Has anybody noted that Adon is free on wake up? Get an untechable knockdown on him and he has no offensive options on wake up… His wake up DP comes out (even the EX one) too slow, you can throw him out of the start up of it. If you do that early in a round then you get the mental advantage…
Throwing him on his wake up means no DP, no wake up normals, it limits his options and if successful with the throw just walk up and do it again
It leaves him with wake up tech or backdash, both of which can be punished, you just got to condition your opponent then you can start mixing up on his wake up…
Not 100 percent, so far I have had success with it but you’re right about the EX one that was my mistake So far against all the Adons I’ve fought I’ve never been reversaled, maybe they are just using the wrong one… I’ll check it tonight and update as needed… Not actually tested in training only in matches, so if I’m wrong fair enough but so far its never failed…
Dudley - Just an extra tip, don’t be careless about throwing out Far St. Roundhouse. I get to play Hsien Chang’s Dudley and he’ll use his St. Roundhouse and buffer ex mgb if he connects. But overall the match is … I feel personally the match is or closely in Chun’s favor. Also the straight punch that brings him forward can stuff sweep…the Hitbox is huge.
In short, use Far St. Roundhouse carefully and don’t whiff. Sweep in reaction and also carefully.
So what’s the consensus on dealing with jumpy opponents that like to use people like Fuerte or Juri? Fighting Juri without a life lead can be an uphill battle because of the constant jumping around.
As for Juri, back her into the corner and be very careful about her attempts to get out. If you space it well and don’t throw stupid, predictable fireballs, there is almost nothing she can do.
Be aware that if you do throw a fireball, she can do her Kasatushi (dodge move) forward, but her recovery time on it is pretty substantial, so if you see it and she’s about half-screen away, start hitting low short and be ready to combo into EX Legs > Ultra 2.
For Fuerte I don’t really have good advice; don’t throw out big pokes with long recovery as you can eat Focus Crumple into Run-Stop-Fierce, which is never fun. I’ve seen someone get a 12 hit combo on me with Run Stop Fierce before, and I felt pretty crushed even though after a while the damage scaling brings it down - it’s just so demoralizing.
Against other aspects of Fuerte’s game I would dash a lot. Chun’s dash can throw off Fuerte’s spacing because her dash goes pretty far. Occasionally try using a Focus Attack against him since some of his shenanigans are easily focusable. Just don’t use it too much or he will start abusing his Tortilla Propeller Throw or whatever it’s called.
Generally, I would say that if Fuerte does his run towards you, jumping is a bad idea. Backdash is almost always safer - if you jump and he reads it, he can get a Guacamole Leg Throw (airthrow) on you, which hurts a lot and is an untech knockdown, after which you are prone to his wakeup game. If you backdash, you’re more likely to make it out with at least a techable knockdown if he does his body splash. If he does his slide, sometimes (depending on how early you backdash) you can still block in time.
Against Abel, you want to learn to instinctively block standing after his first Change of Direction hit (or you can backdash to counter or do cr.LK).
The reason you want to do that is that his Change of Direction Mid attacks are guaranteed to combo if any of them hit, and must be blocked high. His Change of Direction Low attacks must be blocked low, but have slow enough startup that you can usually see them coming.
Also, if he ever does all three hits of Change of Direction and you block them all, Ultra. The third hit (both high and low) has a shit-ton of recovery time - even more recovery time than his Ultra 1!
Lud defends against CoD right. You just gotta back dash and sweep. Abel doesn’t like getting swept, he has a very hard time on mixup. Abels that block good can be tough, though.
I hate trying to mixup Abel on wakeup because I have a tendency to crossup too much, and when I cross up with j.LK it doesn’t hit deep enough and I end up eating EX Tornado Throw.
Against Ryu: A good tactic to use is lvl 2 focus (blocked), dash, jb.hk instant overhead. He can only punish it with a Super. So it’s safe as long as he doesn’t have Super. The reason why this works so well is because Chun’s +7 after lvl 2 focus. So the Ryu player, if he knows this, won’t mash DP because you can technically cr.lk him before he’s out of blockstun and combo. So he’ll most likely be blocking low and get hit by the instant overhead. It’s free damage.
Yeah, Chun has a great all around game but I don’t think she has many things to scare people out of the air like a lot characters. Thanks for the advice SnakeAes.
Against b-lk spamming dhalsim, im having good milage of counterhit jab into sweep. b-lk is -1 on hit and 3 frame startup, so if you time it perfect your jab will stuff the next b-lk every time
Another thing, blocked hk/ex jaguar tooth (the wall dive kick) is -2 on block, but even with reversal timed super, he will be able to block about 50% of the time. Had the most success with blocking it standing and reversal MK super. I would not risk it personal.
Is this the case with all -2 on block abilities? I have never seen a rufus block a super after EX galactic. Not tried on rolling crystal flash (vega roll)
This statement is pretty true, but I’ll reiterate the exception to the rule being Fuerte and even Honda. Whenever they’re in the air, a standing fierce will beat them out~ in my experience anyway. Just don’t try to meet them in the air too often, yourself. Also, I’ve had mixed results tossing in that Fierce during Adon block strings (as the Adon player I fight regularly is airborne during certain parts of the pressure string) but if you can foresee the jump, your own airthrow can do the trick.
just to state something…
idk if u guys know that but , df+lk beats feilongs ex chicken wings, i did that last nite like 3 times, i thought he was going to jump and did it as a AA and he got pwned!
You can air throw DeeJay’s upkicks… So long as they aren’t EX up kicks. It’s fun to play with online hearing people flip out over you ruining their wake up game.
DJ is ANNOYING. I lost 3 matches before having to go into training to figure this fucker out.
DJ can’t follow behind his fireball easily, so lots of them will dash and then sweep. Whiff punishing his sweep with your sweep is easy. Don’t neutral jump his fireball in sweep range because his sweep actually anti-airs. Absorb them and play footsies with him… eventually, you will have enough meter to shut down his fireball game with ultra I.
If you get a knockdown, you can meaty him for free on wakeup. If you are crouching, upkicks go over you.
You can punish all strengths of double sobat kick with st. fierce. All of them except for LK kick, you can punish with sweep/ultra. If he hits you twice, you can ultra I punish, or sweep punish. If you are not confident in your link timing in a situation, just fierce punch – do not let him get away with that BULLSHITS!
That d+lk jump kick is especially annoying. Throw him if you block it. It’s barely safe on hit. There might be better punishes but I was having a hard time reacting.
some honda players are now catching on to his j.mp beating some of chun’s aa (st.hp, st.mk, cr.hp, cr.hk). If they keep doing this after jumping through your fireball, meet them air to air and instant air throw them or instant target combo. It should beat it.
dee jay, like magman said, has bad wakeup options. after any knockdown, cr.mk on him will beat/stuff his ex machine gun (timing is hard for the gun to hit), ex rolling sobat, ex upkicks, U1 (not sure bout u2… i might have been hit…)
i’ve been playing around with adon’s backward shoryu in training and it’s unpunishable… unless you have super =(
avoid it by neutral jumping
here’s a vid of me in training… you may pick up something or not.
st.lp is pretty safe/spammable
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