he was talking about how to play cviper not another akuma
@juicy makin
I actually said something about akuma match-up earlier which is what the guy was responding to.
@ Dasvanu
First, why mention anything about air-hado?? lol. Air-hado isn’t used much in almost ANY match-up so why would this one be any different. And what makes you think I said to spam ground FB against her at distance? And mid-range she has nothing that doesn’t leave her more open than she wants to be (this is me still assuming that HP SRK wins 9 times out of ten).
I also said to SRK (HP of course…) or to teleport… not just one (don’t want to SRK a cross attempt and land at horrible disadvantage). And if you could find me a post or something where they talk about burning kick beating out HP SRK clean I’d like to see it (seriously if you have a link i’d like a look see, cuz I’m tryin to find one and can’t -.-). I Highly doubt though with HP SRK invincibility frames that burning kicks will beat it out, but I don’t personally know so thats why I ask for some proof if you could find it for me or know off hand of some. Won’t stop me from doing it but at least when the 1/50 times I might get beat out by perfect timing I’ll know why
If she gets even SLIGHTLY predictable with burning kicks (something that happens at range) or seismo you get a free demon on her. And with her lower health this is even more deadly for her.
That being said I probably do need to play better vipers though…so…lol. The ones online must all suck because HP SRK beats them pretty easily and EX every time. Only issue really is if I look at the trajectory wrong and accidentally SRK when I should have just teleported.
since online doesn’t get much in the way of viper players and I haven’t been to an arcade in a while I really don’t know the match-up as well as I do a lot of the other ones. I just know what is safe and what is not. And because of that I personally still like to play with a bit of a distance and for them to make a mistake trying to get near me rather than easily EX burning kicks and things for no reason while trying to rushdown with demon flips and the likes.
Also… airhado hits her out of teh air… you just have to time the fb to be a defensive fb (hits where she will be if she DOES jump) as opposed to hitting where she is. but because of seismo i really don’t recommend air fb use.
Dude, I gave you more credit than you think I did. I never said anything about Akuma spamming anything, all I did was name counters to his moves.
Beating a SRK cleanly is all about spacing and timing. The peeps over on the Viper side have spent countless hours figuring this out. Here are the 3 links to the Youtube how-to-do videos, these links are in our video thread somewhere and has been discussed extensively, tried, and proven. (However I’m too lazy to find it in the video thread). You’ll also notice that these are only INTERMEDIATE level difficulty, so if a Viper isn’t doing it correctly, they must be beginniners. The timing isn’t insanely difficult either; you said 1/50 chance of success, when in fact it’s more like 35-40/50 success rate; that’s how reliable it is.
If you can’t see the srk, that means ryu was knocked out of it before it was visible, but just look at the ‘reversal’ sign on his side of the screen. These have also been tested on Dan, Ken, Sagat and Akuma. The srk attempt is going to be on the second half of each video.
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EDIT: You’re very welcome. Happy SRK attempts!
you sound like you thought I was annoyed… nothing of the sort. Hard to read things the way they sound in ones own head…lol…but I was simply disagreeing/asking if you had something that could prove me wrong (but not in a “I’m a dick and have to be right…” sort of way).
I really just wanted to see if you had a way of showing that the burning kick beats it clean cuz that would be surprising to me. I have no problem being wrong which I very well might be. I’ll assume that you are right about close range on wake-up as the video was doing, but thats not what I was talking about really. I’m referring to super jump burning kick attempts. Also ryu’s lp SRK (which was what was being used in thsoe videos) doesn’t have the same invincible frames as akuma’s HP SRK. I don’t kno if that would make a difference for on wake-up or even at distance.
The thing is that you can SRK at any point that the viper is super jumping or jumping at all towards you (we aren’t talking about close range here…sorry if that wasn’t understood in the first place) I don’t know what her invincible frames on burning kick are but the advantage unless I’m missing something is to the SRK since it has invincible frames and since it goes upwards you can do it at any point in her descent and still hit her. (advantage is to the mix-up for burning kick… but to SRK if the person has read the trajectory correctly already).
You can’t get that perfect “wake-up” timing on super jump burning kick unless I really missed the point of the video.
But thanks for the links that you did give. At the very least I now know to teleport every time I see burning kick on wake-up. I tend to teleport on wake when they are that close, but now I have more of a reason in this match-up…lol.
EDIT: I think part of the problem might be that I’m not really arguing either way about which wins out but rather I’m saying that the timing of the hits goes to the SRK because a lot of the time the SRK will hit before the burning kick gets done with its start-up frames.
I get what you’re saying now, and I think this will clear it up:
Viper has several types of super jump burning kicks. Every BK in those videos was a super jumped BK, although they might have appeared to be nomal ones.
The BK has no invincibility frames, but the way the hitboxes work make up for it. The burning kick’s offensive hitboxes are the flames themselves, while you can only hit her actual limbs (minus the feet). The way that srks work (slightly forward then almost straight up) would mean that the only times any srk user (except for ex) would be able to hit me out of it would be if I was trying to crossup (I would have flown directly above you) or if I started the BK too late. Even from almost full screen, if I super jumped at you and started the BK once I was within around 2 character lengths of you, the flames would hit you, regardless of if you moved with srk or tried to block, and I would be just out of range for your srk to whiff her actual limbs.
PS I did think you were trying to be a dick, but thanks for correcting me lol
I really need tips vs Ken because I’m utterly useless against him. He closes the gap so fast with his f.mk(?) which also goes under my air FB…
FA it and punish.
A tip, don’t always release the fireball at the peak of your jump. If you let Akuma fall a little more or release it on the way up then the fireball will be closer to the ground and thus harder to get under. At the same time you do have to worry about them jumping over it, but if you aim to hit them and not just spam mindlessly you get a much more effective air fireball
You can contend with Ken up close. Just develop your combos and blockstrings. The BIGGEST problem I see with new Akumas is their inability to combo.
rant
The idea with Akuma is to be able to start with a poke and end with a BnB. If all you do is get an air fireball here and HK there, you aren’t very effective. You have to maximize your opportunities.
rant
Most Ken’s game have a lot of holes, just be akuma and exploit the weaknesses.
I’m having trouble with bison (dictator).
His constant pressure and speed give me trouble. It seems like hes always in my face, and because of that im not properly countering his jump ins. Im successful against him once i get on the aggressive, but getting to that point is the key. I really just need better ways to deal with his pressure, I tele out alot, but then im not getting any damage done on him. I read the stuff on the first post, but more info about how to get in on him would be good.
Gah, I can’t believe it but Ryu frustrates me the most.
In the same position as ya, Mno.
How do you deal with a super safe ryu who just spams jab (his jab is like boxer godlike) and just goes for safe combos/block strigs the whole time, as in cr lp, cr lp, cr mk, fireball times a thousand as well as cr mk, ex tatsu safe wakeup combos on you all day. Or repeatedly goes for the cross up following a jab, jab block string. I just get rushed down and get caught in the air too much i guess, do you throw out st hk to get him to stop the gradual closing in he does on you?
For Bison: once you get your ultra, wait for him to do the spinning purple thing towards you. Block it and once it is going through you, input the commands for the ultra or super (Remember he is on the other side now).
He cannot get out of it.
Um you may want to know that no good Bison is going to use his Psyco Crusher outside of a combo…
Against safe/defensive Ryu, you have to zone and know how far he can jump. Space him out to where a dp can catch him if he were to jump in. Throw red fb and make it into a fireball spam, use ex demon flip when you catch him sleeping then punish with bnb combo. And if they go for the cross after block string. Check to see if the j.mk was meaty or shallow, sometimes players mistime the cross, you can punish if it is shallow or just teleport out.
You don’t want to be jumping forward in this match, just cut the screen in half and defend your space.
viper
Any tips vs. Viper?
As the game continues to evolve, and people are becoming more consistent with their combos and that sj. cancelling, I’m finding it harder and harder to win against her…
I’m not sure how to approach the matchup in general…
gen strats
i saw that the gen section needed some filling up…
so far it seems that the best way for the average gen player to put the hurt on is his stupid low-jump crossup(s). esp. considering how easily akuma gets dizzied, being on the defensive can get pretty tricky.
ive played a fair amount of technically consistent gens so here’s my take thus far:
- air fireball is not safe at all once he has ultra as his crane stance ultra will catch you pretty much no matter what from basically anywhere on the screen.
- you can s.RH all day as his cr. guard hit box is large enough so that he has to block both kicks. plus, his jump is low, so you can spam this to an extent and hit him out of his jump.
- i know it sounds lame but one can try mash DP every time you block his wall dive move. ive tried throwing, but even a split second late, he can guess ultra you. mash dp seems consistent. maybe its safe offline? i dunno… maybe someone can clarify
- this for me, is the most important to neutralizing a normal run of the mill gen… cr. fierce stops virtually every crossup attempt cold. you have to anticipate slightly, and yes on a bad connection its super hard, but always having it ready is quite handy especially if the gen payer has no basic ground game and relies on random jumpins to do damage…
if any of this ends up ineffective, please correct me… but for now, in addition to good zoning and smart throws etc, these tools seem to help me quite a bit vs gen…
^^ yea i need some viper tips too. But as for gen, he can even ultra you fullscreen if you do an air fireball. Cr.HP his crossups but it can trade if you do it too late, or teleport from crossups. but yea other than that gen doesnt have much on akuma.
Vs. Bison
- standing regular fireballs keeps him away with ease.
- When does a headstomp into bodyspash,PPP teleport foward to land behind him and punish. Timimg must be precise.
vs Rufus:
What is the most damaging punish for a blocked Messiah kick without Ultra meter? I’ve just been using jab SRK because the Fierce only seems to hit once.
To me that seems like the only option and the safest.
vs Rose-
- Bait a reflect with 1 hit red FB, then EX Demon flip for a dive kick combo or a throw
thats the only useful thing I know vs Rose. I could use some more useful trics vs her.