I’ve only ever had this happen while my internet connection was spotty or down. Other than that Google Docs has been surprisingly perfect to me.
Strange, though I had it hanging a bit earlier as well.
I made a few edits and additions on preferred ultras and a bit on T Hawk - nothing too substantial, but chipping away over time.
Added some info on the Blanka matchup - at least my take on it as a previous Blanka main. (I started playing DeeJay in Super and made him my main right around AE. Blanka has been my backup since.)
I also just added some stuff on Chun and a small bit on Fei.
I linked the character names in the table of contents to their sections in the document so you can click there to navigate.
Also that uncovered that we had no Guy, Guile or Ken section, so I added those.
rose section is MIA also
Fixed.
This thread definitely needs some stickying
Not a 100% sure what the sticky process is, but I’m using the “report” function to report this thread as needing a sticky, and the Turboware one to need an UNsticky.
I imagine if enough people do that, the mods will get around to it when they have time.
adding a bunch to the gouken section, a friend of mine and I play a lot together
Cunning: Well it’s stickied now, so I guess that worked!
I took a quick look back through the previous thread for salvageable information. Here were things said about AE, let’s sort through them and discuss what’s still valid for 2012, then add the good stuff to the document. I’ll do the same with AE2012 information when I get a chance.
AE Tidbits from previous thread:
Freejay on AE Makoto: the only saving grace in the makoto match is that she doesn’t have a fireball invincible move that moves her horizontal. zone the shxt out of her and don’t be afraid to Air to Air with Fierce. If you see her turn yellow hold back or late ex sobat? (Mike the TV: Doesn’t the EX overhead beat EX Sobat?) have to try that ex sobat in training, but just speculating. Get your damage her wakeup and when she’s trying to get in. i highly recommend anything to sweep against her.
Freejay on Gief antiairs: As soon as gief leaves the ground press Far Roundhouse. if you react to late don’t press it. Go with mp or fierce.
Freejay on AE Hakan: Hakan is a problem. His mixup is good and increased spd range is a nuisance. His wake up is still bad and his wide hitbox makes ambiguous crossups more ambiguous. He’s like Makoto in that once he’s in its hard to shake him. His damage is also good. I’d probably say the match is even. Zoning isn’t too effective, but hard knockdowns are very important. Learn how to safe jump U2.
Da Knut on Sagat: lk upkick over low shots. (I usually knee hop, but the meter gain would be nice. -Mike The TV)
It’s best to zone in a range that’s safe from Tiger knee traps but close enough to punish TS with ex sobat kicks. Just slowly push him into the corner if you can. Don’t let him out and keep a certain distance.
Double F on AE Makoto:
Slide can beat her Axe Kick from most distances. I use it often cause makoto players love to axe kick over fireballs. however, if they’re clever they could start doing the axe kick high in the air, then land while you’re still recovering.
Most makotos are focus attack happy. There are a number of ways to take advantage of that (whiff jump attack -> throw, or sobat, or far st. mk).
She has pretty horrible wakeup defense. Once you knock her down she’s in deep shit.
If they pick U2, watch your ass. That thing is fast enough to punish almost any whiffed move. And they can make it stop short (if they see you blocking), so they have no fear in using it. Kinda like Abel’s U2: just throw it out there, if you’re gonna punish them, they can cancel.
Her uppercut move is MUCH better now, and hits on both sides of her. So never go for cross-ups unless you knock her down first.
If she gets you locked down with st. strong, f+st. strong, etc, backdashing isn’t a bad choice (however, deejay’s backdash is so slow, and her EX rush punch is so fast, she might be able to just tag you on reaction lol).
Don’t try to air-to-air with jump fierce. Her jump fierce will win. I generally just try and stick with grounded anti-airs.
MuayGio on Boxer:
Just played a couple of matches against a decent Boxer and something that’s been working really well is putting out a slasher at mid-range, and if and when they go for the turn-around punch (which a lot of them will do if you’ve anti-aired them enough that you’ve trained them to stop jumping over them), you can easily land a counter hit standing fierce. This has the added bonus of giving you one of the best juggle states DJ gets, so you can land an EX sobat or a super for full hits! One of the most common ways I’m landing super nowadays.
-Mike the TV: I do this into slide, but mostly because I wasn’t aware of this. Pick the hard knockdown or the immediate damage output, it’s nice to have options!
Da Knut on Fei: Punish blocked 2nd rekkas with st.mk xx EX Sobat. Get him off you.
Dialupslim on Bison: If the bison turtles; air slashers all day. If he does the jump in the air move thing you can whiff a air Slasher and then either slide to punish him or go for St MP.
If bison rushes; try to get as.much meter while zoning (most bisons will open the game with a slide) save that meter so if you get a combo, end it with ex Sobat kicks to push him back. I have the luck of always playing against the bison player named happy medicine
Genisar on Rose: -Unless her Soul spiral hits at the tip you can punish it with cr.lk or cr.lp into lk. sobat.
-When you have ex meter it really limits her fireball game. She can’t really do much but bait out a mistake.
- st.mk beats out her c.mp and st.lk may beat out her c.mp and other low attacks. (I’m going to check that out in the lab.)
-st.mk beats out soul spiral and possibly ex soul spiral.
Yo I’m the best
On Fei: Is this still possible in 2012? I’m not too clear on which Rekkas are punishable
On Bison: Sound is important in the specific situation. Head stomp or devil’s reverse make a sparkle noise when he leaves the ground.
If the SRK Wiki’s frame data is to be believed, after 2012, blocked second rekka is more unsafe: -8 (lp) to -12 (hp). (EX is safe on block 1st/2nd rekka, way way way unsafe on 3rd) That would mean you could go for even bigger punishes if you’re in range (cr.hp xx EX Sobat, U2). Only issue would be how delayed third rekkas work and if that could catch you.
I added a bunch of Gen stuff to the document. I agree that it’s even-ish, but it’s one of those matchups where, if you come up against a great Gen, you’ll feel like it’s impossible to win. I’ll probably contribute more to the T. Hawk and Dictator sections.
. . .gen is not even. deejay’s zoning and mixup is highly effective in this matchup.
if you avoid the footsie game how else does gen get damage? hands chip? laughs
his safe jumps are telegraphed so you know when and when not to ex upkick.
his reversals are ass outside of kick super.
if gen is mixing you up and that’s why you’re losing then you need to learn to charge your upkicks more and control the match.
Added a small note on Juri’s corner safejump setup so you will have more of an indication of when to hold back instead of doing anything in that matchup.
Dee Jay has a lot of these, “if he gets in, you’re dead” matchups, that’s why I could see this one being 5-5, but it’s probably more in Dee’s favor (that’s why I said, “even-ish”), for most of the match, for the usual reasons (zoning, mix-up).
Then again, it becomes more even if Gen chooses U2. What then? You have no more zoning tools and you’re stuck with punishable specials and unremarkable normals.
Balancing these things out and considering that he’s a somewhat rare character, you have to be a bit more general; 4.5 or 5-5 (in Dee Jay’s favor) sounds fair.
Good gen’s done use U2. it takes away from their comeback factor.
and if gen gets in, just don’t press buttons. all he’s going to do is frame trap, overhead, throw. all avoidable damage.
if gen gets in its not like a grappler where you’re forced to guess something or they get big damage.
you never have to guess in the match while gen spends the whole match trying to get in. one guess doesn’t end it.
as soon as you get him off the grind starts all over again.
DJ wins 6-4. It’s difficult for Gen to even get in to start up his offense. And when DJ gets knocked down, he doesnt have to deal with the BS that 90% of the cast have to deal with. Yeah Gen wins in footsie range but why would DJ attempt to put up a fight in that range?