He’s talking about the 3DS version obviously. Walk up boom into flash kick.
Oh yeah? So can I just pick Boxer and “mash” TAP?
Guys!
How do you manage to play against Gouki? I have lots of trouble punishing his Demon flips (nj.MK looks good, but is that the best solution?), when I OS a neckbreaker while jumping in, and he teleports, the neckbreaker goes on the opposite side… Should I only reaction neckbreaker?
Well timed b+MP or cr.HP should do the trick. nj.MK is okay, but you’d might as well just nj.HP or something. If your reactions are good, you can just dash under and then trip guard.
You might have to delay your option select so it autocorrects. Otherwise, reaction neckbreaker (preferably EX) is your best bet.
b+mp stops both Akuma and Seth’s divekick, but you need to time it well. Your best bet is to reaction neckbreaker, or OS a HK command dash to catch up to them before they recover from the teleport.
Depending on the spacing of his air fireball, you have ability to EX neckbreaker through it to catch them. You can also do a df+mk slide to slip in underneath and close in on them. This match is in Akuma’s favor imo, but if you can effectively shut down his offensive pressure, you’ve won half the battle.
Thanks guys. I think that I really need to shut down his Demon Flip if I want to be able to beat him. I’ll have to work on my reaction neckbreakers to catch teleport as well.
Also, I can easily b.MP Seth’s divekick, but I have a lot of trouble dealing with Akuma’s. Probably because he stops in the air to dive, I think this is confusing me.
Training time!
I have trouble getting out of his vortex. As far as I can tell, there’s no single solution to get out of it, you just have to guess. You have to either block correctly, focus-dash in the right direction, and be prepared for his frame traps and tick throws.
Both animations are very similar, they both pause briefly in the air before doing a dive. Maybe it’s just the timing of it that throws you off? Also Akuma can do his dive kick pretty late during the flip, whereas Seth has to do it at the peak of his jump.
I’m pretty sure they both “stop” in the air to dive. Unless you’re referring to Akuma’s demon flip into dive kick, because it has tons more startup and is easier to see. Most dive kicks at the peak such as Akuma’s d+MK and Seth’s d+HK have 12f startup.
^Yep, I’m speaking about demon flip into dive kick, which I have trouble to react to. Seth at least has a “consistent speed”, but Akuma can dive kick, throw or HP, and according to the fact that the dive kick is slower, I have trouble adapting to the speed :-/
Anyway I think the main problem here is that I don’t get toplay good Akumas very often, the only good one I know is the tenant of a local Arcade but well, if I mean I have to pay a lot of € just to get used to the match up, I’ll just wait for meeting good Akumas on the live lol.
Okay, I have gotten a chance to play a bit lately and I am notice that I have trouble against Honda and Bison; sometimes when I play against them it is very hard for me to start up my mixups and get inside; it is very frustrating :[… Can anyone give me help on what to do against these matchup? Right now on knockdown I am trying to take away their charge with CD to the other side and use cr. str into buffer tsumuji or if i get a hit i do neckbreaker. But otherwise I try to mixup and it is hard for me to get inside sometimes =_=’; oh and happy black friday
Hi dude. Firstly we all hate fighting M.Bison, but in the case of Honda you should realise that he can’t escape your Vortex without EX Meter. You should always Dash to the other side, as this means they know exactly what to block.
What you can do is do a CD in front of them, then do an instant Kunai Momochi-style. =)
EDIT: Also, don’t always end your meaties with specials. cl.st.MP is better because you can hit-confirm into st.MK on hit, but on block you can either do a frame-trap, or throw them.
Ah okay, and when you say CD in front of them you mean to go behind them, then do the instant kunai right? And I never knew that for Cl.St.Mp! I will try on using that from now on instead of Cr. mp! Thank you as well.
No because, if you Dash in front of them, it will make them think for a split-second. They will be focusing on blocking and some players lose their charge anyway because they tap-block. The purpose is to make them freeze so they block your attack, the purpose of a meaty is to get block-stun after all. If you switch sides every time, you’re not pushing your opponent in the corner.
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Okay this is boring, I can’t watch Misfits 'cause the connection is so poop. I guess I’ll just see what the nightlife of Birmingham is like. See ya.
Alabama?
I play against honda quite a bit since my mentee uses him, and she’s doing well with him, so I’ll share what I know.
Honda: Play it patiently, because Honda will as well. You will lose out in footsies and trades, so you’ll need to find opportunities to get in close to do some damage. Option select your cr.mp into neckbreaker at mid range to catch honda’s limbs to land the knockdown, or switch it up and land a cr.RH in your footsies game. If you time your vortex correctly, Honda has no easy way of getting out of the vortex. If you mis-time it, he might be able to get away with a focus dash, or a buttslam, or a EX headbutt. If you’re REALLY timing it wrong, you’ll get caught with an auto-correct ultra/super, so be wary of that. After an EX neckbreaker, do a mk CD, and a sj.mk. If Honda does any sort of reversal, he’ll go flying off in the wrong direction. If he uses an ultra, you can do a quick dash and do your own ultra2 to punish him. On VERY important note, if honda does any headbutt that’s NOT EX, you can punish with ultra2 as a reversal. It doesn’t seem like it would, but it does, and shutting down Honda’s headbutt is definitely going to help your odds of winning.
Bison: This is always a tough matchup. It’s important to know the distances that bison can travel with his scissor kicks, and try to avoid the footsies game. Keep in mind that bison is very susceptible to cross-ups, and not so much the vortex game, unless you’re willing to jump in with option selects and hope you guessed correctly which way he teleported. At mid-range, continue to use cr.mp option select into neckbreaker, it’s one of her greatest tools. Once you do get in close, be sure to mix it up with frame traps, tick throws, properly spaced cross-ups, and maintain your offensive pressure on YOUR terms.
As usual, be sure to learn your safe-jumps and combos well. Learning how to hit confirm of cl.st.mp and off of cr.lks and jabs is important.
Wow guys, the matchup Ibuki vs Seth is sooo fun. I played one of France’s best Seth player yesterday, who also happens to be an Ibuki player, and I realized two things:
1 - how difficult it is to play against somebody who perfectly knows Ibuki and will know how to react to each setup. I really like the aspect "I have to try and pull out something he doesn’t expect"
2 - the match up rocks. It’d be basically “first player down looses”, but the opponent would always manage to put you down once and come back wih zero vital.
Oh, and I just realized that normal Neckbreaker goes under seth’s Sonic Booms. Nice stuff.
it goes under gouken fireballs and sagat high tiger shot aswell
What a coincidence. Yesterday I played a ton of Seth matches for the first time (I was playing Seth) and it was hella fun rushing down like a madman on autopilot, stunning people in like 2-3 combo/mixups.
I also happened to play some Ibuki player who kept randoming me with EX neckbreakers lol.
Neckbreaker has no projectile invincibility to against Gouken you can use it at certain ranges. Ibuki takes a while to lower her hurt-box.
Person with the not-so-good memory, remember that EX Neckbreaker, LK CD, (wait a frame), sj.Short is an unblockable against Seth. Don’t option-select as you can st.Jab his backdash, and you can punish his teleport on reaction.
Seth can still teleport the other way, I think.