back jump mk works pretty well, or just respect his jump-ins
Delayer vanity step should work against air fireballs
I’d even say use EX Light Vanity into follow-up at least once a round to catch him landing from an air fireball. That move does tons of damage and might deter him from over-relying on that strategy.
Demon Flips I’d say just use air grab. It’s the most consistent option that beats every version of it.
I’ll have to try that, especially the air-throw.
I’ve gotten a bit better with the Akuma match-up.
I’ve underestimated EX VS into spear, it straight up punishes many Akumas who love their oki a bit too much.
Considering his low health, and the fact that EX spear does a lot of damage, I’d forego saving it for super.
Getting out of his pressure is the most important thing; Kolin has the tools to do so and get damage at the same time.
After that, it becomes a game of 1000 Vs. 850/900 health.
How are you dealing with crossups? It’s a wreak point for me as kolin. Is there a way to reliably air counter cross ups?
V skill can get you out if you time it right. The party hits and scoots you out of there
Use jump back Air throw.
Regarding Akuma, does his chop move count as a mid attack or an air attack?
As a general rule of thumb on what attacks that should be countered mid or high:
If you can crouch block it, use medium.
Can’t crouch block it, use high.
This extends to pretty much everything.
Not really.
Mika’s Flying Peach is a high parry.
Ibuki’s F.HK is a high parry.
Mika’s charged HK is a high parry.
All of these moves hit mid and you will block them if you are holding down back.
Which means moves that can go over fireballs are high counters.
Good to know b
I always thought it depended on whether the opponent is airborne during the move or not for the distinction between high and mid counter. That said I haven’t tested it with a bunch of moves that are somewhat ‘in between’ like Akuma’s f.HP, Juri’s overhead, Laura’s overhead and so on.
Guile seems to be one of her worst match ups.
Any pointers against him?
What i try to do is jump booms before i get to the distance to use EX.Step or LK.Step > P if i feel bold. Then try to get in with them and stick to him. MK+HK.Step also goes kinda fast and far so it sometimes baits whiff antiairs.
Also i try to put Icicle up when he goes for Vskill, SonicBoom. Also need to check if we can kick him with cr.MK or cr.HK when he tries to go for Vskill too close.
But all those things need prediction and for now i haven’t got consistent success with that. I really hoped that you can use hand motion of Icicle to negate fireballs but for now it seems too inconsistent and undoable on reaction but maybe i just suck.
When he activates V-trigger most Guiles tend to put a lot of booms on the screen and boldly go forward, that also may be a good time to use LK+MK.Step. Or use V-trigger to reduce booms count. But i actually prefer to keep Vmeter for damage and stun.
It becomes slightly better when Guile tries to play with buttons and they usually do when close to the corner. So i try to push them there.
Overall i put most hopes on Icicle enders to sustain pressure in that matchup. Most annoying thing is that though there are things we can do it’s all very meter dependent and prediction dependent. And also her jump distance is kinda awkward and Guile has good antiairs so i get bodied on jump in attemps pretty often. With Ryu and Karin i jumped booms with much more success.
But i haven’t actually played that many Guiles for now and i am currently in UltraBronze/Silver region with Kolin so take what i say with a grain of salt, it’s mostly theoretical. My overall impression is that if I win it’s usually win on opponent mistakes, which is plentiful in bronze.
No, the mid and high parries are move specific. Standing overheads like Ken’s f+HK can be countered with mid parry, but airborne overheads like Ibuki’s f+MK are meant to be high parried.
It’d take less than a minute for me to test but I don’t have Akuma. I’m going to assume it’s a high parry based on the fact Akuma is classed as airborne during the chop.
The rule seems to literally be, airborne attacks can be high parried. It’s annoying though because some moves that look airborne, aren’t, like a lot of overheads.
Best way to check if move is airborne if you don’t have a character is i believe in fat
https://fullmeter.com/fatonline/#/framedata/Akuma
You can click on a move and it contains data about airborne frames if the move has them. Akumas f+HP has.
And just as a side note. If high parry should have been used against overheads and not airborne attacks, it would not work against divekicks (they are highs not overheads), which would be worse i think. So though it may seem strange and unnecessary complicated how it works now, i believe it’s the best implementation.
Also some airborne moves can be simply punished, most of them are pretty reactable and predictable.
Welp, in any case, Akuma’s f.HP is a mid-counter.
It’s an airborne attack, but not an overhead, so Iguess there are quite a few exceptions to my rule.
SFV, why you gotta be so weird?
Best way to check if move is airborne if you don’t have a character is i believe in fat
https://fullmeter.com/fatonline/#/framedata/Akuma
You can click on a move and it contains data about airborne frames if the move has them. Akumas f+HP has.
And just as a side note. If high parry should have been used against overheads and not airborne attacks, it would not work against divekicks (they are highs not overheads), which would be worse i think. So though it may seem strange and unnecessary complicated how it works now, i believe it’s the best implementation.
Also some airborne moves can be simply punished, most of them are pretty reactable and predictable.
Yeah there are cases where if I get a read on Akuma’s f+HP for instance, I can neutral jump and get the full combo on him, but I’m thinking along the lines of, where if I don’t make the read, I’m still in a position to react with a counter, and turn his pressure/combo potential into big damage and a hard knockdown on my side.
In this video there is match against Guile. It seems that Poongko just walks forward, jumps and hits. =)
In one place he does neutralise Boom with Hailstorm hand and it looks like on reaction. Maybe should try and practise that.
He uses Hailstorm a lot to make Guile block or trade. He does use VT to neutralise booms also. And he doesn’t use EX.Step or LK.Step > P even once.
https://youtu.be/Q8CR33wOIP8
Shitty fact: spiral arrow is a high counter, cannon spike may be a high counter too