I like this guy!:tup:
Too funny!
people that dont know wtf they are talking about list : dander, Saisyu Kusanagi
1)Agree. Know when to dash and when not.
2)Risk, but still a good way to approch.
3)Be careful of supercancel.
4)some…
5)i think you meant far standing forward kick
6)horrible hurricane? ok?
Well what would be your input on this Gouki stratagie?
All knowledge is good, even if one dose not understand it at first.:lovin:
I welcome your thoughts…
I’d rather not take the second dose.
Cool.:wgrin::lovin:
You can use Boomerang Raid as well, there is nothing wrong with that. I just like the look on Gouki players faces when I use HyperBomb as a straight anti-air and make 88 damage disappear in the blink of a 270.
Gouki’s Roundhouse Hurricane is unsafe to HyperBomb as well.
Range and timing are way too specific for that to work with any consitency.
You won’t argue with one of the best Alex players in the USA will you?
Dashing is way safer than doing senseless ex-airknees. f.st.MK is very good also but I did mean HK. This is just a little trick though, nothing to use very often.
And yes, gouki’s air hurricanekick IS pretty annoying.
And please stop writing like i said my post held the perfect tactic, it should go without saying that the things i mentioned should be part of one’s mixupgame. It’s nothing lame that you can do over and over.
Somehow I don’t think you have much versusexperience.
Besides that something else came to my mind: since gouki is a very jumpy char in general it’s good to use towards+mp to keep him from jumping. actually that punch is awesome especially against taller characters. :china:
This thread need more Rageous. Less Kusanagi.
thx man
Haha, give him a “Sanchez Approved” sticker or something.
88 damage is nice and all but boomerang raid is just the overall better super. Especially in a matchup like this. Not to mention if you have Gouki stunned. You can do J.HP -> s.MK xxx super for 89 damage. Thats not bad since you get 2 bars and able to do a little bit more than half life to Gouki. Altho thats if he fucks up and gets stunned.
Also i dunno if its just me, but Id still take S.MK xxx Sa2 over sa1. Id rather have a 74 dmg that cant be jumped out of than a 88 dmg that can.
Nothing gets learned when you argue my son.
tbh Renic’s necro is his real character.
pherailovesmynecro:woot:
Agreed, if you throw HyperBomb straight up then they will be able to jump out.
Unfortunatly all air demon kick attacks no matter how deep if parried are not escapable from HyperBomb. Timing on the HyperBomb after the parry is a litte tricky beacuse you have to let them fall a little so that the HyperBomb first grab frame which is on frame 3 meets them on the first landing frame.
1)Parry
2)Delay one second
3)Input super
And that strategy relies on a guess parry. What if the Akuma player smells the parry and opts for low instead? Or goes for the throw instead? Instead of that lucky parry you’re hunting for, you take damage, lose your momentum (and give Akuma his in the process), and he gets a free mix-up.
Or, how about, if I get the parry, I get to land whatever B&B combo I’m feeling like on Akuma (such as s.strong xx EX Flash Chop, or if he’s in the air, EX Knee), subsequently put me in position to get my own mix-up game going, and reserve meter to, hey, maybe, do it again?