If fei is in range and all you need is to connect a move to punish -4 frame advantage… Wouldn’t plinking a crouch lk work?
Hey Dudes -
My friend is not an SRK member but he has issues with my Ken. I don’t claim my Ken is spectacular – standard mix of solid footsies, cross up shenanigans, karas, etc. Can you provide some Ken-specific match up knowledge that I could pass on? Thank you in advance.
@tide
Svb in london.
I hope i wont be eliminated by masher :-(((
You cant punish a move with the same startup as negative frames
Yes you can, it’s the same timing as links, and in this case, it’s a 1-frame link. For example, Chun’s cr.HK is -5 on block, and if I’m using Gouken I can punish that with his 5-Frame cr.LK into Tatsu.
Hmm ok.
But even if you can, a good fei is out of range
can anyone help me with turtling Guilles i dont know what to do
Vs fei long; ok here is a counter to fei lp rekka, backdash on anticipation buffer lp/mp hayate or ultra 2, if you see a whiffed rekka xx backdash recovery into hayate or ultra 2 (if you’re fast enough) to punish. Or even just f+fp recovery.
U2 might be the better ultra for this matchup cause his cw’s often go over u1
EDIT; THESE ARE IMPRACTICAL[SEE NEXT PARAGRAPH]-safe jump OS u2 (lk version) will hit all cw reversals except hk which hits but only juggles one hit, and is safe if he backdashes. The input to OS u2 whilst still blocking reversal dp is early buffer: jump qcf, qcf + air normal, hold db, tiny pause 3k
-Also meaty st mp OS u2 (lk version) will beat any cw reversals
The above 2 are impractical, its better to just go safe jump os cr lk or meaty st mp os cr lk then ultra 2 o any other punish on reaction to cw. Also walk up slighlty non meaty cr lk will duck under by itself too
wait till you experience boom trailing shenanigans Guile, you’re going to wish they were all turtles instead
It would be nice if someone would update the OPs so we could stop some of these repeating questions, like the turtling Guile question.
i second that motion we’re constantly repeating ourselves in this thread
i second that motion we’re constantly repeating ourselves in this thread
I’m having the biggest trouble with gouki(akuma) he just seems to be able to come in whenever he wants to and jump away if he feel pressure i try to lock him down with standing mp when I can get in there…Any help?
I find the Akuma match-up is almost reliant on using Fukiage to stop his air fireball advances. If you don’t do that, you can be free on jump-in, which can be devastating. I’ve played aggressive Akumas who pretty much bodied me by jumping in with a fireball, doing a long ass block string, and ending it with another jump in.
Akuma huh?? tips; stay in his face, forward dash out of vortex if possible, FADC forward air fireball vortex setup, save super for Ultra setup or big punish combo cause it might be the only chance you get
Its hard to escape his vortex, i just did some testing this is what i found;
Vortex Escape Options: -Meaty Demon Flip throw: back dash/first frame cr mk/u2/super only escapes -Fa Dash back option: loses to palm -Meaty palm OS cr hk: all options lose except super/ultra
-Cross Tatsu: Buffer OS ex karakusa/lp hayate OR late cr mk OS throw beats
Does v-ryu’s cross tatsu OS (6234+LP, Block OS Fukiage) for Ryu work on Akuma as well? I’ve been spending some of my time lately working on it.
I dont think fukiage is fast enough for the os to work correctly. Lp hayate os works tho yes.
Edit- ok wow i didnt even test this before cause i assumed it wouldnt work but wake up cr mk beats meaty palm. How cool is that. Did anyone else know this already?
@candeisis-edit:
never worked for me (crMK anti meaty palm). And i played a lot against my friend who plays gouki
@djHuoshen:
its not fukiage OS for tatsu. It0s 2364+LP. If he tatu, makoto will does hayate, and wont be hit by tatsu. But difficult to do.
Nah it works, p link the cr mk to make sure it comes out on the first frame, this removes your first frame high fuzzy guard.
ok, i’ll try to p-link it.
But dangerous if he does demon flip kick