New matchup thread being made....rejoice!

I tried using the c.mk occasionally against Rog tonight. Got smashed!
He can counter before the FB comes out with these…

  1. ex dash punch
  2. headbutt > ultra
  3. He can outpoke with c.mp - goes over my c.mk and smacks me!

So I stopped that approach immediately! My Rog just knows too much about c.mk for shoto’s.

I beat him overall 7-3 today. As oppose to usually losing 4-6.
Things that beat him…
**1. **FB spamming … FROM FULLSCREEN.
I mixed up with jump FB’s and some ground variations. It makes it extremely hard for him to get pass.
It’s a good way to reduce his life to give you the lead. Just be mindful of his own set-ups…
**2. **baiting his TURN-PUNCH and follow-up dash-punch.
As I said before - FB spamming from fullscreen- is safe. Turnpunch can’t reach - but he can immediately follow-up with another dash-punch. I used this knowledge against him and immediately FOCUSED and punished his follow-up.
**3. **I mixed up DEFENSE and OFFENSE … USAGE
He never knew when I would attack with a quick D.FLIP.ex or completely run off and turtle.
4. ALL OVER THE PLACE.
Fake-out D.FLIPS over his head to make him lose charge. And cross-ups with block-strings and mixing up with tick-throws… and then running away.
He cracked under pressure from the D.Flip shenanigans and lost a chunk of life.
5. Blocking in CQC
If I didn’t have the advantage in Close-quarters… I stayed alert - but on the defense. I stopped trying to outpoke him and just blocked looking for any chance to RD, tech, teleport or D.FLIP over his head into safety and running away.

When I nearly had him dead and a good life lead… I didn’t push it and go for the kill. Even if I was in his face… just retreated full-screen and eventually got the win from chip with FB’s. I ain’t messing with him in close-quarters when he has a fully charged up ULTRA and some ex.meter.

the fuerte matchup is really in akumas favor. fuertes okizeme is almost completely taken away because of reversal teleport. watch out though, a bad fuerte will keep trying to splash you on wake up but a good one will bait a teleport and punish.

on knockdown try to bait his DP with a safejump and sweep it then start mixup with that. if he runs toward you mixup either focus, or focus backdash. when you are in close quarters f.HK is a good tool but if you get too predictable he can easily get you with a backdash>tortilla.

try not to eat a focus its pretty much auto-stun with RSF loop.

Hi, newb here…

I just got the game a few weeks ago, and I don’t have much experience with fighting games. Anyway I’ve been lurking on the boards and have found a wealth of helpful info here, but I’m having a bit of trouble against Zangief.

I’ve read the first post, and I usually don’t have much trouble punishing lariats and blocked green hands, but I don’t know how to deal with Gief’s jump-ins. At close range I’ve been trying to use SRK (but that usually ends up trading), and I don’t know how to handle his long range jump-ins.

What would be the best anti-airs to use against Gief’s aerial options? And could somebody give me a few tips on how to zone him properly? I can’t seem to stop his advance once he starts jumping in on me.

If you can’t handle him close up… then retreat.
You should be looking to punish all-jump ins with DP+HP. If you trade… so be it - you will eventually learn the timing and situations on when to do it. If you can’t afford to lose the life (towards of end of round) then use DP.ex.
Akuma has invincibility all the way up with ex. He can’t trade shit!

Akuma has many ways to deal damage to Zangief. It’s just that if you stuff up… goodbye! So the idea is - stay safe and attack only if you know you can’t be countered. If you are ever unsure… back-off.

So before you start trying to assault Gief with D.Flip dive kicks or slides… try “just staying away from him and throwing FB’s”. If he gets a knockdown and does a wake-up attack … teleport. If he isn’t crowding you on wake-up… just back-off and throw FB’s.
Gief is slow - has a really hard time dodging FB’s

First work on your defense and zoning. After you have mastered that - move on to Assaults and counters… and fighting close-up.

Whoa, Whoa, Whoa, What you doing over here? :wonder::coffee:

I’ve been walking the path of the, Satsui no Had?, for a good month now.
Although I play every character now… Akuma is the one I’m studying theory wise.

Things are more exciting when you are doing ninja flips :slight_smile:

also, don’t forget the c.mk demon as an anti-air.

@gunslinger - i’ll try out some of your tactics against the next rog i play at my local cab. i’m definitely with you on the hanging back when rog has low life and you have a huge life lead, though.

@gunslinger & makistar: Thanks for the suggestions!

I’ll give DP+HP/EX a try. I’ve been using the LP and MP versions for AA in the past, so maybe that’s why I’ve been trading hits.

I’ve also been trying to use an ultra as he’s coming down from a jump, but I keep getting hit out of it. I’ve never tried the c. mk suggestion yet though.

Yeah - it’s important to remember that no-one is completely right. It is opinion and circumstance. One tactic and strategy works against one ROG… but it fails against another ROG.

We just need to remember to exchange our ideas. As it is more important to know ALL our options, experiences of others, and set-ups available to us… so as to apply it specifically to the player. As oppose to using the same habitual strings and set-ups against all players as we discriminate against the match-up
eg. It’s ROG… so I can only use these “certain tools” only.

Using c.mk against ‘my ROG’… I usually get punished by his multiple ways to counter. But when I use ROG - I get smacked by opponents who use c.mk xxFB as I’m not adapted at countering it effectively.

^ You could use c.mk just by itself as a poke from that range, and buffer jabs into it similar to what you’d do at sweep range to catch FAs. That way if he EX dash punches, you finish the input and get a free ultra. If he headbutts expecting to see a fireball come out, you block and punish or RD that too.

against rog just throw full screen lp fb’s to bait ex dash, FA or TAP and RD their ass.

especially when you throw a lp hadoken at rog FADC into a RD you’ll get him 90% of the time. But always use the low Mk’s to stop his charging

Will try to update this shit for post-Evo stuff…but if anyone want’s this thread please take it over; in case you haven’t noticed I lost the drive to want to update it as much as before. Other than that, good job repping Akuma @ Evo, I hear lots of talk of people picking him up.

Me personally…well Vegas has just too much alcohol everywhere. :stuck_out_tongue:

Duggish, how on earth could you fall out of love with this character?

Anyways, I hope people still respect the character following his Evo success, rather than looking for perks he has that they think they can get away with moaning about.

Akuma vs. Ryu needs thorough coverage more than anything else I think. The more I play this match, the more it feels like it favours Ryu.

That’s not to say that pro Akuma’s won’t win as much as Ryu’s, but the match seems to always have Ryu on the front foot for some reason, with his fireballs and footsies winning more ground and Akuma looking to keep him at bay and find the right spacing to set a trap.

Akuma needs clear opportunities for strong damage punishment or an appropriate setup for a more dangerous mixup, whereas Ryu can nick 50% off untelegraphed or free Shoryu’s, one little LP SRK AA, a low foward into Super etc.

When I’m watching Ryu face off with Akuma in other sources; levelled players often win as much as each other, but some games you’ll see Ryu win in a walk over, yet I don’t see that happen the other way around.

I feel it’s one of Akuma’s most difficult matches and particularly that it’s easier for the Ryu to win than the Akuma. Maybe not 4:6, but it can be tough as hell. Perhaps I’m just approaching it wrong, but…

4.5/5.5?

I dunno, I just want to question the difficulty on this one.

Probably the most damage you’ll get is when Ryu fucks up somehow, which isn’t the most reliable way to play. Akuma has so many tools to apply pressure, but he mostly depends on mistakes to find his openings if he wants to stay safe.

Otherwise, footsies and zoning is the name of the game… Ryu can afford to take some risks with psychic tatsus/srks while Akuma can’t. The best damage I see Akuma doing is from cr mk xx hadoken fadc > bnb from a completely safe perspective. Akuma has to keep on making better choices.

Sagat’s lk tiger knee at close range

yo, let me stress this first sentence and hope anyone doesn’t get mad.

I know this may have already been mentioned in this thread or another, but i couldn’t find it in the mass of pages, in advance i am sorry.

But against a really good Sagat player who ends his strings with a short(lk) tiger knee or pulls it often when at point blank, the only remedy i’ve found in the match-up thread is teleporting or ultra. ultra isn’t always guaranteed, and often it beats mt lp goshoryu, even sometimes from mid range and the recovery is really fast. so often Sagat players would launch a tiger uppercut after the short TK and fadc if block and opt for the throw, which usuallt would be teched.
Am i missing the timing or doing something wrong or even something that i am not doing, anyone have any tips or answers to the LK TIGER KNEE ?

If you’re expecting the lk TK, you can shoryu between the last hit in the blockstring and the TK. Use the HP version tho, as it has most invincible frames and will aways beat the TK. Also, if it’s deep, you can punish with anything really, as Sagat is on a 7 frame disadvantage after the block.

However, eventually Sagat will start baiting the shoryus, so it’s really a gamble. My personal advice is to never put yourself in that position. Really, you can teleport, so why take the risk? Teleport away and start over.

It’s the same with blocking a Tatsu. Don’t do it. If you do, teleport away as you really shouldn’t play the throw/shoryu mind game. Akuma’s low health forbids you to take those risks.

Cr. mk goes under safe tiger knee. He’ll set it up with cr. mk, so if you just cr. mk on reaction to that… you should dodge tiger knee and continue blocking if he tiger shots.

I also believe that Akuma is at a disadvantage against Ryu. Even with the multitude of weapons Akuma has and all those bnb, damaging Ryu is hard. And Ryu just needs to do one shoryu to take the same damage. Akuma has to be very careful in this matchup and the only way to win is for Ryu to make a mistake and Akuma to make none at all. Especially with Ryu being able to do that devastating Soryu>FADC>Ultra.

I believe a runaway akuma is best against Ryu.

Sagat Tiger Knee Pressure

Sagat’s Tiger Knee will often put him at a decent disadvantage to let a few characters land a good punish. (particularly Akuma)

However, this is usually when blocked deep and how deep you get the block makes the frame state vary for you. (and I think crouch blocking it might have an effect on it too?) It’s often unpunishable on a shallow block and this is where Sagats will frequently threaten (or just chuck out) the Uppercut on attempts to punish or do anything agressive. Some ranges, it’ll even set the blocking player at a disadvantage.

I believe the usual block string the goes from low shorts into a far standing short is prepped to set up the right range for a shallow block on the Tiger Knee for safe aggressive pressure and chip damage with a guessing game that would favour Sagat in this instance.

One thing I noticed about this match when watching Daigo at Evo 09 was that you can use a cr.MK to lower your hitbox (or something like that) under the Tiger Knee and make it whiff. Daigo was using the cr.MK to evade blocking it and cancelling the cr.MK into a Shoryuken for a punish on it when Sagat wanted to use that pressure from the block string.