Thanks, I made it out of pool 80 (Daigos pool) from losers and my last match was a yun player, my patience won me the battle =] the. In semi quarters I lost to a Balrog mirror (wtf lol)
Hi Guys,
I wanted to help out a little. I hope EVO treated everyone well.
Deejay:
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[]EX Sobat kicks: From pretty much every range where you block, can be ultra’d with reversal timing if you use the kicks method and piano.
[]Medium Sobat Kick or higher: Punishable with cr.jab
[]Cross Over after a block string: St.Strong beats it free.
[]Jumping Knee: standing medium punch from a distance will hit it clean or trade as counter hit.
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“Footsies” ( I don’t have them but i’ll pretend for now):
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[]Boxer has better poke range and better priority against DeeJay’s most used options. Wiff punish standing mk / cr. mk.
[]Personally I like to do untechable knockdowns against DeeJay to get him to use more ex meter so that his damage potential drops signficantly.
[]His fireball is no where near guile’s recovery. Patient Boxer’s can slowly push themselves within range to jump over or focus through fireballs for a punish or pressure.
[]Empty jump to bait cr.RH is pretty good since DeeJay’s cr.RH slide distance has been reduced. From the correct range you can land before they slide and then punish their slide. Obviously do not do this in any predictable fashion but empty jump to see how they react to you shallow jump ins.
[*]RH / cr.RH are good tools against his regular normals; however, if both players are in downback, lk sobat kick will beat cr.RH clean
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(just realized that some of this was covered by someone in a recent page - credit goes to everyone)
Can you elaborate on how you get him to burn meter after UKD? like just pressuring/mind-gaming his wakeup so he pre-emptively does ex up kicks or what?
best way to bait them to burn meter is to fake a safe jump which is easier since the jump fierce whiffs alot now
I prefer to pressure with a fake safe jump or meaty jab/OS set ups so that I can push him to use his unsafe options as both his wake ups are very punishable by boxer with ultra or in the case of up kicks, other go to punishes.
My response is agreeing with D-chong as well.
updated Gouken matchup, still not really comfortable with the matchup, but it should be helpful for the most part. Gouken is a lot like Oni or rather vice versa. Oni has a DP though.
So i just got dismantled by a really good guy player. . . .What do I do now? His short comes out so fast that it stuffs all of my jab pressure, and whenever he connects a short, that’s a long combo. Before I know it im in the corner and my life bar is dark red. . . . -____- HELP!?
you can try the gootecks shimmy, but with st.mk or st.hk. You can also jab until you’re at max distance and step back counter-poke. Guys always want to get in and will die trying to get in. You If you get the life lead, or even from neutral. Down-back it. There’s just about no reason to pressure guy unless he has the life lead. Stay out of the air, and don’t stand unless he’s grounded, and you’ve got 3/4 of the match won. Don’t be afraid to backdash either unless he’s O/S you’re backdash (which is very unlikely in the situation you’re talking about). You don’t need to lame it out or anything, but don’t give him free damage.
Once he’s in, you want to try some safe defensive tactics like backdash, FADC backdash, ex.dashes, headbutt (in that order just about). And eventually you should be able to create space to regain your momentum.
Also don’t try to AA mid-screen since his floaty jump is well…floaty. He can elbow at any time to change his jump arc and punish you’re whiffed AA with f+mp or slide to start the bushin mixups.
Got some Juri tech if anyone is interested.
My best mate plays Juri as a main and is pretty experienced at it. Our games are always close, but I have a slight advantage as long as I keep things tight.
In the event Juri backdashes and starts spamming plasma to build meter, inch your way in (walk), once you are about half a screen away from her begin charging TAP, next projectile that comes out, release and you’re in. Begin mix-up game with tick-throws and jab-straights or jab-short-HB.
In the event she rushes you down with dive-kicks, get ready to go HB crazy. Don’t hold back and use the fierce HB whenever possible (spacing and angle knowledge are key here), you’ll trade hits, but Rog deals more damage and has more life, so you’re ahead already. If you have really good reactions, cr HP works just as well, I’ve knocked her out of an EX dive kick clean with this move (damn I love those gloves). Pinwheel pressure on wakeup can be negated by sweeping her as the pinwheel begins to wind down. Punish EX pinwheel by staying JUST outside her range, then unleash a super or Ultra (if you have bar), or just sweep as usual.
Its not a difficult matchup, but best err on the side of caution and play a tanking game. You have more life and deal more damage with fewer moves. Use it you your advantage.
good stuff on Juri Oblivion, frame advantage on pinwheels is -14 but it’s higher against crouching balrog since he recovers earlier than he would standing. Most economic punish is probably cr.mp into anything. sweep is good, but then you lose your opportunity for damage, when you can just burn meter for an ex.ru loop and then combo into sweep. I think Juri has a lot of really easy get out of jail free cards (ex.counter) or runaway dive kick. So doing as much damage as possible when you get the opportunity is an absolute must IMO.
Everyone should be aware of the headbutt mixups, i’ve got a gut feeling that Balrog may have mid-screen unblockable setups off of them with j.hk, but i’m not 100% on this. Need to look at some other characters unblockables and get a feel for how they look and work, and i might have something
If you do an immediate jump after headbutt and they tech the throw, you practically land on their first wakeup frame, so it’s safe from any strike reversal, just not SPD class and above command throws. I think if you delay it just a bit, like a frame or two, it’ll be meaty and you’ll get the ambiguous placement with the jump-in as well. But we might run into cross-up, hitbox issues, don’t know if you can do an unblockable without having an attack that also works as a cross-up (e.g. Ken’s j.mk and j.hp).
Edit: After practicing Gen’s against the twins i’m 99% positive you need a cross up hitbox to make that work.
Yeah I’ve been working on getting more combos off. I don’t have the most dextrous of fingers so I prefer to use safer, one-button combos like jab-jab-straight. Working on the flexibility though, so I’ll give the c. strong - EX RU loop a go.
So i found out two things:
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[]crossup is an attack that has a hitbox that extends across a characters center line. The centerline is what makes Balrog lose back-charge when people jump over him and what determines whether an attack is a cross-up or a jump-in.
[]Also to block some unblockables you have to do a just frame block where you just tap the direction you want to block in versus holding fwd or bwd. You can test this with Gen’s Unblockable against Yang and Yun which is fairly easy. It doesn’t work against balrog but good practice i think.
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I found some crazy ambiguous jump-ins, but nothing like an unblockable, i think i’ll try j.lk next, doubt i’ll get anywhere though. Also found out that the headbutt mixups extend to hitting certain strength headbutts out of any combo including the ex.ru loops, at least with Abel. Delaying the jump any will mess up the ambiguous jump as well and give you the same effect.
j. lk can cross up Hakan, Honda and Geif in the corner after a f. throw.
It probably works on most “wide” characters, but those are the 3 that I’ve tried it on.
The only one I’ve personally used it on in a real match was vs. Hakan.
so cross-up as in it hits behind and in front? or just really ambiguous
Yea, actually crosses up. Also you can cross up a crouching cammy with j. lk anywhere but the spacing is really strict.
On some wide characters like Rog it’s just a fake cross-up. Some real ambiguous shit, but maybe less so when your opponent realizes it’s always not a cross-up.
cool beans, what i’m trying to get is a meaty ambiguous jump-in/cross-up. Once we get there, we can get nice shenanigans like unblockables, or safe jumps that switch sides so if they reversal, even though it’s not safe, they go off in the wrong direction and can’t FADC to safety. At least those were some of the ideas I got from Gen’s unblockables against the twins.
How do you guys actually prepare for a match up?
Prepare? Mentally? Physically?
Usually for me, if a guy sits down next to me while I’m playing, I ignore what he does on the char select screen (now is the time I starting looping a song on my iPod to block distractions). Only when he HAS picked a char, do I look at the screen to see what he’s chosen. From here, I load whatever information I have on the character while the game itself is booting. If its a matchup I’m familiar with, I tell myself to look for certain signs in the early seconds that tell me what kind of player he is. Body language also helps. Is he a masher? Is he nervous? Is he defensive? How is his execution. Based on character knowledge and analysis of the person himself (or, in a rare case herself), I go about my game.
My approach is a high risk/high reward set-up. If I know the M/U well, I usually give it a good shot, with player skill becoming more apparent, rather than character traits itself. If not, well, then I’ll just have to see what info I can gain from the game and take home with me. It requires a tonne of games to get used to how each character is played and how best to respond to each arch-type, but with time and effort, you’ll start to breeze through more and more games.
The “when” is really important. In general, i think you should have a gameplan for every character, well before getting there. The time between them choosing a character and the match starting should be you refreshing your mind of something you spent 30 minutes doing earlier. Kinda like how I did the [matchup] videos. You should already have made a decision about the following:
[LIST]
[]You’re goal in terms of spacing
[]What to do if you have the life lead
[]Priority punishes
[]viable option-selects
[]What their options are to beat your safe jumps or meaties
[]If their character has the tools to turtle or rush down well
[*]Also what are your general weaknesses as a player and how to avoid those situations
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Those are things you should have in mind for every character or any matchup. You want to spend your matches understanding the player in relation to all of those things that you know about the character, e.g. the matchup on paper. Character tendencies and game plans have to be exploited during the match unless it’s someone well known.
A bit about the last part, if you as a player suck at teching throws, then A) you shouldn’t attempt to crouch-tech, you should always stand tech and B) Space appropriately and pressure so either you’re initiating the throw, or they’re throws will whiff.
And Always, Always, Always, start the match as simple as possible, there’s no reason to go all out, or start doing really technical advanced techniques, if your opponent can’t appreciate them, or can’t be trained (like they just do the same thing ten times instead of not doing it, and then doing it when you least expect it).
Updated Yun Matchup.