^this
no offense Gracias Mi Amigo, but I don’t think you’re playing good comp.
^this
no offense Gracias Mi Amigo, but I don’t think you’re playing good comp.
So, 3nigmat1c are you going to update the Ibuki matchup anytime soon? What’s do you think gameplan is apart from don’t get knocked down? I kept forgetting that the kunai after EX kazegiri (upkicks) can be focused for a punish. Also, wasn’t the list of 5 frame safe jumps, in this thread? I can’t find it. Is there any setups off of a sweep?
regarding characater matchups i want to ask a simple question about a blockstring…its cr.:lp:+cr.:lp:+cr.:lk:+:lk: dash smash (aka torpedo punch)…ive been using it lately and it feels as if its a potentially good block string for push an opponent off of your and move them towards the corner…it feels like it works good but im a beginner rog player…which characters have a chance of interrupting the torpedo or should i be more concerned with 3 frames moves to punish that blockstring?
I currently have two matchups I’m struggling with:
The first one is Rufus. Sometimes I face Rufus players that are respecting something I’m unaware of, and I’m able to play aggressive with them and win. Other times they realize I lack something defensively, and proceed to dive kick me into oblivion. What can I do about constant dive kick pressure?
The second matchup is Zangief and it’s a similar story. Sometimes they play defensive footsies with me, respecting some tool I don’t actually know how to use. Other times they notice I’m clueless and just rush me down. How can I keep out a Gief that’s good at just pushing me to the corner while blocking? Also, I keep trying to do cr. mp > headbutt in response to blocked greenhands, and keep getting hit with a spd. Is that the wrong punish?
Eventually i’m going to get with Kensou and really iron out the matchup. Being that I lost to an Ibuki at the last tourney I went to (battle for the south), it’s next on the list. The kunai after ex.kazegiri should only beat non-ex.headbutts too if you can’t help but headbutt with that gut reaction. The safe jump setups are in the O/S thread. Her dp is 5f but i think she wakes up a frame earlier than normal, like with Fei Long (his flame kick is 5f, but you can’t safe jump them with the usual setups).
It’s not a bad string, but in general it isn’t a block string, 1) because you’re too far away and 2) because smash has a lot of startup, only rush upper or dash straight are a blockstring after jab, almost any jab on block. Smash is also -5 on block, so it’s punishable by the majority of the cast if you’re point blank, which it seems like you would be in this situation. Use it wisely. Smash is good when you’re trying to close the distance mid-range, especially if they’re focusing. It’s punishable, but at that distance, so are all of his other dash punches.
With Rufus, block it out, you can crouch-tech with cr.mp/hp and that might help, BUT it’s easy to punish/blow up. Rufus has a lot of footsies, just know that f+hk is safe on block, and cr.hp is mad easy to punish (ultra/sweep, dash straight you name it).
Against Zangief, know that he only has three buttons that balrog can’t punish within poke range and that’s st.lk, cr.lk and st.mp. Everything else loses to counter-pokes. If I get ancy tonight i might hook up my equipment and record two recent Gief matches. Balrog is one of Gief’s more fair matches. In short, if you have the life lead, you have the pokes and the tools to time gief out if you play PERFECT. Also read/watch the video, this is why gief respects Balrog:http://forums.shoryuken.com/t/the-art-of-punishing/138851/5...until he gets the knockdown.
[media=youtube]86Y4PneNxPg[/media]
IMO he wasn’t a really good Gief, but that goes for me too. There were a lot of situations where he should have Anti-aired with PPP lariat, and some situations where he didn’t abuse lp.spd. But it’s a decent proof of concept of some of the things I talk about in my matchup and punishing posts.
I lost to the same Ibuki in my last two tourneys too…
I played a pretty good match on Tuesday vs a solid Deejay player if anyone cares to take anything from the match. I’ll plan to write up some general thoughts on how I feel that match goes as well soon.
Hey gang,
What do you recommend to deal with Vega’s super?
late hp.Headbutt. Will work 100% of the time.
I really fell like the akuma matchup is my least favorite and because everyone is on that bandwagon i keep re living that night mare … What are some tips on handling him … And ive already read the match up i just want other peoples view points
i’ll give you two tips:
(1) maximize your damage, if you get a decent hit-confirm off a jab your combo should lead to 250+ damage w/ 1 meter, about 185 w/o meter (400+ with a jump-in) You have more health than Akuma, similar damage output, but his damage output is the same or better than yours with mixup.
(2)know what bad zoning looks like. If your opponent can’t zone, then they have a weakness. Bad zoner’s lose health for free. a good way to know if they are a bad zoner is if you can headbutt through air fireballs and hit, or if you can lk.smash under air-fireballs. Good zoner’s won’t throw fireballs that are unsafe in that regard. imo.
Otherwise the matchup fuckin’ sucks. I don’t think it’s as bad as Seth though.
Thanks 3nig!
Will this work with the non izuna drop ( the Claws)
I think the whole purpose of doing the headbutt late is to use the invincibility frames so he can’t grab you, if he does claws he’s usually not close enough to you to do a late headbutt, but I think it should still beat it out as long as it doesn’t cross you up.
Also standing medium punch is really good vs vega’s wall shenanigans
I miss the SSFIV days when TAP > izuna
Try to learn his double fierce kick range, this is his best footsie tool vs rog imo. Also if akuma picks Ultra 2, be very cautious. You can’t option select or punish teleports when ultra 2 is available =[
Well, not that I know of.
TAP was never > izuna. Tap isn’t throw invincible, the majority of Vega’s are not precise with izuna drop, that’s all. late hp.hb is the ONLY want to 100% avoid izuna drop. Sadly, claws can still be hp.hb, because Balrog doesn’t have lower body invincibility so he can be tagged by claws if you do it too early, that’s why you have to do it late. ex.hb takes too long and leaves you too close to Vega (I haven’t confirmed, but i do think he can punish headbutts recovery if he empty flying barcelona’s and doesn’t claw/drop). Hp.hb isn’t meant to beat izuna drop/claw, just avoid it. If you can beat it, you could probably use cl.hp or cl/st.mp instead.
Akuma is one of Rog’s hardest matchups i think. We have to good Akuma’s in Houston FourWude and Will, and against Balrog it feels like an impossible matchup. On the topic of telport cancelling U2, there is a point where Akuma can no longer cancel into U2 during teleport. Sometime after the flames go away he can’t cancel and is punishable, so it should be possible to wait and dash punch or something if in range.
Ok, great to know that headbutt is the go-to move for drops. I used TAP mainly as an avoid move vs. vega wall techniques.
I definitely didn’t know that about the teleport, I live in Austin so I get to play some Akuma’s here as well, although Adeel’s Akuma is very scary too. I’ve faced Adeel in 2 TX tourneys and lost to him both times =/ Hardest time for me is when I get knocked down and I have to guess his shenanigans.
I think Vega is now a bad match up for Boxer because he can punish round houses… I got hella punished by Cubano Loco.
But Vega could always punish cr.hk with cr.mp. It’s easily one of the best medium pokes in the game if not THE best. Nothing new. There’s a handful of characters who can punish cr.hk. Vega is one of them.
Fyi, cr.hk is -6, vega’s cr.mp is 4f, Chun can punish it with super, and a couple of other characters, we had this discussion a couple of months ago. Most if not all grapplers cannot punish it on block though
Edit: Found the discussion - Maeda Taison Ultra Setup