Now, typically, against decent Ibuki players, I tend to wait around in cr.d/b charge state for their target combos/shuriken shenanigans, and offensive slides to whittle out and then come back on them when there’s a break in their pattern.
Knowing now that I can upkick their slashing kicks in between hits will be a major plus to my strategy. Thanks!
I will add to Ibuki matchup avoid throwing too many max outs as No_Cigar said due to ibuki just doing her neck breaker slide under and just getting free hits on you. unless you throw it out VERY late or VERY early and she doesn’t time the move. Ibuki’s that attempt to cross you up you can upkick your way out of but she can do the same to you if you attempt a vortex on her. better to empty jump after knockdown to bait the Kazegiri (her Dragon Punch) on wakeup.
when in doubt know Ibuki likes to be airborne a lot so upkicks will stuff her and keep her grounded. by the same token from what I have experienced, don’t take the fight to the air against her.
I love fighting them since it’s pretty much an easy win. ( I’m 90% successful against ibuki’s)
all sobats are unsafe due to his reach, however he can’t really punish hard unless he has meter. lk sobat can catch vega’s c.lp if you aren’t too close
maxout stops ex walldive clean, deejay has nice startup (not recovery) on his maxouts so throw 2 at a time to try to bait it, it will just barely hit vega before his ex walldive hits you
for walldives j. hp them if you can reach him, if he adjusts to this (presses the button just as he leaves the wall) then either upkick if you have charge (watch his trajectory, he may be baiting) or slide to make both moves whiff and reset the situation. Basically you shouldn’t be getting hit by any of his walldive followups. Focus works to but I believe many vega players have started expecting this and can probably adjust very quickly to it.
-stay on the ground when you knock him down and he has ultra (2) meter. Vega’s U2 is a nice anti crossup/jumpin. You can try baiting it with short hop but its kinda risky.
if you knock him down in the match don’t always jump in, go for a meaty c.lk xx special to keep up the pressure, watch out for ex flip kick
if he knocks you down your best bet is to just block, especially if he starts df. hk over you on the ground. it’s a sign that he will go for a cr. lk xx ex walldive
if you trust your timing go for a lk sobat after a blocked df. hk since they will most likely go for throw. they may mix it up with flipkick or instant overhead jumpback (hp?) though.
Against Honda:
-Throw fireballs to bait jumps and to counter headbutts (only from far away). If he jumps towards you, punish with a slide. You can also do a j.lp, but slide is very good and you’ll get a knockdown.
-MP/HP headbutts can be punished with EX-sobat and possibly U1
-Use upkicks to counter buttslams.
-I usually don’t try to cross up that much on wake up, because his EX-specials.
-Basically just lame it out.
there was one thing i wanted to add about honda, one of his air normals beats slide actually (don’t know the button but its the one where he slices downward) it caught me off guard when my AA slide got beaten clean into a fat jump in combo.
Again, and as stated on the first page of this thread, I will not go through the trouble of looking through old threads to add things.
I already work 6 days a week and find time during work to update with any in-depth strats posted.
If something is NOT posted in a character strat section it’s because:
A: It wasn’t posted in THIS thread.
or
B: It wasn’t really detailed. (i.e. only covers counters and options vs one or two specific situations).
Honda’s jumping strong beats slide clean as fuck. No way around this.
I’m still having trouble comprehending how people use cl.s.mp or s.mp at all as AA for a lot of jump-ins. Is it strictly close jump-ins only when you know the strong will become cl.s.mp or even far away jump-ins? Shoto j.hk and blanka j.hk are owning my face whenever I attempt to use strong as an AA.
I don’t know if this was already mentioned but st.mk stuffs Boxers rush and turn punches. It beats Ex dash punches sometimes, but I wouldn’t recommend that, because that can easily cost you the match.
Vega
for his roll roll u can stop them cr.foward or cr. jab, also u can throw him out of all versions of it.
Vegas flip (didnt test ex) can only be punished by an up kick.
Both of Vegas ultra can be punished with any of Dee Jays ultras.
For his super Dee Jay should either ex-up kick or slide away. Jumping fierce is too risky because he can change his trajectory.
His ex horizontal wall dive can be punished by ultra 1
For his kick backflip you can slide or sobat kick. For the punch backflip if your’re at the right distance the ex sobat is the best choice to catch him but you need to time it right because it might not hit.
Try to bait vega into using ultra 2 by using standing firece because it looks like dee jay is going to throw a max out. Then you can punish it with everything except up kicks (for some reason only medium up kick works).
Your best anti-air vs. Honda jumpins is jump forward rh and jump back rh. Technically jumping fierce is a better button, but I like the range/overlap that jump rh gives. You don’t need to know whether he was going to hit fierce or strong, you just have to get in the neighborhood and you’re fine and you can land and push him to > half screen distance with a fireball immediately on landing. No real downside here.
wow this thread just got serious. The ‘Man’ posted. Someone needs to sticky this like right now. All seriousness
I find that against honda, DeeJay primary goal is to get a knockdown, like in most matches.
Knee shot limits all of Honda’s wake up options (buttslam, ex headbutt, oicho throw, etc.). Lets say you throw him. jump and immediately use knee shot and hold back in the air and perform airslasher on landing. it will get him out of the way from buttslams and oicho throw as well as get rid of his option to EX headbutt with a block (hm, I wonder if airslasher can be used to option select against zangief and T. Hawks wake-up game too. I’ll test it later). So the game plan is to get him with the knee shots since it limits Honda’s wake-up game. and you are most likely safe upon immediate buttslams since airslasher either beats his buttslams or recovers quickly so that buttslam doesn’t hit you.
Dee Jay have AA for far jump ins. S.HK, jumping foward fp, walk backwards and jab max out or jump neutral HK or just dash back. Dee Jay can zone his ass out all day.
^^instead of knee shot+air slasher on wakeup, you can just safe jump to the same effect.
Akuma belongs in the same category as Bison in terms of bad matchups. He has all the tools to zone out Dee Jay and shouldn’t even really try to rush down Dee Jay.