Dhalshim. Still has some problems with calculated Gief splashes, but just make sure to spam the mk and hks to keep his jumping habits to a minimum
I have an obvious example: v-goukiâs 4hk vs guys 5mk. if timed right gouki getâs red flash most of the time. Or an early jump-in fierce into a s.strong. Also, youâll never red flash with a jab or short.
He may not be good at all, but if he manages to give you a really hard time he must be on the same level of skill as you.
Dhalsim rapes Gief. The standing JP stops the splash dead. standing fk and sp catches him either in pre-jump animation or very early in the jump. FP as he lands eats up a lot of guard meter.
Vega can scratch Gief once then run away for the rest of the game. While this does nothing against a splash, it means that a blocked roll in the start of the game=win. Considering the level of play you just described, this should work like a dream.
Sakura can zone Gief all day.
Finally, someone who just mashes on the splash is vulnerable to anti-air VCs. Not all of the time, though, but enough to make your opponent think twice when jumping on a fully metered V-Akuma.
Thats the strategy in a nutshell, but I think you should tone down the love for st. jab. Its not consistent enough to use at all ranges that itâd beat out splash or even just regular j. fierce. Even early b. mp/strong is a decent anti-air option, but its just as iffy as st. jab however its easier to cancel to anti air super if you see the counter flash. The best anti-Gief jump move is j. b+forward/mk. Beats j. fierce/splash clean EVERY time.
If youâre playing on kaillera then of course your gonna get hit out of your AAâs. If itâs offline player then there are a few things you can do like jump back roundhouse, dp, s.jab if c.strong wonât work, etc.
Yes, it was against a zangief on kaillera, so maybe I have an excuse for losing
Doing things on reaction is much more difficult with lag, and since defending in sf has a lot to do with reflexesâŚ
Is Kattobi Cancelling worth learning for Akuma?
if youâve completely mastered everything elseâŚ
Not really, but is it something significantly useful?
I have a question: Is there a solution beside letting your guard break if you concede a jump-in by someone. God I hate that.
I wouldnât consider the katobbi useful⌠only in crazy particular situations.
Juchel : take the hit, then run? Do a special that gets your feet off the ground and hope you donât eat crazy crouch cancel combo/infinite?
Either that or Blue block�
Blue blocking wonât prevent a guard break.
Maybe you can mash like crazy to recover from the guard break before the next attack hits? The cpu treats guard break like parries; maybe humans can do it too if they mash fast enough. Iâll load up the emu and see if I can duplicate it.
blue block is only for chip?
bummerâŚ
Blue blocking will reduce the amount of guard meter you lose by about half, but you still lose some, and if your guard meter were low enough youâd still get guard broken.
Pretty hard with lag(few but still there)/online play, and dhalsim OWNS me.
Sim owns everyone⌠lol
I ate a noogie in the corner yesterday⌠âFUck! Should I flip!? UmMm, NO!â
Then I ate s.LP into X-ism super⌠fun times.
canât u alpha counter?
u dont gain any guard meter back tho >> ⌠and if u get guard broken afterwards then itâs like 2 guardbrakes ><
AFAIK, noogie to SP/JP is actually a combo. Done properly, you wouldnât have been able to flip out even if you wanted to.
What?
i meant, canât u just use alpha counter to prevent a guardbreak?
Well, not the attack that breaks your guard. But if you want them to get off you AC them and try to turn the tide of the match in your favor.
peace
Sav