Keep in mind that Akuma will say something when he does a demon flip as opposed to a normal jump. (this is actually true for all characters with demon flips, including characters who have super jumps like Ibuki and Viper)
If the Akuma is being sloppy and not covering his demon flips (outside of the vortex) with air fireballs, wait until you hear him grunt as he jumps, then jump up and j.mp him.
Knowing that, wouldn’t it be best to just EX counter on wakeup if you see the EX flip? Sure he has options to beat it, but they don’t have the combo potential. Though it does risk just becoming a game of who has more meter to burn.
noob Q:
what normal anti-air stops chun li’s jump forward hp?what do i do against it coz since for her to connect me with it she’s jumping relatively close enough where i feel that cr. hp will anti-air it but it seems that move of hers is like juri’s jump forward hp in that it seems like an anti-anti-air. coz it stuffs my cr.hp every time.
because of the floaty jump, she’s a good character to train up your j.strong juggle reactions against too. i see way too many juri players just guessing with random j.strongs hoping that players will stand tech when they land instead of punishing the recovery frames.
Upon landing after an air attack You can block on the 3rd frame if you haven’t pressed a button on the first two. If you did press a button, it is buffered and comes out after the last landing frame(4th).
The reason a DP will hit is cuz you need at least one frame in the air on their wake up to do an air attack, thus by the time you reach your second frame(not blockable) the 3F DP is already on it’s hitting frame. You can throw tech on any of the landing frames, but I dont know if pressing a button before attempting a tech has any effect or not.
I wish they would apply that property to Juri’s divekick landing, regardless of the height of contact, and especially on intentionally whiffed divekicks. It’s not like she could do an extended combo, unlike the other divekick characters.
She only has a couple of follow ups because of the juggle properties anyways, and the gained frame advantage would help her KD set ups. But that’s probably the reason they added it in
This thread has been really helpful. I know I come and check it out all the time when I get puzzled about a match I play (which seems to be every match lately). I’ll read the points, test it out, then completely forget them for the next time I play against that character, lol.
Anyway, I was wondering if the thread is ever going to be updated? Like, it almost feels like it should be reworked from the ground up. Some of the individual sections are from DJ Divine’s posts from almost 2 years ago, so I would assume more info has been found since then. Some of the match ups are what I assume, listed wrong. Like Fei is still listed as “Beyond Fucked up” but Vulpes and Genki have it listed as 5-5 a few posts up from this one. Yun seems to be listed as “hope your gdlk”. Shoot, it’s been 2 years and the Ibuki section is still blank.
I still lose to everyone I play, so I wouldn’t trust my knowledge of match ups. So I can’t really bring anything to the table. But, I’m sure the more knowledgable people here can come up with something.
Yeah I wouldn’t pay too much attention to the outdated info. Keep an eye on Genki’s masterclass thread, hopefully we’ll get some more up-to-date info in there soon.
2 questions. but both having to do with standing mk.
1)against balrog. balrog is one of my worst match ups for me.
now, i know that hes gonna pressure me with tons of jab and frame traps but what are the best normals to use against him?
i was thinking…far standing lk?
i know that when he does any ex punch…not his ex headbutt,…but every other ex move i can stop it with standing mk but the mk that is where she looks like she’s doing her regular far st. mk but it does 2 hits. not to say i am able to punish those ex moves since a good balrog is frame trapping the shit out of me and i’m unable to do anything…let alone punish ex moves.
2)bison.
i saw …i think it was in the video thread, not sure, someone back in march or april posted this vid about using mk religiously against him. but i sincerely can’t find that vid now(its lost in a host of vids on some page somewhere) so the only thing i can remember is that i can punish psycho crusher with jumping back mk. i coulda sworn i saw him punish scissor kick but i’m not sure. is mk the best tool to utilize against bison?
can i punish lk scissor kick with f. st. mk reliably?
Far s.MK always does 2 hits. Just at a certain distance it only hits once because the first “whiffs”.
You’re not supposed to be in his jab/frametrap range at all. Fuhajin release has a very short recovery time, so if he TAPs around one you generally recover in time to hit him out of it.
c.MK and f.s.MK generally keep him at bay in midrange. If you’re up close, don’t press anything other than occasional crouchtechs. Don’t whiff normals (getting counterpoked by his sweep is the last thing you want to happen) - know your distances. He can’t jump at you because your AA normals are always going to win, so force him to take damage while you’re zoning.
Don’t let him start his frametraps but keep him out. No need to punish his Ex Rushes; they move fast enough that a standard-timed s.MK at midrange will cause him to run into both hits.
Far LK is a good option at closer range but there you generally want to crouch to not get surprise swept, so the applications are scarce. If you’re out of jabs range / he isnt mashing jabs vividly, far LK with buffered store/lk wheel can give you some breathing space.
Far HK is an occasional stop to his advances when he is farther away. Be very careful not to whiff this (and focus / ex dashes eat it alive, so don’t overuse).
Neutraljump MK/HK is also something you can use now and then.
As pretty much anywhere, f.s.MK is your best poke. You can’t punish l.scissors with anything, they’re 0 on block. Hitting him out of scissors is possible but not reliable.
Jumpback HK is a better tool simply because it deals more damage (but you still have to be at a distance and predict the PC).
Since I’m here anyways, someone tell me what to do against Sakura/Cody/Gen
Sak looks about like this:
Round start, store
Sakura walks forward into her s.roundhouse range where I don’t have a comparable button so I back away
Release, new store
Sakura blocks and walks forward again
10 seconds in I’m in the corner and die
Far HK doesn’t really work because hers is better and it whiffs if she does a c.MK (putting me at -100 right in her face)
Samecase with far MK… more or less
Going forward (like against Cammy) doesn’t work because her c.MK is better than mine (and converts into 4 times the damage)
So, what do?
Cody and Gen I just don’t really know where I want to be, eg Cody
Long range? Can’t divekick rocks and I don’t feel like I can zone him permanently (he throws some rocks and at some point does a guessed slide at semi safe distance, he’s in
Mid range? Uuuuh I guess? Slide is really annoying though
Closerange lol yeah when I’m the one pressing the buttons this is good
Really I just don’t really know where I want to be and what to do
Since everybody here says this is ezpz I expect srs help!
Gen I have no idea whatsoever
Footsiedistance seems really bad, uh zoning him… works I guess? But his jumparc is really annoying
Closerange he doesnt seem too scary, so I guess zoning him a bit then going in, skipping the midrange (like uh, against Chun or smth)
I lose to random Ogas lol
Nobody plays this guy
Sakura is a bad matchup for a reason --;
I used to main her so I have no problem telling you there’s a gap in between a short hurricane and [x] much like how Juri has a gap in between Fuhajin Release [x]. It’s the same meta game where we can continue pressure or bait a mash. The only anti-airs that I’ve had any success with against Sakura is c.HP and maybe far.s.MK. Other than that, try your hardest to keep her out and go crazy when you’ve activated FSE. There’s a trick you can use that ALL dive kick characters should be using – and that’s the delayed landing via Divekick -> Whatever followup. It baits Sakura’s c.HP anti-air HARD~ Also it doesn’t help the fact that she has a terrible hitbox for us so a lot of our combos don’t work on her =( Counterpick --;
Cody isn’t bad o.O; 5-5 -no? Just be wary of wakeup Sand by meaty-ing with a Fuhajin Raise and don’t press too many buttons in between gaps T_T for fear of counter hit / random zonk.
Gen is really de-homo~ Throw a low Fuhajin on his wakeup 'cause his backdash is gdlk. When he whiffs a dp, immediately s.HP juggle. When he tries the bullshit unblockable/fake in the corner, wakeup with a dash-under. Gen also has a lot of Oga crossup setups, become familiar with them – U2 Air Kick is an overhead, c.HP anti-air works well in this matchup, but watch out for crane jump arc (if you misjudge, he’ll cross you up). Crane c.Short is like -8 on block~ Crane j.HK can fake you out like Chun’s j.HP xx HP / c.Short.
Videos would help T_T
@ 26 minutes I play a few games against Flash Metroid’s Gen~
[media=youtube]xepU60XREK8[/media]
a tournament set against a local Sakura from a year ago~
[media=youtube]RGNO-tSBk48[/media]
same tournament against Ryan Hunter’s Cody.
Sorry I don’t have anything more recent for you T_T
yunno,…i never ever even contemplated doing a delayed divekick against sakura to throw off the timing of a sakura’s anti-air cr. hp.
this is going into the juri notebook.
btw vulpes, standing jab stops the start up of sakura’s tatsu.
if you see a close cr. hp while you are turtling, most likely you’ll see ex tatsu immediately after. if you punish ex tatsu with that well timed jab, it mind fucks most sakuras and makes them think twice about doing it. its super risky but its worth it for its mind games, imo.