New matchup thread being made....rejoice!

Long sf hiatus, returning soon…thread update in progress…

Good stuff, carry on. :coffee:

not if hes sitting on charge, because his headstomp will punish you before you recover, regardless of the fb strength. i rarely get away with throwing ground fireballs against bison.

Same. I try to just neutral jump HK or MK.

Can anyone give some insight on the bison matchup? Ive got some vids here of me playing a friend who always stomps me…
[media=youtube]nAQUc…e=channel_page[/media]
[media=youtube]6CLHa…e=channel_page[/media]
[media=youtube]D3yf9…e=channel_page[/media]

your links don’t work. But without even seeing them, I can tell you that walking backwards completely negates bison’s head stomps. If he doesn’t reverse, as soon as bison lands you can go into a s.HK combo for alot of damage. Once your friend eats one or two of those, I’m sure he’ll think twice before trying to stomp again.

I probably wouldn’t, honestly. Mostly because I knew at that point I was gonna get away with it. Anyway, rugi, I wanted to tell you that while I was watching the video I noticed you let me get away with poking you out of strings because you tend not to throw hadoukens to break up the pressure you apply with your block strings. Hit me up sometime cause I had a few ideas about the match.

I told you about this… c.mp has 4 frames of startup, and a blocked c.lp only gives me +2 on block, which gives you a window to hit c.lk->hit confirm scissors because you’re hammering out of the string. Sometimes when I’d go for the c.strong hado it just wouldn’t come out and I’d end up eating a huge combo for it

I need some serious help for mixing up on charge characters. Honda, Guile, Blanka and Bison specifically. They hold down-back and just take the beating for a while, and if I try to f.strong they smash me with a flask kick/ball/scissor/sumo smash/etc. Even when I see it coming, I stop to block but it seems that all of these moves are exceptionally safe on block (unless they’re in the corner, then I can BnB punish them).

There has to be a better way to mix them up and get them off block. c.forward, and cancel that into a demon flip kick crossup? That stands them up on guard, right?

Fuck, now I’m going to have that song stuck in my head the rest of the day. THANKS.

What helps me out is paying strict attention to what charges they are holding at what specific moments, and working around it. If any of these characters are just sitting on charge, i either just throw a FB and make them take chip or just build meter by throwing low air FBs. You have to be patient and get them off their charge, or throw them if theyre up close and don’t want to lose charge. When you score knockdowns, going for a crossup is good for making them change up their charge, just make sure for people like guile,balrog, and honda you get far enough over their body so they can’t hit you with a switch-direction reversal or something. Its kind of hard to give you specific advice without some more details though.
Heres some vids vs. a Honda I played that might help out:

[media=youtube]_4xdSGi4aOA&feature=related[/media]
[media=youtube]Ap_ovuEjHVs&feature=related[/media]
[media=youtube]CCBW30U38pQ&feature=related[/media]

actually it doesn’t, his c.lk is 3 frames and your crouch mp is 4, but with 2 off because of your +2. On CH, you get a confirmable stand RH into combo. Oh his hit he gets a crouch lk into sissors. He may have better timing than you, but this situation greatly favors you.

What is the best/ most consistent punish for Guile’s double sweep (online)?

I can do counter sweep, or hk tatsu inconsistently to counter in training mode. Can’t for the life of me manage online.
I can do FA consistently online, but cannot get a crumple. Obviously the initial damage trade is in my favor (since my damage will heal), but I’m left extremely vulnerable. I usually backdash from the FA and try to heal up.

Sometimes forward dashing works out (usually following up with a throw), but the times I eat a flash kick make me pensive.
I know I can bait the flash kick and BnB punish, but I don’t like the risk/reward when I’ve just focused a sweep’s worth of damage.

Are there any other decent punishes, or some trick to score a crumple off the focus? (Is it just a timing issue?)

ultra or super

rufus

Sure, I’m a scrubby player. One of the 2009s…but you gotta start somewhere.

Haven’t found a whole lot about Rufus. Heres where I’m running into the most trouble.

EX messiah has invuln frames on startup. Its a safe shoryu basically.
If you throw out ANY fireball at anything other than max distance, he can jump punch into ultra (if he has it)
If you fireball, he can tornado absorb them to close the gap
Dive kick can stuff shoryus if he does them right
cr. MP beats out demon flips.
can’t close the gap with st. HK because if he blocks the first he can punish the second

The only strategy I’ve had luck with against Rufus is camping and waiting for whiffed messiah kicks. Even that doesn’t work well, because he can tick throw and deal reasonable damage. And when you do get a combo off, he doesn’t take a whole ton of damage (2nd best health?)

So yeah, help a 2009er out.

cammy’s cannon spike

was looking at the cammy strategy and it didn’t list that cammy’s cannon spike is punishable on standing block w/ akuma’s BnB: st. hk, cr. lp, lk tatsu, fp shoryuken every time (if you don’t have the demon). sometimes you have to walk depending on the distance. i haven’t tested it on cr. block yet.

Some stuff.

Vs. Gouken

The VS strategy summed stuff up pretty decently. You want to stay out of mid range and keep him at bay with well zoned fireballs. Up close, smart pokings(always keeping that focus parry he has in mind) and teleporting away when shit gets ugly gets the job done nicely. Outside of parry and throw Gouken can’t do much to Akuma up close. Just play smart. Bait out parries and use lots of throws where you’d normally do block strings to keep their defense honest. Gouken has no answer for st. hk outside of parry. Keep that in mind. It is MORE of a risk for him to toss a parry out than it is for you to toss a st. HK out.

Missed parry = free st.hk, cr.lp, light tatsu, shoryu

Countered st. hk = you take some damage but nothing as bad as what you can give.

Break your rythm and don’t have a pattern with that and you’ll be fine.

Gouken can’t do much against demon flip pressure due to the threat of the punch anti focus option I’m going to mention below. He can do his tatu though, so be carefully and own that crap if you block it.

One thing I don’t think was mentioned was the effectiveness of Akuma’s punch option out of demon flip. This shatters ALL of Gouken’s parry options and is a good way to keep pressure.

Gouken players will try to use Demonflip and his dashing punch to go through projectiles and cause some big damage to Akuma.

For dealing with the demon flip you have air to air tatsu which works well. I’d be careful using shoryu or crouching fierce because of Gouken’s parry option out of demon flip which can get you punished for attempting either. Also keep in mind that baiting these demon flips out of him with light hadoukens can give you free Ultra demon opportunities.

Dashing attack can be countered with a demon rather easily. Bait these with light hadoukens. Jumping straight up and punishg with a neutral jump combo works, too. Similar to Balrog in a way.

Overall I feel this match up definitely favors Akuma 6:4. If Gouken gets his hands on Akuma things can get ugly, but helicopter tatsu, teleport, and air fireballs allows Akuma to stay out of harm’s way and dictate the fight.

VS Gen

Air fireballs are your friend. Gen’s main threat are his ridiculous cross ups that lead to stupid damage. Keep Gen in FRONT OF YOU AT ALL TIMES AND HE’S NOT MUCH OF A THREAT.

From my experience with this fight Gen never has a “crouch under the second kick” scenario with st.hk, so pressure with this wisely and keep him in front of you.

Teleport to avoid those cross ups if you need to. No shame in that.

Keep in mind when Gen has Ultra OR Super that you need to be verrrrrry careful with your air fireballs. If you lazily just toss them out, Gen’s ultra and super out of Snake will go right under them and rock your face up for free. Wouldn’t want to lose after all that turtling, right?

When he has ultra,super, use some empty jumps and standing hadoukens to keep them honest. Avoiding the super and ultra isn’t too difficult if you have solid awareness(look at his meters, lol).

Lastly, Gen’s standing. mk(or is it hk? dunno) out of Snake or Crane(not sure which one haha) is a reallllllly good poke. This will stuff your st.hks and other normals a lot. A well placed Focus attack can rock it. Just be careful. He doesn’t have any damaging options after it as far as a I know, but it’s a nuisance.

Gen’s sweep out of Snake and his pop low out of Crane are not safe. Free ultra demon punish for both(this has not been done or tested by me. I’m just going off of frame data).

Oh yeah! Gen’s jump is stupid fast and low. Can be difficult to anti air demon punish him or even Shoryu. Crouching fierce is your friend. Gives you a free reset too, and that’s sexy.

Lastly, and excuse the horrible orginization, Gen’s wall dive business gets completely shut down by by a jumping fierce air hadou. If you have the Gen read and know he’s going for the dive kick move an ultra demon will OWN that, too. Pretty easy to time. Double tap lp and b+lk+hp RIGHT before he comes into contact with you. This also own’s Gen’s rolling mantis attack.

Keep Gen away and he’s in for a world of hurt. This feels like a 7:3 type match up.

VS El Fuerte

Being careful helps a lot.

This dude can wreck some havoc, but you have some stuff in your favor.

  1. Teleport makes El Fuerte’s ridiculous run mix up/cross up game watered down heavily vs Akuma. Be careful with this. Mix up where you teleport and don’t be too predictable with this. A good El Fuerte has ways around this and can make you pay. Overall, a great tool.

  2. Well timed standing and air fireballs pretty much own all of Fuerte’s options. fierce air fireball owns him trying to bounce off the wall. EX air fireball owns his run options(switch up timing so he can’t run under you) Throw an air hadouken right before you land from time to time to keep him from running UNDER your air fireballs. wait, I just said that in parenthesis…errr. Anyway If he tries to do this and you anticipate and do what I said he will get hit upside the head lol.

  3. st. hk owns basic, non-ex run period.

His EX run is VERY tricky. When he has meter you have to be very careful with your normals…ESPECIALLY your st.hk. A backwards EX run into his jumping head grab owns too hard. It takes not one, not two, but THREE hits to knock him out of EX run, so you can see why you need to be careful with st.hk(2 hit move).

In general when El Fuerte has EX meter you want to turtle pretty hardbody. You want to turtle El Fuerte all the time, actually, but without EX you can apply a bit more pressure.

You want to be extremely careful when El Fuerte has Ultra because that baby is an equalizer. Another reason to be careful with st.hk usage and other normals. Be sure to zone all your fireballs well and to not be predictable with your air fireballs.

When El Fuerte does his slide out of run and it’s blocked you can expect a throw most of the time. Break that shit, teleport, or shoryu punish.

Focus attack owns El Fuerte’s body splash, leg slide, and roundhouse kick options out of Run. This is good, but you don’t want to spam this because a good El will use his run throw to keep you honest.

If you zone out El Fuerte and keep him out of your grill you will be just fine. This match up is heavily in Akuma’s favor for sure.

VS. Chun

This match ups is very uncomfortable. I’m still learning it myself, but I have some pretty good tips.

One cool thing is that you can play Akuma semi-3S mode with some demon flips. Chun Li doesn’t have much of an answer to smart demon flip use if she doesn’t have EX meter. If they try to get cute and focus attack the dive kicks, the punch option out of flip will own it as well as the demon throw.

Standing HK is VERY dangerous in this fight. You really don’t need it in this one. Keep it out of your arsenal as much as possible. The second hit whiffs way too much and then Chun gets a free c.lk x 1/2/3 into EX lighting legs and MAYBE an ultra. Not cool baby!

Instead, use his other normals. Standing fierce, c.mk, c. hk. Every now and then link his c.mk into demon flip to put some pressure on her.

It is WAY too easy to Anti air demon a jumping Chun with Akuma. Use this to your advantage. She takes damage like a wimp and this will own jumpity Chuns.

THIS IS NOT TESTED BUT I believe you can bait a flip kick with a light hadou and punish with demon as long as you space the hadouken right. This has not been tested.

Chun’s gimmicky ass df + roundhouse cross up flip can get rocked by Akuma. On wake up an Ultra can burn that shit(start up invisibile frames goes right through it). Also, even after you block it you can take a risk and quickly put in the demon. Risky and not recommended unless you’re in a desperate situation. It works from time to time because Chun players like to follow up a blocked df + round house with c.lk or some other poke.

Speaking of pokes, at mid range Chun Li has loads of great ones. Unfortunately for Chun, these single hitting strikes depend on being blocked or hitting to be effective. Focus attack can rock sweeps, non comboed standing MPs, st. HPs, etc. Focus will also own her flip kick. You don’t want to get TOO cute with this since EX lightning legs and EX(and non EX for that matter) bird kick will shatter your focus.

Obviously you’re going to want to use fireballs intelligently but frequently. EX Air fireballs makes it difficult for Chun to pressure(regular air fireballs sometimes will be focused and then Chun will approach so be careful). She can’t win a fireball fight, so fierce red hadou is sexy 4 u. EX demon flip will rock her projectilely badly.

When cornered, teleport. Chun’s wall game is too annoying = (

Up close be a good blocker. Her tick throws are devestating and her mix ups with that c.lk into EX lightining legs can make you cry. Teleport at times, and be prepared to break throws at all times.

Lastly, anything that combos into light tatsu could sometimes be ended with a crouching MP instead of shoryu. Why? Because you can link that c.mp into a demon flip and cause a reset. Without EX meter Chun doesn’t have much of an answer for this. Use this vs characters who have crappy anti air. Heck, you can even use it vs characters who do from time to time. It’s a “WTF” type of combo that’s really nice.

Blocked air fireballs gives Akuma lots of free demon flip pressure when she doesn’t have EX, too.

Lastly(for real this time), don’t eat her ultra. Be smart when she has it ready to go. Place your fireballs well and use empty jumps from time to time instead of always doing an air fireball.

VS Seth

Just a quick random tidbit. If you jump at Seth and he does his Ultra, air EX tatsu should put Akuma in the air long enough to evade it’s start up. I think Akuma is one of the main characters who can put a beat down on Seth.

Thanks for the much needed update VersatileBJN. Hardly ever get to play those characters.

Alright here is my boxer input (for Duggish’s sake and for all of those who have hard times against boxer which was up until recently me as well)

:sHK rapes rog unless you do it too early. It hits twice even when he’s crouching so its safe on block and is good for DF mix-up. It demolishes his armor punches and hits really deep (I’ve combo’d sHK ->sHP BnB before but cMP is safer). After blocked sHK don’t dash in because of his jabs but cross up MK DF is a good option so is LK DF grab for turtling rogs (watch out for HB use MK DF more).

:his jump in HP is really meaty and animation is really late so don’t anti air demon it unless u use cMK to buffer it to use some time and drop you’re hit box. (u can do this on reaction)

:After blocked focus attacks dash up super works fantastic because rogs almost never jump after block (0 frame grab) and they mash jab for combos or try to counter ultra or super which also get grabbed. If you have no super meter backdash and sHK usually sets your pace back up.

And Seth for anybody who plays Seth’s other than me on a regular basis.

:Play keep away back at him and get him to wall jump at you. (free DP or buffer demon with cMK)

:when he has meter only fireball to match his don’t use it offensively because you with get hit by ultra.

:unfortunately sHK looses to bullet kick but if you block bullet kick counter with sHK->cMP,LP,MK->BnB then back off to make them more impatient to make mistakes.

:cHP is easy counter teleport on reaction but I neutral jump because most seths like to command grab or regular grab which is easy BnB setup upon whiff (demon if you are feeling fancy).

:as always if he gets close and starts throwing low shorts mash LP DP to catch him in a failed link. FADC->shaka for more damage.

:LP DP if he likes jumping HP alot as it will knock him down for easy mix-up.

:As always demon blocked super or if he uses it while you’re jumping in it will hit once be an un-techable knock down but u still have enough time to get up and demon before his recovery ends.

my only rhythm is demon flip grab which wrecks gouken because of his lack of decent anti air. Really I stand next to them on knock down and LK DF grab on their wake up sometimes repeatedly until the recovery DF back which can be punished if LK or ex tatsu which I think almost never fully connects it might get one hit I’ve never been countered that way. Plus if he wake up ultras and you did it point blank his ultra will whiff (insert demon).

VS SETH

EX Demon flip gives Akuma some invulnerability over Seth’s ultra, too!

I think this match up is an advantage for Akuma. Seth can’t do a lot of things that he can do vs others due to Akuma’s dive and ridiculous damage output.

With Akuma you have to be real careful, though, because Seth.

UPDATE - Akuma’s d.mk dive kick in the air, if timed right, also avoids Seth’s ultra, clean baby!.

more random ish

VS RUFUS

Combos that end with regular or ex galactic tornado are NOT safe on block. Akuma gets a free shoryuken AND demon if they choose to throw this move out regardless of whether or not it connected. The timing is pretty easy, too. Rufus only hits once for the EX version. During the rotation before the punch, let go of block and quickly input ultra demon command. If you pull this off at a tourney you’re guaranteed to get some “OHHHHHHHHHHHHHHH!”'s.

There’s still nothing for strategy against Ryu.

After that Ed Ma/John Choi performance I have to wonder who would win in a fireball fight: Ryu or Akuma.

If this situation comes up, what should you do? I remember at a distance you should use empty jumps (Daigo vs ??? video from way back) but can you fight the fireball fight with Akuma? I know you shouldn’t really play footsies because you can’t afford to lose the health but is EX Demon flip an option at some point? I’d imagine don’t jump in especially when he has ultra and try to get the first jab in ASAP when up close.

Worthful: Really? I usually throw fireballs to bait dive kick/messiah/jump in and srk the shit out of Rufus.