safety.

TARGET COMBO 5 (LP > Forward + MP > Forward + LK) Whilst Far From Opponent
Ibuki does a quick 3 hit string that ends in a low kick.

This target combo is more used as a safe string against you (to some extent.)

You can block this whole target combo standing or crouching.

You can only Reversal Demon the 2nd hit of this Target Combo. Don’t bother punishing with normals as this target combo is safe to them.

TARGET COMBO 6 (LP > Forward + MP > Down-Forward + HK > Forward + HK) Whilst Near Opponent
Ibuki does a one two punch and then does a sweep into a spinning kick that juggles.

This target combo is Ibuki’s main target combo for juggles.

The 1st hit is safe to your Reversal Demon

The 2nd hit is unsafe to your Reversal Demon

The 3rd hit is a sweep that puts you in a untechable knockdown state. This is cr.HK sweep punishable on block if she doesn’t finish the string

The 4th hit is a spinning kick that is the most unsafe part of the Target Combo. You can punish this on block with a st.HP into a Solo Combo or a Cross Rush.

The 4th hit is jump cancellable though and Ibuki players will go for this option to make the move safe. But due to Ibuki’s floaty jump arc, it’s pretty easy to just walk back and cr.HP her out of her next move assuming you block the Target Combo to begin with.

TARGET COMBO 7 (Back + MK > Forward + MK)
Ibuki does a spin kick and then jumps slamming her foot on top your head afterwards.

This target combo is basically her Reverse Spin Kick (Back + MK) and her Hammer Kick (Forward + MK) combined into one Target Combo.

The overhead portion of this Target Combo is slightly safer on block than her raw overhead. It is only Reversal Demon Punishable on block.

Hence you will want to interrupt this Target combo with a DP in between the string.

Be careful with this option though as if she starts the target combo deep then your DP will whiff if it is not a Reversal DP.

You can also interrupt it with a cr.HP if you can see this move coming for a counter hit. From here you can get a free super charge assuming that she doesn’t quickstand.

TARGET COMBO 8 (HP > Down-Forward HK > Forward + HK) Whilst Near Opponent
Ibuki does a punch and then does a low sweep into a spinning kick.

This target combo is similar to Ibuki’s Target Combo 7 but without the hit confirm at the beginning.

The first hit is Reversal Demon Punishable on block

Treat the other hits like the 3rd and 4th hits of Ibuki’s Target Combo 7.

Like her Target Combo 6 the last hit in this string is jump cancellable on hit or block. But due to Ibuki’s floaty jump arc, it’s pretty easy to just walk back and cr.HP her out of her next move assuming you block the Target Combo to begin with.

TARGET COMBO 9 (LK > Forward + MK > Forward + HK)
Ibuki does a 3 hit kick combo that ends in a spinning kick.

This target combo is similar to her Target Combos 7 and 8 only this one can be done anywhere.

The First hit of this target combo is safe to your Reversal Demon

The Second hit of this target combo is Reversal Demon punishable on block

The Third hit can be punished with your st.HP into a Solo Combo or a Cross Rush on block.

The last hit is also jump cancellable on hit or block. But due to Ibuki’s floaty jump arc, it’s pretty easy to just walk back and cr.HP her out of her next move assuming you block the Target Combo to begin with.

Ibuki (continued)

SPECIALS

KUNAI (QCF + Any Punch Whilst Airborne)
Ibuki jumps upwards and throws a kunai at you.

A typical new players’ reaction after seeing this move would be to say that this move is similar to Akuma’s air fireballs (that is if they have seen Akuma’s gameplay already) but this is far from that case.

The kunais do not have the same durability as fireballs. You can shoot a fireball through Ibuki’s kunai and it will pass through her kunai and hit her.

If you have the meter you can EX Demon Flip over her kunai’s and hit her for a ground-bounce into a combo of your choice.

If you want some style points, you can also Misogi this move on reaction. You’ll want to Misogi around the moment when she is coming down from the move.

The EX Version throws two kunais that travel full-screen. With meter being pretty important, this move isn’t thrown out as much by Ibuki players but that doesn’t mean that you should not keep an eye out for it.

You can still EX Demon Flip over it for a full combo of your choice.

TSUIJGOE (DP Motion + Any Punch)
Ibuki flips in the air.

This move may look really flashy but it isn’t as useful as it was in SF4. In fact it it is more useless than it was in SF4 due to the removal of Ibuki’s Super Combo Tasumi Suzaku (QCF x 2 + Any Punch Whilst Airborne)

Try not to DP this move as you won’t be able to hit Ibuki whilst she is twirling in the air. You will be able to punish her on the way down from it though with a st.HP/cr.HP into a Solo Combo or a Cross Rush on whiff.

At the peak of her jump, Ibuki can throw a Kunai. Just avoid the kunai and punish her in the same way that you would punish her kunai.

You could also just avoid the kunai and then punish her on the way down from the move.

This move doesn’t have an EX Version.

NECK BREAKER (HCF + Any Punch)
Ibuki slides along the floor for a grab. If it connects Ibuki will jump around and break her opponents’ neck.

So what if they can get up afterwards. Hey this is Street Fighter.

This move got a lot better from SF4 in the fact that the regular versions go through fireballs this time around.

This can make zoning Ibuki a pain if you get the life lead.

The regular versions of this move do not travel full-screen so if you can stay at full-screen’s distance and zone, then she won’t be able to reach you with her regular versions.

The HP Version just for reference, travels about 3/4 of the screen.

Should you be at full-screen, you’ll only have to worry about the EX Version which travels full-screen.

Interestingly if she tries to option select you on your wake-up with the EX Version, the EX Version won’t catch your Punch Teleport.*

*= Tested with a Meaty J.HP Option Select into EX Neck Breaker

All Versions of Ibuki’s Neck Breaker are unsafe to your st.HP into a Solo Combo or a Cross Rush.

KASUMI GAKE (QCF + Any Kick)
Ibuki uses her quick speed to move quickly in different directions.

Different Versions take Ibuki in different directions.

Both the LK and MK Versions leave Ibuki in front of you. With the MK Version having a greater recovery than the LK Version.

The HK Version puts her behind you. This version is good for roll situations after a hard knockdown as a well timed HK Version will make you roll in front of her allowing her to pressure you further.

Ibuki Players tend to stick this move in the following Target Combos
[LIST]
[]2nd and last hits of Target Combo 4
[
]2nd hit of Target Combo 6
[*]2nd hit of Target Combo 9
[/LIST]
In Target Combo 4, a cancel into LK and MK Kasumi Gake on the 2nd Hit is unsafe on block to a Reversal DP. You can punish the HK version on its recovery with a Cross Rush or a Far St.HK. Likewise if she cancels on the 4th Hit you can only Reversal Demon her on block.

In Target Combo 6, a cancel into LK and MK Kasumi Gake is unsafe to a Reversal DP on block.

In Target Combo 9, a cancel into LK and MK Kasumi Gake is also unsafe to a Reversal DP on block.

KAZAKIRI (DP Motion + Any Kick)
A.K.A Ibuki’s DP

Ibuki’s Kazakiri is an alright anti-air against you. The regular versions tend to trade really badly against you regular jump ins especially if you jump with a J.HK.

This is weak to cross-ups and up close jump-ins.

The EX Version leaves you standing and it allows Ibuki to combo afterwards. Expect to see this whilst she is juggling you to death.

This move is pretty good in switch cancel situations as it multiple times.

Whilst you won’t be able to DP her partner on entry, you can Reversal Demon either her or her partner depending on what her partner does.

If her partner tries to cross you up, you will catch Ibuki in the demon, likewise, if the partner just blocks, you’ll catch the partner instead.

On block Ibuki can make this move a little bit safer with a kunai but only on the EX Version. The regular versions can be punished with a st.HP into a Solo Combo or a Cross Rush on block assuming she doesn’t switch out into her partner.

TSUMUJI (QCB + Any Kick)
Ibuki’s rapid kicks of doom!

This move is mainly used as a combo ender for Ibuki to knock you down.

Ibuki can stick a low in the MK, HK and EX Versions of this move. So it is best block this move low as the other hits aren’t overheads.

The LK Version doesn’t knock you down.

The MK Version can be mixed up with a low attack that does knockdown

The HK Version does the most hits and Ibuki can knock you down if she chooses.

The EX Version can knock you away, it is mainly used in combo situations and not much else to be honest.

If Ibuki tries to go low, it is NOT a true blockstring, you can DP in between the hits.

All Versions of this move on block are unsafe to your Reversal Demon on block.

HIEN (Reverse DP Motion + Any Kick)
Ibuki jumps upwards and then jumps on your head.

This move hits as an overhead. Although it is pretty telegraphed as Ibuki makes a noise before performing this move.

It is a good anti-fireball tool though against you as it just hops over your fireballs as they weren’t there in the first place.

Different versions take Ibuki different distances. Learn the range of the HK one especially so that you can predict it in your zoning.

Off of all of the regular versions, Ibuki can stick a kunai at the end of this move. Punish it in the same way that you would punish Ibuki’s kunai by demon flipping over the regular versions. Watch her meter though as the EX Version will beat your Demon Flips clean, still if you can get her to waste her meter that is always a plus.

I personally am I big fan of this move because if you anti-air this move with your MP DP, the move will trade in your favor as you will be able to walk up and do a st.HP into an HP DP into your partner. This even works with the EX Version if you can time it right.

So baiting this move out is key should you decide to zone against Ibuki. Ibuki Players tend to not throw this move out as much but if it is thrown out then take the trade into the full combo (unless you can’t take like 25 damage which is about 2 blocked fireballs I think.)

Just for reference, the EX Version causes a hard knockdown.

RAIDA (HCB + Any Punch)
Ibuki steps forwards and goes for a throw.

Although this move look like a command throw, it is not.

The regular versions can be blocked and punished with a Far St.HK into a Solo Combo or a Cross Rush on block.

The EX Version is an unblockable command grab. Ibuki players tend to use this in their block strings so avoid it by neutral jumping out of the way and then come down with a neutral jump normal of your choice.

This is also Ibuki’s charge move and Ibuki can do some charge cancels with this. This are unsafe to your DP if she dashes forwards on block.

YOROITOSHI (HCB + All Punches)

This super like other supers in SF X Tekken is only useful for killing you when you are low on life.

Ibuki’s Super is a little weird to tackle at first.

If you block the first part of the super, then there is another part of the super where Ibuki sticks her hand out for another projectile. You’ll want to interrupt this with your normals. Most notably your st.HP before she does the follow-up.

The completed super is unsafe to your Far Standing HK into a Solo Combo or a Cross Rush on block.

You can also do a Misogi as well for some style points and in my case some lovely hate from the endless lobby.

ALL IN ALL

This match-up can go either way to be honest.

Ibuki can really give you trouble should to try to zone her out especially if she has meter as she can just ignore your fireballs like they are nothing.

On the other hand it can be a pain for her to try and zone you out especially if you have meter as you can just ignore her kunais like they are nothing in the same way with your EX Demon Flip.

Footsies are welcomed here as Ibuki’s footsies whilst alright aren’t as strong as yours in this case against you. So try to play that spacing game with her.

The Demon is also your friend here as most of Ibuki’s close range game is shut down once you have 2 bars just remember to Reversal Demon the correct moves.

Block and punish her target combos accordingly.

Also watch her meter as well, and try to get her to waste it if you can. Like after her Hiens (Reverse DP Motion + Any Kick) she can throw an EX Kunai to beat your demon flip: sure it does damage but compared to the other damaging stuff that you can do with 1 bar of meter, it really isn’t worth it. This tactic works especially if she is partnered up with a partner who heavily relies on meter to do their damage.

Overall in this match-up you’ll want to play a liitle bit more offensively than you would usually do. Unless you play a very heavy offensive game in the first place then by all means, go for it as her anti-airs are weak to your cross-up tatsu and her anti-air normals are weak to your EX Air fireballs.

Next Up Zangief

OVERVIEW

The Red Cyclone makes his guaranteed appearance in SF X Tekken and he has come with a few tricks up his sleeve. With an armored charge move as well as some of the buffs he got to his command throws, Gief is quite a monster…up close that is.

He still holds the same weaknesses as his SF4 counterpart in the fact that he struggles against heavy zoning characters, this is made worse by the fact that the stages are longer and fireballs are a lot stronger in SF X Tekken due to the lack of the focus system from SF4 meaning it can be a little difficult for Gief to get through fireballs if someone is playing a very strong, solid zoning game.

Also to make matters worse, his wake-up options have been nerfed making him very suseptible to wake-up pressure after he is knocked down.

APPROACH TACTICS

THE BANISHING FLAT (A.K.A The Green Hand)

Zangief’s Banishing Flat (commonly referred to as ‘Green Hand’) can be used to get through your fireballs should you get too fireball happy. He can absorb one hit of your fireball if he times it right. You’ll want to learn the range on this move so that you can predict it in your zoning.

ARMORED THROWS

The main danger against Zangief is his Armored Throws. These throws pack one hit of armor on them and they are another way for Gief to make his way in against you. They can also be used in footsie situations or up close to get you scared into attacking.

I’ll be covering ways to deal with this move below in the Specials section.

POKE WITH NORMALS

Zangief has some good footsies for a grappler specifically in his st.LK as well as other normals that move him forwards. Some of these normals will be covered in the Specials section.

NORMALS TO LOOK OUT FOR

Far St.HK

Zangief’s Far St.HK is a long range normal that whiffs on crouching opponents.

The normal also moves Zangief forwards along the ground allowing him to get into 360 range.

Some Zangief players like to make this normal whiff over your head so that they can 360 you afterwards. Just crouch under the move and punish it the moment it whiffs over your head with a Far st.HK into a Cross Rush to avoid the threat of being 360ed.

Far St.LK

Zangief’s Far St.LK is a very quick fast poke that can be used to bait you into trying to whiff punish him during footsies.

The normal does NOT hit low but it is really fast as mentioned before. Try to not fall for the bait in attempting to whiff punish this move in footsies instead play the game with him by whiffing a couple of your own normals such as your cr.MP to get him to fall for your bait.

If all else fails you can revert back to zoning the hell out of him.

Far St.MP

Zangief’s Far St.MP is another decently ranged poke that can be used against you. This poke is usually mixed up with his Far st.LK for whiff punishment against you.

Unlike his Far St.LK you can whiff punish this move with your cr.HK sweep provided you have some good reactions on your side as this normal is pretty quick still.

J.MK

Zangief’s J.MK has a very good hit box on it. It reaches pretty far and can be mixed up with his Double Knee Drop (Down + LK During Angled Jump) for mixing you up (namely with the purpose of making your DP whiff.) Anti-air this with your cr.HP or DP it if you can see it coming.

UNIQUE ATTACKS

FLYING BODY ATTACK (Down + HP During Angled Jump)
Zangief uses his body to splash down and hit you.

This body splash is a little easier to deal with than Hugo’s one due to its decreased active frames. Zangief has to hit you with this move almost as if somone was to hit you with a late jump in attack otherwise, the move will whiff.

Anti-air this move as much as you can with your cr.HP or your MP DP to keep Zangief out. Zangief’s jump is a little floaty compared to other characters in SF X Tekken making him easier to anti-air than some others (namely Juri.)

DOUBLE KNEE DROP (Down + LK During Angled Jump)
Zangief jumps downwards with his knees.

This jump in can cross you up if Zangief times it right. If you aren’t sure as to which way to block, teleport out to safety.

This is again another jump in attack you should anti-air with your anti-airs.

Personally I prefer MP DP in this case as if it trades and you are left standing, you can walk up and do a st.HP into a HP DP into your partner for some extra damage. You can also use cr.HP but I find that in my experience it tends to trade a little bit against this move unless you do it around the moment he is about halfway through his jump.

HEADBUTT (Up + MP or HP During Vertical Jump)
Zangief jumps upwards coming down with a headbutt attack.

This move isn’t as useful as it was in SF4 because as far as I know, SF X Tekken doesn’t have a stun system. Probably because combos do so much damage.

It does ground bounce on counter hit though so be careful should you attempt to demon flip in his face as a means to get in.

LONG KICK (Down-Forward + HK)
Zangief does a very long range low kick attack.

This move looks like Zangief’s Cr.HK only it has more range.

The draw back to this move is that on whiff it is pretty punishable and it sticks out there for quite a long time making it easier to raw launcher on whiff in comparison to other moves in the game.

You’ll want to recognise the difference in reach between his Long Kick and his regular Cr.HK in order to whiff punish them in footsie situations.

SPECIALS

SPINNING PILEDRIVER (360 Motion + Any Punch)
Zangief’s Signature Spinning Piledriver Move

Zangief’s Spinning Piledriver now has some more range than it did in SF4. Unfortunately for Gief it no longer starts up as quickly as it used to. The grab starts up in 5 frames now compared to 2 frames in SF4 meaning he can’t use it to punish your stuff as much as he used to anymore (unless he has 2 bars but we’ll get to that later.)

The range on this command throw is about just outside your cr.MK range. It is around 2 small squares on the training stage just for reference. This is concerning the LP Version which has the longest range but does the least damage (180)

Hence you will want to be careful about throwing out your normals around its range especially your cr.HK sweep or your st.MK.

The other versions do more damage but have less range to compensate for this. Although you will mainly want to look out for the LP Version the most.

The EX Version is invincible to your physical attacks but you can regular throw him out of it unlike his regular versions. It’s range is around the LP/MP Version. It also does the most damage out of all of the throws at 230. Definitely something you’ll want to avoid in this match-up.

BANISHING FLAT (A.K.A ‘The Green Hand’) (DP Motion + Any Punch)
Zangief turns around and shows his green hand.

This move can be pretty annoying to deal with especially during your fireball zoning as it can absorb one hit of your fireball and Zangief can get through and punish you during your recovery.

This doesn’t work against multi-hitting fireballs like ones from your Shakunetsu.

Apart from that, learning the range on this move is key so that you can predict it during your zoning and you can punish it accordingly.

On block you can Reversal DP him and Reversal Demon Punish him.

Although you will want to get him to whiff the move as you can get stronger punishes in the form of your Far Standing HK into a Solo Combo or a Cross Rush.

Also when zoning with Air Fireballs, keep them low to the ground as Gief can just Green Hand under them and punish you on the way down.

The EX Version goes through fireballs and ground bounces on standing opponents. It goes about half-screen just for reference so stay around 3/4 of the screen so that you can be safe from being fireball punished.

DOUBLE LARIAT (All Punches)
Zangief spins around making a very loud noise when doing so.

This move is invulnerable to your fireballs. Although it’s uses from full-screen are pretty limited.

Something to note about this move is that it does NOT have a have an attacking hit box behind it. This move does not hit behind Zangief.

Meaning if you can jump over Zangief when he does this move, then the move will not hit you. Allowing you to punish him however you please during on whiff. Cross Rush, Far St.HK into a Solo Combo, St.HP take your pick.

You can stuff this move as a wake-up option with your Regular Dive Kick (Down + MK) on Gief’s wake-up or with a Demon Flip > Divekick follow-up as well on his wake-up.

QUICK DOUBLE LARIAT (All Kicks)
The ‘Quick’ Version of Zangief’s Double Lariat

This is like his Double Lariat only it doesn’t last as long.

You will be able to tell the difference between the two by the noise Zangief makes when he does this move. He makes a different noise when he does a Quick Double Lariat compared to a Regular Double Lariat

Despite this version being slower it is invincible to lows whilst the move is active. Zangief players tend to use it as a way for them to by pass your low attacks either in footsie situations or on their wake-ups.

Although this move does suffer similar problems to his Double Lariat in the fact that it doesn’t hit behind Zangief.

In previous versions, Zangief used to be able to do blockstrings with his Quick Double Lariat only this is no longer possible as you can crouch under the whole move now.

You’ll want to punish Gief during this move as the recovery on it is pretty quick with a cr.HP into a Solo Combo or a Cross Rush on whiff.

If you block the move standing you can Reversal Demon Punish this move on block.

FLYING POWER BOMB (360 Motion + Any Kick Whilst Far From Opponent)
Zangief runs forwards for a throw, if he is successful, he will grab his opponent , jump and brutally throw them to the ground.

This move along with Zangief’s Atomic Suplex act as Zangief’s charge move.

This charge move as well as this move have one hit of armor on it making it a pain during your zoning.

During your zoning it is a good idea to keep your air fireballs low to the ground so that if he does the move you can recover in time to DP him out of it assuming you are close to him.

Whilst Zangief is running he will stop to perform the grab whilst you are near him so the best option for you is to neutral jump him if you can see this move coming so that you can punish him heavily on the way down with a neutral jump normal of your choice.

The EX Version does some more damage and it has some priority over your normals but not your DP.

ATOMIC SUPLEX (360 Motion + Any Kick Whilst Close To Opponent)
Zangief goes behind his opponent to suplex them once and then again.

This move is similar to Zangief’s Flying Power Bomb only this move will only hit from up close.

It does more damage than his Flying Power Bomb and it also puts you in a really bad situation should you decide to roll. Nothing a roll > teleport can sort out though.

Zangief Players like to use this move as a reversal to get you off of them especially if you are pressuring them with normals. Just neutral jump the move or jump over him to get him to whiff the move.

On whiff, punish him with a st.HP into a Solo Combo or a Cross Rush.

FINAL ATOMIC BUSTER (360 Motion + All Kicks)

Zangief’s Super is pretty scary compared to other supers in the game. It is a zero frame grab similar to your Demon only with more damage but less range.

Zangief can use this to punish stuff like your overhead especially during roll situations should he successfully block it.

He can’t punish your st.LPs or your cr.MP on block though so if you can bait him into doing it by using these normals then that is always a plus.

ALL IN ALL

This is a match-up where you will want to keep your distance as Zangief is pretty strong up close especially when he has two bars for a super.

Zone him out accordingly using your fireballs and space yourself properly so that you can be safe to his approaches should he try them against you.

An example is getting his Green Hand to whiff so that you can whiff punish him with a Far St.HK (on block you can also Reversal DP this.)

Also try to punish any attempts Zangief uses to get in via rolling. It’s something Zangief Players tend to do should they become too impatient.

Remember to neutral jump or jump over his Running 360 throws so that you can punish him on whiff.

Zangief’s wake-up isn’t the strongest as his lariat doesn’t hit behind him. So you can really pressure him heavily on his wake-up. Just watch out for rolls and punish them with an ambigious J.MK or J.LK.

Try not to fall for st.LK bait in footsies. It is tempting to just cr.HK sweep him but that is really what Gief wants against you: to take his bait.

Anti-air his jump ins at all costs. Zangief’s jump is pretty floaty so anti-airing him shouldn’t be a difficulty.

Also Zangief players tend to rely on their partners to get him in there. So if you can severely damage Zangief’s partner and play a strong zoning game then you can really limit Zangief’s usefulness in the fight.

Vs. Marduk (6-4 adv. Akuma)

-Stay JUST outside his spinning backfist range and punish with sweep, cr. mk, etc…
-Mix air and ground fireballs, AA with FP SRK
-Punish a close blocked spinning fist with FP SRK, poorly spaced backfists with misogi or your attack of choice
-Avoid punishing his spinning backfist at max range, he can throw out his tackle move before you can punish (I think only EX tackle will work)
-You can easily out-footsie him

This matchup can be lost just because Marduk has power. But really, you have every tool to harass the hell out of him. Just be smart with fireballs, especially when he’s close to you. I just tested a ton of stuff for this matchup recently, I’m totally convinced Akuma owns it.

I request Jin next. I have no idea on how to deal with him.

Next Up Jin

OVERVIEW

Jin is a very versatile character as he has the tools to not only zone his opponent but to also counter their zoning as well. His fireballs can be tricky to deal with at long range, his anti-fireball game is arguably one of the best in the game and his frame trap game up close is really strong when he gets in. Make no mistake, this guy is good…if he is standing that is.

Despite having good wake-up options for a Tekken Character, Jin’s wake-up game can be option selected pretty easily on his wake-up. He has one good wake-up option that can easily be avoided and punished during its recovery. His zoning game is also pretty weak against those who can get around fireballs well making him very suseptible to rushdown strategies.

APPROACH TACTICS

SPECIAL STEP

Jin’s Special Step is his main method of approach against you (outside of plain jumping in your face that is.) Whilst Jin can’t wave dash like his father Kazuya, Jin’s special step packs its own tricks. I’ll be explaining these below.

NORMALS TO LOOK OUT FOR

Far St.MK

Jin’s Far St.MK is arguably his best poke against you. It has some good reach and has some good advantage on block. You’ll want to learn the range on this move so that you can whiff punish it in footsie situations with your cr.HK sweep and your st.MK.

Far St.LP

Just something to recognise as this normal leads into a group of his Tekken Strings which I will be covering below.

Far St.HK

Jin’s longest range poke on the ground. Although it is kind of slow. Jin players tend to use this as a means to close the distance around half-screen’s distance away.

You can Reversal DP this move if it is peformed deep as well as Reversal Demon Punish it.

Although I must stress one little message of warning, if Jin does this so that he hits you with the tip of his foot, it is safe.

J.HK

Jin’s J.HK is similar to Heihachi’s in the fact that it can act as an ambigious cross-up against you. A good reason as to why in this match-up, you should Anti-Air Jin where possible should he jump at you.

If you aren’t sure as to whether to block the move normally or as a cross-up. Teleport out to safety. It’s better to avoid mix-ups than to take them but don’t get too predictable with it.

UNIQUE ATTACKS / TEKKEN STRINGS

LEFT RIGHT COMBO SERIES

The Left Right Combo Series is a series’ of strings that Jin can use against you for mix-up purposes mainly. A couple things to note about Jin’s Left Right Combo Series is that:
[LIST]
[]He can only perform these series’ of strings whilst he is far away from you.
[
]He can chain into any of his Heavy Normals during the 1st and 2nd hits of the String Series.
[/LIST]
LEFT RIGHT COMBO (LP > MP Whilst Far From Opponent)
Jin’s Variation on the typical ‘Left Right Combo’ from Tekken

Jin’s Left Right Combo is a 2 hit punch combo that can be used against you for safety as well as frametrapping the hell out of you.

You can distinguish between this and a regular chain by the ‘sparks’ that come offf of Jin’s hands.

The ‘spark’ comes out in the second hit, signifying that this is a Left Right Combo.

As mentioned before this string is safe to everything you have including your Demon on block.

LEFT RIGHT INNER AXE (LP > MP > LK Whilst Far From Opponent)
Jin does his Left Right Combo and then Slams his leg down on top of you.

This string is similar to his Left Right Combo (LP > MP Whilst Far From Opponent) only it has a different ender in it.

The ender in this case is an axe kick attack that hits as an overhead.

This string is mainly used against you if you start holding down-back against Jin during his offense.

Something to note about this string, is that the whole string does not combo naturally. You can block the last hit of the string even if the first two hits were to hit you.

Hence if you can see this move coming, you do one of the following.
[LIST]
[]Block the last hit and then Reversal DP him on block.
[
]Punish in between the 2nd and 3rd hits of the string with a DP or an invincible attack
[*]OR stick a cr.MP in between the 2nd and 3rd hits for a counterhit combo such as cr.MP > Far st.HK.
[/LIST]
Personally I wouldn’t rely on the 2nd option so much as Jin can just stop the string with the Left Right Combo and then be safe to your DP.

LEFT RIGHT SPINNING HOOK KICK (LP > MP > MK Whilst Far From Opponent)
Jin does his Left Right Combo and then does a Spinning Kick

Another follow-up after Jin’s Left Right Combo String (LP > MP Whilst Far From Opponent)

The ender this time is a spinning hook kick attack that you can block either standing or crouching

Not much to mention here other than this string combos as a true block-string meaning you can’t DP or Demon him in between the 2nd and 3rd hits like you would in his other mix-up string.

This does also push Jin back a little meaning he will have to work his way in again.

On block you can only Reversal Demon Punish the completed string.

Jin can chain into any of his Heavy Normals such as his Far.St.HK or Close St.HK.

This String Chained into his Close St.HK is a safe string against you, should you not have 2 bars stocked for a Reversal Demon.

The difference between Jin’s Close and Far St.HKs is that his Far St.HK moves him forwards whereas his Close St.HK doesn’t move him forwards. 7

So if he chains into a Far St.HK, then take your punish in the form of your own Far St.HK into a Solo Combo or a Cross Rush on block.

Some Jin Players like to chain into a Cr.HK sweep should you decide to block the whole string standing. This is unsafe to your Far St.HK into a Cross Rush.

KAZAMA STYLE 5 HIT COMBO (LP > LK > MP > LP > MK)
Jin’s Signature 5 Hit Combo. There must be some style in Traditional Karate for once :slight_smile:

This string looks like a bunch of punches and kicks and for anyone who has never seen it before, it can be really confusing for those new to it.

This string has one big problem and it is that the 2nd hit of the string (the LK part) misses crouching opponents so you can stick a DP in there should he decide to finish the rest of it.

The 1st hit on block is Jin’s St.LP it is safe.

The 2nd hit on block is also but you can duck under it and then DP him on whiff. You will have to do a Reversal DP in order to punish him should he decide to just stop the string short or just Reversal Demon him (the latter is extremely difficult to do.)

The 3rd and 4th hits are safe to your DP on block but not your Reversal Demon.

The 5th hit is the most unsafe and it is the only part of the string where you must block low in order to avoid getting knocked down.

You can punish the 5th hit on block with either a Far st.HP into a Launcher, a Cr.HK sweep or a Far st.HK into a Solo Combo or a Cross Rush (the latter can be a little difficult especially online but it can be done with some practice.)

For the Far St.HK punish, you’ll want to input the normal the moment you see Jin’s leg start to retract, any later and he will be able to block it. This goes for the other punishes as well.

KAZAMA STYLE 6 HIT COMBO (Forward + LK > LP > LK > MP > LP > MK)
Jin does an overhead and then leads into his Kazama Style 5 Hit Combo

This string is similar to his Kazama Style 5 Hit Combo only the starter is different.

Jin starts this string with his overhead axe kick (Forward + LK. Formerly known as ‘The Swag Kick’ due to its great properties against aerial opponents until it got taken out in future patches.)

This overhead is punishable via your Reversal DP on block should he do this move deep.

But if he does the move shallow, it can make your DP whiff hence you will have to Reversal Demon him. The ‘safe’ part of this move is around his knee to his foot area.

SHUN MASATSU (Back + MP > LP)
Jin does a 2 hit punch string with an upwards palm attack at the end of it.

This string starts out with an ‘electrified’ jab into an upwards palm attack at the end.

This string’s main use is for hit confirming into Jin’s special moves.

The first hit of the string is horridly unsafe on block to your Far St.HK. But Jin Players tend to finish the string, still it is something to watch out for in case he decides not to finish the string.

If Jin does this move shallow then the second hit can whiff over your head allowing you to punish him on whiff with a st.HP into a Solo Combo or a Cross Rush. It happens rarely against Jin players who can space themselves properly but it’s something to watch out for when he does the move.

The completed string is Reversal Demon Punishable on block. Although this move is special cancellable on hit or block and Jin Players tend to special cancel into his other moves afterwards. Still it is something to watch out for if he doesn’t special cancel.

THE FRAMETRAPS

Man this is a section dedicated to Jin’s Frametraps as they are really important tools against you to stop you into attacking wildly whilst he is up close and personal.

Some key things to note about his frametraps is that:
[LIST]
[*]The bigger the frame gap Jin leaves in between, the easier it is for you to punish it on block.
[/LIST]
1 frame gaps are only beaten by invincible moves such as DPs

2 frame gaps are kind of in the middle when it comes to safety. You still can’t mash jabs though as you’ll be beaten clean

3 frame gaps are very risky for Jin to use against you due to your own 3 frame jab and uppercut.

Overall it is a good idea to study and recognise when Jin is going to frametrap you as it very useful and will safe your life a lot in real matches.

Here is a list of his frame-traps. Thanks to The Mossad Man. This is by no means a complete list.

DISCLAIMER: This information is not owned by me. It is property of The Mossad Man.

http://shoryuken.com/forum/index.php?attachments/frametraps-png.257/

Jin (Continued)

SPECIALS

SPECIAL STEP (Forward > Neutral > Down > Down Forward)
Jin ducks downwards and takes a step forwards

This is where Jin shines a lot in SF X Tekken: his Special Step.

Jin’s Special Step is similar to other special step type moves in the fact that it is projectile invulnerable (unless you use Sagat.) and has invincibility to any attacks that aren’t lows but it is weak to lows.

Despite having a stand-alone motion, he can’t wavedash along the ground like his father Kazuya.

To compensate for this, his special step has a lot of range. At the start of matches, Jin can special step and be in your face very quickly.

At full-screen’s distance, the special step travels about 3/4 of the screen if done at its maximum range. Just for reference, on the training stage, he is about 2-3 squares away from you.

Unlike other special step moves, Jin can perform a backdash out of his special step. Jin Players tend to use this should you start tagging his steps with your lows a little bit too much.

He can’t really get anything offensive wise afterwards unless he random supers you in the face in this case you can just jump over it depending on the distance between you and him.

At any point in his special step be it near the beginning of it or the end of it, Jin can perform different follow-ups after the special step has finished.

Some Jin Players like to delay their special steps off of their cancellable normals to scare you into attacking him. Your best bet to wait and see what he does next.

If Jin does nothing out of his special step, you can punish him during his recovery with a cr.HP/ st.HP into a Solo Combo or a Cross Rush.

Apart from that try to hit him low and see what he does next. He may want to hop over it with his Spinning Flare Kick but we’ll get to that.

> THRUSTING UPPERCUT (LP During Special Step)
Jin does an uppercut attack.

One of Jin’s many follow-ups to his special step, this one is Jin’s safest option against you.

You can block this move either standing or crouching.

This move is safe to both your normals due to pushback on block but it is unsafe to your Reversal Demon.

> RIGHT ROUNDHOUSE PUNCH (MP During Special Step)
Jin does a sweeping hook punch that knocks down.

You can block this move either standing or crouching.

The main use of this move is as a combo ender for combos to knock you down.

Still if this move is thrown out in your face randomly, you can punish it on block with a Far St.HK into either a Cross Rush or a Solo Combo.

> LUNGING LOW ROUNDHOUSE KICK (L.L.R.K.) (MK During Special Step)
Jin does a spinning low kick attack.

This is probably the reason as to why you should be blocking low for the most part against Jin’s special step.

This is a very fast low attack that causes a hard knockdown on hit.

You can raw launcher this move if you can see it coming. But only the brave and the bold would do this if Jin is getting WAY too predictable or their reactions are on point.

On block you can punish this move with a Far St.HK into a Cross Rush if this move is performed deep. You can also cr.HK sweep him for a hard knockdown.

If Jin hits you with the very tip of this move i.e. where his foot is, then it is safe to your stuff including your Reversal Demon.

Knowing whether you should punish or not will take some practice as it you’ll have to learn the range on your cr.HK sweep as well as the range in which Jin is safe.

> SPINNING FLARE KICK (LK + MK During Special Step)
Jin jumps over slamming his heel down on top of you.

This move hits as an overhead, and it can be used as a counter should you get a bit too low happy against Jin’s Special Step as this move goes over lows.

The overhead is a little telegraphed as Jin makes a massively loud noise before performing the move.

You should aim to block this move as on block you can get a st.HP into a Solo Combo or a Cross Rush.

> LUNGING LOW ROUND HOUSE KICK (L.L.R.K) > SPINNING FLARE KICK (MK > LK + MK During Special Step)
Jin does a spinning low kick and then goes for the overhead.

This is pretty much two moves in one.

Jin Players like to use this if you are content on holding down-back throughout their offense against you.

Just block the overhead standing and punish accordingly with your st.HP into a Solo Combo or a Cross Rush.

If he stops and just goes for the low, then punish him in the same way that you would punish his L.L.R.K on block.

POWER STANCE (QCB + Any Punch)
Jin raises his fists upwards and electrifies them.

This move can either be really good or really bad against you.

THE GOOD (Well in your case The Bad)

This move allows Jin to absorb as many hits as he so chooses throughout the duration of the move

Different versions of this move can increase the duration of it.

The LP Version is the shortest whereas the HP Version is the longest.

Just for reference, the HP Version can absorb an entire HP DP if he times it right.

Jin can also transition into any of his other special move minus his Special Step whilst this move is active. He can transition into the following:
[LIST]
[]Penetrating Fist (QCF + Any Punch)
[
]Mental Alertness (Down + Any Two Kicks)
[*]Median Line Destruction (Forward > Back > Foward + Any Punch)
[/LIST]
The EX Version is like a ‘Faster’ Super Charge. Jin can easily charge up for a counter hit as well as counter with the above special moves. Making this move danagerous. It lasts about the same time as the MP Version.

THE BAD (Or in your case The Good)

This move is pretty telegraphable at full-screen’s distance away. For instance, if you start throwing fireballs at Jin and he does his Power Stance, there is a high chance that he will want to get through your fireballs with his anti-fireball tools. Which you can bait and punish them heavily on block.

Any hits you do to Jin whilst this move is active take ‘grey life’ away from Jin. Unfortunately for Jin cancelling into your Misogi or Demon, can break the ‘armor’ Jin gains on this move. Allowing you to punish him heavily for it. It even works if he tries to transition into his other specials.

MEDIAN LINE DESTRUCTION (Forward > Back > Forward + Any Punch)
Jin’s rapid punch combo.

This move has a couple uses:
[LIST]
[]To act as a combo ender for juggles
[
]To act as a move for Jin to safely tag out from
[/LIST]
Outside of combos, this move should generally be avoided by Jin Players but if he does this in your face raw, then you can punish him depending on what version he does.

As a tag move, this move is pretty safe as long Jin’s partner puts a suitable enough block-string behind it to make it a safe tag. He has to get in your face to do this though so if Jin is low on health try to zone him out and make him come to you.

Depending on what Jin’s partner does you can either punish it or you can’t.
[LIST]
[]If they put a suitable block-string behind it (or try to cross you up) it is a safe tag
[
]If they do nothing then you can either punish Jin with a Far St.HK or Demon him or his partner on block.
[/LIST]

Depending on what version he does, the amount of punches Jin does in this move changes.

The LP Version has 3 hits
The MP Version has 4 hits
The HP Version has 5 hits

The LP and MP Versions of the move can be punished with your Far St.HK into a Cross Rush or a Solo Combo

The HP Version can be punished with your Far St.HK but your best Solo Combo from here is a cr.HK sweep so a Far St.HK into a Launcher is a better alternative punish.

The EX Version has 4 htis on it and causes a wallbounce on hit. A great move…if it hits you that is. Punish it with a Far St.HK into a Solo Combo or Cross Rush.

MENTAL ALERTNESS (Down + Any Two Kicks)
Jin goes back into a stance making his surroundings turn red around him.

During this stance Jin can avoid attacks that don’t hit crouching opponents

This move by itself isn’t a very strong tactic against you as you don’t have a lot of moves that miss on crouching opponents. Somehow you can punish this with your ground Tatsu also.

Jin Players tend to use his follow-ups afterwards such as:

> LEFT DRILL PUNCH (LP During Mental Alertness)
Jin swings around for a punch

This move can go through your projectiles.

Jin Players tend to do this after absorbing one of your fireballs via a successful Power Stance.

As mentioned before, Mental Alertness is a move Jin can transition into after a Successful Power Stance and he will use this to try and get through your fireballs should you get too predictable.

Hence you’ll want to learn the range on this move so that you can predict it whilst you are zoning Jin out.

On block you can only Reversal Demon Punish this move.

Hence you will either want to get him to whiff it so that you can whiff punish him with Far St.HK or interrupt it with your DP.

> SWINGING FIST STRIKES (LP > MP or HP During Mental Alertness)
Jin does two punches

This is a follow-up to Jin’s Left Drill Punch attack.

Some Jin Players tend to not finish with this ender as it is unsafe.

On block you can punish this move with a Far St.HK into a Solo Combo or a Cross Rush.

> SWAYING WILLOW (MP or HP During Mental Alertness)
Jin does a straight punch attack

This is Jin’s main wake-up attack and for a Tekken Character it isn’t that bad as you can only Reversal Demon this move on block.

This move is invincible to your physical attacks but not your throws such as your regular throw and Demon.

It also doesn’t fare well versus Cross ups.

You can option select either a Misogi or a Demon to beat this move as a wake-up option.*

You can also take the meterless route and do a DP to beat it as well

*= Tested with a Cross up Tatsu Option Select Misogi and a J.HK Option Select DP.

> LEAPING SIDE KICK (LK During Mental Alertness)
Jin leaps up into the air with an upwards kick

This has been the bane of many a new opponent against Jin for two reasons:
[LIST]
[]They jump around a lot and then complain that Jin is broken when he starts anti-airing them with this move
[
]They don’t know when to punish the move
[/LIST]
Something to note about this move is that Jin must ‘predict’ your jump he can’t use this move as a reactionary anti-air like a DP or there is a risk that he will trade or his anti-air will be beaten clean.

This move whiffs on non airborne opponents. Some Jin Players try to use this as a means to get in your face. This is NOT a safe approach

Whilst standing you can punish him on the way down with a cr.HP. The timing is a little tight but with some practice it is do-able.

You can also DP him whilst he is in the air for a weaker punish but it’s a punish at least.

If you duck he can land on the other side of you whilst performing the move. It’s just something to watch out for to be honest but you can punish him in the same way.

> RIGHT SWEEP (MK or HK During Mental Alertness)
Jin sweeps low.

Jin’s other follow-ups out of his Mental Alertness Stance can be blocked either standing or crouching whereas this option must be blocked low.

If you can see this move coming, you can raw launcher it to punish Jin.

If Jin does this move deep then you can punish it with a cr.HK sweep

However if he does the move shallow so that he hits it at the tip of the move then it is safe to your stuff including your Reversal Demon on block.

Hence learning the range on this move is key so you can get him to whiff the move allowing you to punish him with whatever you please on whiff as long as it is fast enough to do so.

PENETRATING FIST (QCF + Any Punch)
A.K.A Jin’s Projectile

Jin’s projectile isn’t as straightforward as other characters, in fact it reminds me of Dormammu’s Dark Hole from MVC3.

They are both similar in the fact that Jin must ‘predict’ where you are going to be before he does the move.

If he misses, he is wide open, if he doesn’t then he gets some lovely frame advantage on block.

The LP Version leaves the ball right in front of Jin.
The MP Version leaves the ball about mid-screen
The HP Version goes the furthest but it doesn’t travel it’s about 3 squares away from you in the training mode stage.

This is move is sometimes used after a successful Right Roundhouse Punch (MP During Special Step) from Jin. To pressure you on your wake-up.

In this situation you either have two options:
[LIST]
[]Block the fireball on wake-up and then block whatever Jin throws at you next
[
]Roll then Teleport out to safety.
[/LIST]
The latter is a better option as you won’t have to deal with Jin’s pressure afterwards

This move is also used in block-strings as well. They aren’t true though, you can DP between the hits (preferably with your MP Version as you will leave Jin standing allowing your partner to get a nice solid ground combo.)

This is also Jin’s charge move and Jin can perform some dash cancels with this move, these are unsafe if he dashes forwards and if he dashes backwards, you can Reversal Demon him.

This also allows Jin to fake his fireball. Hence it is a good idea to punish this move on reaction the moment he throws the fireball out. You will still be able to EX Demon Flip over him and take him out.

DEVIL BEAM (QCF + All Punches)

Jin’s Super is quite a damaging one at 330 damage.

It can be used to punish your raw tags as it goes full-screen but other than that this is just another super art that is used to kill you in a combo.

If he does this raw in your face, block it and punish him with a Far St.HK into a Launcher.

ALL IN ALL

This match-up can be a little bit intimidating at first but with the right spacing and a good mix of rushdown and keepaway, it is winnable.

Learn the ranges on his anti-fireball tools (such as his Left Drill Punch (LP During Mental Alertness)

Try not to get suckered into his Power Stance tricks. Remember you can regular throw him out of his Swaying Willow (MP During Mental Alertness)

Learn Jin’s frametraps. These are key to beating him because Jin is a plus frames monster when he gets in.

Whiff punish his pokes as you usually would such as his Far st.MK in particular

Jin’s zoning isn’t very strong against you as you get can easily by pass it with your Demon Flip on reaction. Just make sure that you do it the moment he shoots his hand out for the fireball.

This along with punishing his strings accordingly can make the match-up easier for you.

And remember to punish those overheads, Jin’s overheads are very slow compared to other overhead moves in the game and they can lead to massive punishes for you on block if you can successfully block them correctly.

Also if you think Jin wants to get out of there. Zone him out and force him to raw tag so that you can punish his partner on incoming. Jin’s fireball doesn’t reach full-screen so that makes it easier on your part to zone him out. Just be aware of his anti-fireball tools.

Next Up Abel

OVERVIEW

Although he looks and sounds like someone who really should be on ‘Who Do You Think You Are?’ Than a Street Fighter game, Abel is definitely no joke in SF X Tekken. His wake-up pressure game is now better than it was before due to the rolling system and the juggle engine allows him to combo a lot a lot more efficiently than he could in SF4.

Unfortunately for Abel, his wake-up still isn’t very strong and the longer stages means that getting in can be a problem especially whilst he is at full-screen’s distance away. Which is made worse by his lack of projectiles which can make safely tagging out difficult for him.

**APPROACH TACTICS **

THE ROLLS

Abel’s rolls can be used to get through your fireball zoning should you get a bit too fireball happy against him. All versions of this move do not go full-screen so if you are at full-screen and you are throwing fireballs, he can’t really get close to you.

NORMALS TO LOOK OUT FOR

Far St.LK

Abel’s Far St.LK is still Abel’s poke of choice against you, it has some good reach and easily leads into his Cross Rush even at its maximum range. It is a tough poke to whiff punish in footsies.

Your best whiff punishers for this poke are your cr.MP or your cr.HK sweep if you really have the range on this move down.

Close St.HK

Abel’s Close St.HK hits as an overhead and man it is a fast one at that (fastest in the game?) You’ll want to watch Abel’s blockstrings closely in order to react to this move up close. It will take some practice at first, but it is do-able in a real match.

Just for reference, if he does this in a chain, then the move doesn’t hit as an overhead.

Some Abel players tend to use this move at the start of matches when they get in to see if you know about his fast overhead. Just block it standing and punish him with a cr.HK sweep.

If he does it shallow you can punish him with a Far St.HK into a Cross Rush or a Solo Combo.

Cr.HK

Abel is one of the few characters in the game with a special cancellable sweep (the other being Ryu.) This move is usually mixed up with his Close st.HK if you start blocking his overhead.

The move is a little slower than his overhead so it is a little easier to see coming than most sweeps in the game.

If Abel doesn’t cancel this move you can punish him with a cr.MK into a Cross Rush or a Solo Combo you could also cr.HK sweep him.

UNIQUE ATTACKS

FORWARD KICK (Forward + MK)
Abel sticks his leg out

This is one of Abel’s offensive tools against you.

From a forward kick on hit or on block, Abel can dash forwards, continuing the pressure against you.

This move can be punished on block by a Reversal Demon should you have 2 bars stocked for it.

There is a very good mix-up that Abel can do with this move courtesy of Renic

[media=youtube]OT0dMRAsnoM[/media]

**SPECIALS **

CHANGE OF DIRECTION SERIES

The Change of Direction Series is a string of attacks consisting of different follow-ups in them

The move consists of 3 attacks, the first one can be blocked standing or crouching whereas in the last two, Abel can play a guessing game against you by going either for an overhead or a low option in the last two hits.

CHANGE OF DIRECTION (QCF + Any Punch)
Abel throws a giant downwards hook.

As mentioned before you can block this move either standing or crouching.

Different versions of this move dictate the speed as well as the recovery of the move.

The LP Version is the version that you will see most often; it’s the fastest and it is the safest on block but has the least range.

The MP and HP Versions are unsafer than the LP Version. These are usually cancelled into from a cr.HK or a cr.MK.

The EX Version has one hit of armor on it. It is good for catching your cr.HK sweeps

All versions of this move can be punished with a Reversal DP on block.

The EX Version

> SECOND MID (Forward + Any Punch During Change of Direction)
One of Abel’s follow-ups from a Change of Direction.

In this follow-up, Abel turns around and hits you with the back of his arm for an overhead attack.

This is NOT a true blockstring with his Change of Direction. You can DP in between the hits.

On block you can punish this move with a Far St.HK into a Solo Combo or a Cross Rush.

> SECOND LOW (Forward + Any Kick)
Another follow-up from Abel.

In this follow-up Abel turns around for a sweep attack that hits low.

This follow-up is a litle slower than his Second Mid follow-up. Hence it is easier to see coming.

This also isn’t a true blockstring with his Change of Direction, you can DP in between the hits or you can cr. MP him for a counterhit combo.

If you can see this move coming, you can Raw Launcher it into your partner.

On block, you can punish him with a Far St.HK into a Solo Combo or Cross Rush should he not finish the move off.

WARNING: DO NOT Reversal DP on block, it will whiff due to pushback.

> FINISH MID (Forward + Any Punch)
One of Abel’s enders for his Change of Direction.

This ender must be blocked standing.

On hit this ender will send you flying to the other side of the screen. Which could be good if you are stuck in the corner and you need to get out of it.

As it sends you flying away, you can expect some Abel Players to go for the low follow-up should you be in the corner to keep up the corner pressure.

That said, this move is not a true block-string with his other follow-ups. You can DP him out of it into your partner.

You can also block it and take your punish in the form of a st. or cr.HP into a Solo Combo or a Cross Rush on block.

> FINISH LOW (Forward + Any Kick)
Another ender for Abel’s Change of Direction.

This ender is similar to his Finish Mid only it must be blocked crouching instead.

This ender is a little slower than the mid ender so it is easier to see coming

It still isn’t a true blockstring with his other follow-ups. DP him out of it.

Punish it with a Far St.HK into a Solo Combo or Cross Rush on block.

OVERALL

The key to countering this series is to listen. Abel’s follow-ups are kind of rhythmic in the sense that
his overhead follow-ups are faster than his low ones.

So listen out or if you are feeling risky, just DP out.

If you aren’t sure then teleport out to safety.

WHEEL KICK (QCB + Any Kick)
Abel jumps and then comes down with a heel drop attack.

This move hits as an overhead.

This move can be used in blockstrings against you for Abel to apply some safe pressure against you.

The move on block is pretty safe. You can only Reversal Demon all versions of this move on block.

Also don’t try to jump, you’ll just get hit out of the air if you try to jump over it.

Your best bet is to interrupt him with a DP into your partner if he tries to use it as a means to get in. You’ll get more damage as it will register as a counter hit.

The EX Version goes through fireballs, it is pretty short for an anti-fireball tactic so learn its range so
that you can predict it in your zoning.

Besides Abel’s rolls are a lot better for him when it comes to getting in so the EX Wheel Kick isn’t used as much his regular versions. Still it is something to watch out for when fighting against him.

MARSIELLES ROLL (QCF + Any Kick)

Abel rolls along the ground.

This is Abel’s main method of movement along the ground.

The key thing to note about this move is that. Whilst it is invincible to your physical attacks, it is not invincible to throws.

You can throw Abel out of the move at any point. This applies to all versions of the move.

You can also punish him during the recovery of this move should you successfully learn the range on it.

The EX Version is faster than the regular versions.

It also doubles as Abel’s Alpha Counter which has its good points and its bad points.

The Good (Or in your case The Bad)

Abel’s alpha counter isn’t necessarily an attack. More a method of movement.

This can be a pain especially if you try to bring in your partner via a switch cancelled DP as Abel can just roll under you and catch you on the way down.

It also allows him to escape corner situations also.

The Bad (Or in your case The Good)

Because Abel’s Alpha Counter isn’t an attack, it won’t cause a hard knockdown on hit like other Alpha Counters.

This doesn’t bode well for Abel if he is low on health as he will still have to hit you in order to safely tag out.

Also you can hit him during his recovery also should he try to do it and you can see it coming.

FALLING SKY (DP Motion + Any Punch)
Abel throws his arm upwards grabbing you out of air and slamming you down to the floor.

Abel’s Falling Sky is a decent anti-air against your regular jump ins.

Although as an anti-air it loses to up close jump ins and cross up attacks.

The EX Version doesn’t really help out either as you can still cross him up as well.

TORNADO THROW (HCB + Any Punch)
Abel grabs and then spins you around multiple times knocking you down.

Abel’s Tornado Throw is his main way of scoring a knockdown against you.

If you can see this move coming in his tick setups you can neutral jump it and punish him with a neutral jump normal of your choice

Don’t rely too much on it though as Abel can just throw out a Falling Sky to put you in the same situation.

The LP Version has the most range and does the least damage it is about the length of your cr.MK just for reference. He can do 3 cr.LPs and still be in range. (He’ll be out of range if you decide to walk back though on block.

The other versions have less range but do more damage

The EX Version is invulnerable to physical attacks but not throws.

SHOULDER TACKLE (Back (Charge) > Forward + Any Punch)
Abel runs up to you tackling you with his shoulder

A new move for Abel and to be honest it is quite ‘hit or miss’ as it could be one of his worst or his best moves against you.

I say ‘worst’ because of the regular versions of this move.

The regular versions are really slow and do not go through fireballs, you can also interrupt them easily with either your normals or DP on start-up.

On block you can also punish with a st.HP into a Solo Combo or a Cross Rush.

The EX Version is where it is at for Abel on the other hand. It’s fast, causes a wallbounce on hit and it can be really ‘sudden’ if you aren’t on your toes.

The EX Version is also safer on block than the regular versions; you can only Reversal Demon this move on block.

It still does not go through your fireballs though.

BREATHLESS (Back (Charge) > Forward + All Punches)

Abel’s super has been returned to its original SF4 state. It’s only held back by the fact that the move is a charge motion which can really screw him over especially if you are very ambigious with pressuring his rolls on his wake-up.

The super has one hit of armor on it and travels almost full-screen.

Like SF4, Abel can’t combo into this super so its best use is to either catch you should you do a raw tag or to get through your fireballs should you get too fireball happy.

ALL IN ALL

Overall, you will want to keep your distance versus Abel

Abel struggles to close the distance at full-screen thanks to the longer stages. In SF4, Abel could just do one roll from full-screen and be within the range of his command throw, whereas now, he isn’t even close and you can punish him on his recovery as well.

Watch out for his overhead whilst he is up close, it is a pain to block but it is do-able with some practice.

Abel’s pressure game is still a pain to tackle. Your teleport can help you out but don’t rely on it too much.

Block and punish Abel’s Change of directions acordingly if he does them with your DP on block. He may be safe against most characters but not you. Just don’t DP if you block his Second Low follow-up (Forward + Any Kick During Change of Direction).

And also pressure him whilst he is low on health so that you can force him to raw tag allowing you to punish his partner heavily on incoming.

Now that i have pretty much sorted out that PVR, it’s time to get back on track with these character breakdowns.

Next up in line is Bob.

OVERVIEW

In SF X Tekken, Bob is a very heavy footsie based character who prides himself on having some good, long reaching pokes and some decent walkspeed (well for a Tekken Character that is.)

He has a plethora of setups for his partner including crumples a high launching uppercut and ground bounces. He also isn’t bad up close as he packs the same high/low mix-up game that the Tekken Characters have up close as well as above average life (1050) making him slightly tougher to KO than most of the cast.

This along with his Special Step can make Bob a monster if used in the right hands.

Unfortunately for Bob, he suffers from not having a lot of options from full-screen due to him lacking a projectile.

Despite his walkspeed being pretty good in comparison to other Tekken Characters (and yes I’m looking at you Lili!) It still is pretty slow which can make getting in for him pretty difficult against some characters.

DISCLAIMER: Not saying I hate Lili but its her walkspeed which kinda annoys me a little especially when you go from a fast walker to a slow…whatever.

Also, his normals on whiff are more suseptible to being whiff punished in footsies more than other characters.

Moreover, his wake-up isn’t very strong, he has one solid reversal which you can crouch under and punish on whiff.

APPROACH TACTICS

SPECIAL STEP

Bob’s special step like other special steps is invincible to your high attacks but not your low attacks just like other special steps in SF X Tekken.

The Heavy Version of this move travels just over halfscreen. So you’ll want to try to play with the range of this move so that you can punish him if he tries it during your zoning.

THOSE NORMALS

Bob has very long reach and he will be using this to the max against you and why wouldn’t he? If he touches you with one of his longer reaching normals even if he hits it at the tip, he can still go straight into launcher and into his partner.

If he whiffs one of his longer reaching normals though, he is pretty wide open in comparison to other members of the cast so take those opportunities should he whiff a normal.

NORMALS TO LOOK OUT FOR

Far St.LK

Bob’s Far St.LK hits low unlike other characters’ Far St.LKs. It’s just something to watch out for whilst he is pressuring you.

Far St.HP

Bob’s Far St.HP is a very long range swiping strike.

Just for reference, this thing hits about a good 2 squares away from you in the training stage.

You can punish this move on whiff with your cr.HK sweep if you have the range on this move down.

Far St.HK

Bob’s Far St.HK is his longest reaching normal on the ground.

It travels around 2 and a half squares in the training mode stage.

Fortunately for you, it’s a lot worse on whiff than his Far St.HP. You can whiff punish this with your own Far St.HK into a Launcher for your partner.

Far St.MK

A starter for Bob’s Tekken Strings, look out for it.

Cr.MK

For a guy with stubby legs, Bob’s Cr.MK has some good reach.

Again it’s another move to just learn the range on so that you can whiff punish it with your Cr.HK sweep or even your Far St.HK if you have mastered the range on this move.

Cr.HK

Watch out for this normal especially as it is a starter for one of his trickiest Tekken Strings. Which I’ll be covering below.

UNIQUE ATTACKS / TEKKEN STRINGS

DOUBLE CHAPATI (HK > HK Whilst Airborne)
Bob does a two hit kick whilst airborne.

This is Bob’s main jump in of choice. It hits two times and its hitbox isn’t that bad making it a solid jump in against you.

Other than that, if you block the two hits standing then you shouldn’t have a problem with dealing with this string. The only problem afterwards is Bob’s Pressure.

THE GAUFRETTES SERIES

The Gaufrettes Series is what I’d like to call Bob’s little mix-up strings from far away.

As mentioned before, he can only perform these strings from far away from you using his Far St.MK

GAUFRETTES CUTTER (MK > MP > HP)
A 3 hit string that ends in a swiping strike.

You can block whole string standing or crouching.

This string is pretty safe against you especially if he ends on the final hit.

The final hit of the string is only Reversal Demon Punishable on Block.

Bob Players tend to finish the string but if he doesn’t and he decides to end on the 2nd hit, you can cr.HK sweep him on block.

The 1st hit on block is Bob’s Far St.MK, you can only Reversal Demon Punish this move on block.

GAUFRETTES KICK (MK > MK > HK)
A 3 hit string that ends in a high kick

Same starter only with some differences.

The 2nd hit of the string hits low whereas the 3rd hit is a high kick attack that cannot be crouched under.

On block you can punish the 2nd and 3rd hits of this string with a Cr.HK sweep if it is perforrmed deep. I wouldn’t bet on this option though as Bob Players tend to space themselves properly to avoid your sweep but the opportunity is still there.

If the string is performed shallow, then you can only Reversal Demon Punish it on block.

This string is usually mixed up with his Gaufrettes Punch String (MK > HP)

GAUFRETTES PUNCH (MK > HP)
A 2 hit string that ends in a downwards punch attack.

This string is the mix-up string.

The ender for this string is an overhead that causes a very comedic looking stun on hit.

Your best bet is to just practice to be honest. Practice against this string and mix it up with his Gaufrettes Kick String so that you can react accordingly.

Although you can expect Bob players to do this to you should you decide to hold down-back all day against him.

On block you can punish this move with a Cr.MK if it is performed deep, from here you can either go into a Cross Rush or a Solo Combo.

You can also Cr.HK sweep him. This tends to be more reliable as it will work if he does it shallow also but take your pick.

The first and last hits of this string aren’t true blockstrings. You can DP him in between these hits.

ONE TWO PUNCH (LP > Back + MP)
Bob’s Variation of the ‘Left Right Combo’ Tekken String.

Bob’s One Two Punch is a safe 2 hitter against you. Well to some extent at least.

You can only Reversal Demon the 2nd hit on block, the 1st hit is safe to your Reversal Demon.

FAST BREAK (LP > Back + MP > LP + MP)
A 3 hit string that ends in a downwards punch attack.

This string is a frame trap string.

It will beat out your st. and cr.LPs and counter them but it will lose to invincible moves like the ones from your DP.

This whole string can be blocked standing or crouching despite the last hit looking like an overhead.

Treat the first hits on block like Bob’s One Two Punch String (LP > Back + MP)

The last hit is punishable with your Far St.HK into a Solo Combo or a Cross Rush on block.

You can DP in between the 2nd and 3rd hits on block as they aren’t true blockstrings.

COURSE PICANTE (LP > LK > LK)
Bob starts with a jab and then goes low and then does another kick to knock you back.

This string is a way for Bob to knock you away from him should you

Something to note about this string is that the second hit, hits low.

Apart from that you can’t punish the 1st hit on block with your Reversal Demon.

However you can Reversal DP the 2nd hit of the string if it is performed deep or cr.HK sweep him if he does it shallow.

The last hit can be punished with a Far St.HK into a Solo Combo or a Launcher on block.

CONTORNO FARCE (Down + HK > HK > HK)
Bob fakes his sweep and then flips about the place.

This string can be a little tricky to tackle at first.

The key to tackling this string is to first recognise the Cr.HK. Once you have that down, you can react to the later parts of it.

The first part of the string is Bob’s Cr.HK, during this, he fakes the move so that it doesn’t hit you and then flips about the place. These moves after the ‘fake’ hit as overhead attacks.

Punish Bob’s Cr.HK with your own Cr.HK sweep.

All overhead follow-ups are unsafe on block to a st.HP into a Solo Combo or a Cross Rush.

The Second to Last and the Last hits of the string aren’t true blockstrings, you can DP in between them.

Bob (Continued)

SPECIALS

SPINNER BALL (HCF + Any Kick)
Bob rolls along the ground

This move is a way for Bob to approach you only it isn’t a great one as all versions of this move don’t go through fireballs. Limiting its uses.

The move is actually a standalone attack unlike his Special Step.

You can block this attack standing or crouching.

If Bob doesn’t do his follow-ups, you can punish him on block with a Reversal DP into your part.

From this move, Bob can perform the following follow-ups:

> LYONNAISE BREAK (Any Punch During Spinner Ball)
Bob comes out with an uppercut

This follow-up is Bob’s ‘Safe’ follow-up from his Spinner Ball.

You can block this move standing or crouching.

This move is safe to some characters but not to you, you can Reversal Demon him on block should he decide to do this move.

> PERFECT PRESS (Any Kick During Spinner Ball)
Bob flips over and lands on top of you.

Another follow-up from Bob’s Spinner Ball.

This move hits as an overhead.

It is the only move during Bob’s Spinner Ball where he takes to the air so it shouldn’t be too hard to block (in theory that is.)

If you successfully block this move, you can punish him with a Reversal DP into your partner.

You can also punish him with a St.HP into a Solo Combo but you’ll have to walk forwards a little to get the st.HP to connect.

> PANINI FLIP (Down + Any Kick During Spinner Ball)
Bob goes low for a sweeping upwards kick that launches you into the air.

Another follow-up from Bob’s Spinner Ball, this one hits low.

Bob players tend to use this once you start falling for his overhead options.

It’s really unsafe on block to you. You can punish this with a Far St.HK into a Solo Combo or a Launcher.

CRACKER (DP Motion + Any Punch)
Bob jumps upwards.

This is Bob’s main anti-air special move against you.

As an anti-air it loses to up close jump ins and cross-ups though.

This move misses on crouching opponents leaving him open to a st.HP into a Solo Combo or a Cross Rush

You could also block the move and do the same punish.

The EX Version acts as Bob’s wake-up move. You can crouch under it just like the regular versions.

This move can be safejumped with a meaty J.HK on Bob’s wake-up.

> POUND CAKE (Any Punch During Cracker)
Bob slams his fist downwards

This follow-up hits as an overhead.

If you have already blocked or successfully crouched under his cracker, you won’t really need to worry about this overhead as you can just punish him as mentioned before.

You can interrupt this move with your normals. I prefer to go for a cr.MP or a St.HP as you’ll get a counterhit. From there you can go into a nice counterhit combo.

On block you can punish this overhead with a Far St.HK into a Solo Combo or a Cross Rush.

> CRACKER JACKER (Any Kick During Cracker)
Bob uses his belly to deliver a blow to knock you back full-screen.

Another follow-up to Bob’s Cracker. This one can be blocked either standing or crouching.

On hit this move sends you flying away full-screen for a techable knockdown.

Yet again if you have already crouched under the first part of this move, you won’t have worry about the second part of it as you can punish it in the same way that you would punish his Cracker.

Like his other follow-up, you can interrupt him in between the hits with a cr.MP or a st.HP for a counterhit combo.

SPECIAL STEP (DP Motion + Any Kick)
Bob’s Trump Card In my honest opinion.

Bob’s special step is where he shines the most in my honest opinion.

Like other special steps, he is invulnerable to any attacks that aren’t lows, this includes DPs as well.

Any lows will hit him straight out of it so if you can, tag him with a cr.MK or a cr.HK sweep to hit him out of it.

The longest version of this move is the HK and EX Versions; these versions just over half-screen. So you’ll want to space yourself properly so that you can recover in time to punish him during his recovery should he not do a follow-up.

You can punish him with a St.HP into a Solo Combo or a Cross Rush but you can also punish with a Far St.HK as well if he lands just outside the reach of the st.HP.

The EX Version of this move has one hit of armor on it. Good for if you start Cr.HK sweeping him but if you tag him with Cr.MKs and chain them, then Bob Players may not want to throw this move out at you as much.

From his Special Step Bob has the following follow-ups:

> LANGUE WASHER (LP During Special Step)
Bob comes out with a hook punch

This is Bob’s ‘Safe’ option from a Special Step

This move is safe to your normals on block but unsafe to your Reversal Demon.

> SPIRAL ROCKY (MP During Special Step)
Bob comes out with a over the top SRK type move.

This is one of Bob’s tag moves should he be low on health against you.

It’s a multi-hitting uppercut that is a safe tag should his partner put a suitable blockstring behind it.

If his partner comes in and blocks, then you can Reversal Misogi Bob on block

If they try to cross-you up then you can Reversal Demon Bob also.

Although if he doesn’t tag out you can punish him with a st.HP into a Solo Combo or a Cross Rush on block. You can also do a Far St.HK also for a stronger punish.

> GRANCHI CANNON (LP + MP During Special Step)
Bob comes out with a two handed attack

You can block this move either standing or crouching.

This is a dangerous option out of Bob’s Special Step for you simply because it causes a crumple on hit.

Bob can loop this move up to three times (this is generally referred to as The Granchi Loop) which can lead to some very damaging setups if he has a partner who can really extend their combos.

NOTE: For you, you can land a full demon off of this as well.

> APRES SWEEP (LK During Special Step)
Bob does a sweeping low kick

This is the only option out of Bob’s Special Step that hits low.

On block you can punish this move with a Far St.HK into a Solo Combo or a Launcher.

The shallower he does the move, the less likely that you will be in range to do a Solo Combo but hey, a punish is a punish.

> CUTTING COPPA (LP + MP During Apres Sweep)
After doing an Apres Sweep , Bob turns around and does a 2 handed push attack.

This follow-up is pretty safe to your stuff to be honest.

It is safe to your normals but not your Reversal Demon.

Something to note about this move is that it isn’t a true blockstring with his Apres Sweep. You can DP him between the hits.

For the DP I’d go for the MP as it will leave him standing in hitstun waiting for your partner to come in and get a free ground juggle.

GIGA JACKER (QCF + Any Punch)
Bob uses his belly as a weapon against you.

This move as two main uses
[LIST]
[]To act as a ender for combos
[
]To reflect back your projectiles.
[/LIST]
As a combo ender, this move pushes you back full-screen which can be useful for Bob if he is low on health but it isn’t when he needs to get in.

This move causes a techable knockdown from which you can quickstand out of.

If he raw tags, it is NOT safe. You can Reversal Demon Flip over to his partner on entry or Misogi them.

For the Demon Flip, you’ll have to use the regular versions as the EX Version will track Bob whilst he runs off the stage; missing his partner.

You can use any follow-up from the Demon Flip only the divekick is the hardest to land as you must do it late assuming that you are mid-screen.

As projectile reflector, it can reflect your regular projectiles including air fireballs but not your EX projectiles.

Also you can bait this move out by throwing a HP Air Fireball and then EX Demon Flipping in his face should he reflect it from fullscreen.

The EX Version is…weird to be honest.

Bob jumps a certain distance and uses his belly to land on top of you for an overhead attack.

Bob can only go a certain amount of distance before returning to his original position. More often than not, he will go back to where he started this move so if you can see it coming, avoid it and then punish him during his recovery.

You can also air to air him for a counter hit juggle if you can see this move coming.

Get over there by using your Demon Flip to your advantage as the only way to punish it on block is via a Reversal Demon.

GIGA METEO (QCF + All Punches)

Bob’s super does some good damage (at 320.)

I’m not sure if there is a way to combo into this super. There probably is but I don’t know it lol.

This move is basically a ‘super’ version of Bob’s EX Giga Jacker in the fact that it homes in on wherever you are.

If he does this randomly, you can Misogi him for doing a random super.

You can also air to air him and get a counterhit juggle too.

On block you can Reversal Demon flip over to him and then Divekick him on the way down. From here you can do a Far St.HK or move forwards and do a st.HP.

ALL IN ALL

A couple words: Keep Bob Out.

Bob struggles to close the distance at full-screen so take advantage of that weakness by zoning him out.

The above statement sounds bad for offensive Akuma Players. Hence for aggressive Akuma Players. I think you know the drill by know. Knockdowns!

Knockdown Bob and pressure him on his wake-up to really take advantage of his lack of good wake-up options.

You can also try to footsie Bob as well but it is at your own risk as unless you really do learn the ranges on his normals. If you aren’t sure or confident on the reach of his normals try not to footsie him for your own safety.

Remember to crouch under his Cracker as it doesn’t hit crouching opponents.

Punish his strings accordingly as mentioned before and punish his unsafe moves on block like you would after reading this (if you did read all of this post.)

Remember to learn the range on his Special Step so that you can tag it with a crouching normal of your choice preferably cr.MK into a Chain so that you can beat the EX Version if he tries it.

Remember to watch out for both his cr.HK and his Far st.MK, these lead into his up close mix-ups and it is vital that you watch out for these and punish them accordingly. Especially his cr.HK as soon as you see it whiff, block high and you’ll save yourself the trouble of being juggled to death.

Also try to really damage Bob’s partner as well. Bob has a lot of setups but his main problem is that he can’t follow-up with these setups by himself and the ones that he can follow-up with don’t net him a very damaging combo solowise so Bob Players tend to depend on their partners to finish off the setups.

Have been testing out stuff versus some of the DLC characters. I think Lars is a good match for Akuma, lots of his attacks can be punished with FP SRK+ for good damage. Can be kept away with fireballs and AA’ing. Alisa can be annoying, her fireball pushes her back and she has an anti-projectile tool at certain distances. Jack-X is a terrible match, he can punish all fireballs at will. It comes down to strictly footsies, punishing, and pressure versus him.

I fought like a couple Jack X Players online.

I didn’t have the DLC guys at the time and I still don’t now. But one thing I did see with the guy is that he isn’t very great up close. I think he was trying to hit me with I his cr.LP and it was really slow so I’m thinking a rushdown style might be a better approach against him.

I did find that staying at full-screen and doing jump back fireballs worked for a bit as his other stuff didn’t reach me (well he was using that megaton earthquake move and the charge to get in and it whiffed allowing me to punish it but I’m not sure.)

Either way I relied on my partner to do most of the work to get Akuma in to keep up the pressure and take him out quickly but trust me very very scary match-up in my opinion so far.

EDIT: Also since TheDarkestHadou has effectively ‘gave up on SFXT’ in his own words, would it be alright if I started up a new match-up thread with spoiler tags for the DLC guys (when I get them that is.) I’ll carry over all of the information from this one and put it in the new one.

I say go for it. This thread will eventually be nothing but scattered information that will be a pain in the ass to find.

This is the best thread i have ever read on srk.

As a ryu player making the transition to akuma, i wholeheartily thank you for your effort and hard work.

I ought to print this gold mind of a thread so i can read it when i am awat from the pc.

Thank you kind sir!