Couple matchup tips and tricks I’ve found useful recently.
The tail hit box of psycho crusher seems to AA floaty jumpers like Chun, Vega, Gief, Fuerte etc. However, since we all know how slow Psycho crusher is it does make it tough to always react with. I’m just thinking whatever Psycho Crusher is awesome looking.
VS Ryu- Take the first round to build meter, test your opponents knowledge of safe jumps and their dp reactions to jump ins. Try to start the second round with at least one bar to scare your opponent into not starting the match with fireball pressure, allowing you to gain space. Also, Super is really good against fireballs in AE. Especially lk and mk super from close range. My 2 favorite ways to gain damage on Ryu is the forward throw, ,walk forward, jump HP cross up/non-crossup mix up. It makes the dp whiff, you get a big punish and in your opponents head, making them think twice about dp. Also, after landing lk scissors knockdown, you can forward dash and hold focus. It spaces you at the perfect range to make Bison’s hitbox just out of DP/throw range, allowing you to get lvl 2 focus punishes on whiffed wake up anything. It’s really the pulled back hitbox of Bison’s focus attack that creates the illusion you’re closer than you actually are.
vs Rufus- Pressure Rufus at the start of the match when he has no meter. When you’re getting pressured by dive kick don’t try to react with round house from close range. It’s better to use round house from max range since this is the spacing Rufus will most likely jump from. Back dashing works to avoid some throws, HOWEVER, Bison’s backdash can get punished hard by a follow up divekick that will hit in front if you backdash and hit in front then cross up to the other side if you sat and blocked. I found a very interesting way to deal with this situation in the middle of a tournament match recently. Bison can do auto-correct ex scissors to hit the cross up dive kick on the other side. It seems to be a lot easier to get the auto-correct because of how long Rufus is right above your head during his cross up dive kick.
Takes a bit of practice but yeah that can work. The thing about using PC for AA is that is generally HAS to be the tail portion or it gets stuffed due to it having vulnerable boxes scattered along the top. This makes a hard AA possibility even harder to use. Nice when it works though as it actually hurts.
An interesting setup. Might try and use that one sparingly as I am sure they can wakeup hurricane kick to hose it once they wise up to it.
I still have problems with this matchup mostly because of the dive kicks when he does manage to get close. St.lk works only sometimes but sometimes is better than never aka Yun.
whats the point of going in on rufus when he has no meter, bison does shit damage? just poke all day. use the first round to test out if he is going to block more and going to play it slow or if he wants to play it aggressive. if he is aggressive he will run into your roundhouses and lose. if he is going to turtle you can go in a bit, this doesn’t have much to do with the meter he has, you just have to feel if he is reversal happy or not and adjust yourself. but still remember that the clock is ticking and he has to come to you
one of the biggest mistakes i made in this matchup was while i’m trying to rush him down i get divekicked and lose the match. once he is in you have to take stupid gambles to get out. like jumpback fierce or st.lk
Uhuh, but he also can destroy someone like Rufus if he corners him within a matter of seconds.
I definetly agree about pressuring Rufus with no meter, get the first round over as quickly as possible without him having meter.
Also vs Rufus jump back RH is pretty boss. It has a lot of active frames and it makes Rufus think twice about mindless divekick shennanigans up close if you can’t RH him and are struggling to use st.lk effectively.
Hmmm, I dunno. I feel that I may play Rufus overly aggressive sometimes. Overall I play every match as aggressive as possible, it’s the only way I can stay interested in AE TBH. Never going to stop that rush down Bison. Thought I’d link this match since I did the above mentioned auto-correct scissor kick on Rufus’ dive kicks… 5 times Also, max range MK scissors all day. Just inside max distance for slide, you know you’ll catch them crouching and it’ll allow the scissors to be blocked from even further away and safe on block.
I love it when a plan comes together! I used to go against a pretty solid Rufus on the regular, so some of the things seen her I’ve used, especially the dive kick auto correct.
First step would be to practice punishing dash punch with cr.lk xx scissors. This is easy to practice in the training room. After you get that down and utilize the punish in matches when turtling and waiting for Rog to dash punch, Rog will start to turtle and play footsies. When this happens, you’ll be focusing alot on punishing sweep on block with lk or mk scissors. Also, punishing whiffed cr.jabs works with max range st. mk. Get down the forward throw jump HP spacing so you can punish whiffed head butts and whiffed ex dash punches on wake up. Rog’s jump ins beat st.rh pretty consistently from the right spacing, so mix up your AA and use cr.hp. If Rog is doing the classic scrub technique of jump back hp, forward dash hk will work. Do not attempt air to air or psycho crusher to beat jump back hp. Oh also, I’ve noticed that with Rog’s jump arc you can actual AA jump ins with EX head stomp some times. Has anyone else seen that or am I trippin?
This match is 50% spacing, 25% patience and 25% who get’s the life lead first. Other than turtling and punishing dash punch I haven’t found too many ways to get the early life lead on Rog… any ideas? One idea I came up with is to practice the cr.lk, st.lk, st.hk combo so I can walk at Rog then still punish dash punch. But TBH I don’t play enough to do that combo consistently =[
Cr.hp almost never works on his jump in’s. cr.lk also does not work well against jab rush straight I have found. It just doesn’t reach. The rest I’ll keep in mind
Great now I am having problems with Seth, go figure. Can’t seem to AA him plus lots of normals that beats mine. Add in the suck you in move a dive kick and a command grab…
If you think they’re going to do Tanden Engine to suck you ( assuming they’re not right next to you) in you can head stomp / scissor kick for free at least that’s what I remember from the couple of times I’ve played against Seth
It does reach, it depends on the spacing of the dash punch. If the dash punch is blocked max range cr. lk wont punish. That is why walking into close range and blocking, then punishing with cr. lk is the way to punish dash punch.
Gonna straight up say it, Bison is free to Guy’s elbow drop. There is literally nothing that beats it if they have the slightest idea how to space it. Going into the air to try and beat it that way loses to his izuna.
Dashing and sliding like an idiot will only get you so far…
anyone know whats the best ultra to use against a dive kick heavy yun? I was thinking U1 if you can anticipate his dive kicks with spacing or just block it.
I haven’t thought one bit about using U2 for the Yun match up. I’ve picked U1 off the bat for high jump punishes on reaction and just maybe score jumping strong’s into it.
yeah. learned that the hard way yesterday playing with my friends’ yun. The best I could do was just poke him with standing roundhouse. Worst case scenario would be that we’d just trade if I wasn’t spaced correctly but I’d edge out a bit with a minimal life lead it seemed. And the best case would be I’d stuff it
I’m still having a little bit of trouble with the abel match up. Am I just supposed to control spacing the entire time? That seems like it was working for me and I’d only rush in if I felt I had the advantage. I’d also bait him out and do a neutral jump and punish accordingly.
Yeah Abel you’re supposed to zone him out the entire time, unless you get a knockdown you can capitalize on. Cause if you eat a step kick, basically you’re dead.