New matchup thread being made....rejoice!

Thanks a lot for the extra advice on Balrog. Something I want to enquire about a bit more is anti air, it is indeed a massive element to get right.

I just want to explain since you pointed out the hitbox trick that this is already half my problem. I haven’t found the cr.HK or cr.MK~Ultra thing to be idiot proof in these matches I’m having because while it’s very effective on Balrog’s deep jump-ins, (where they’d normally be jumping into the sweet spot of the SRK) if he’s doing it from a bit further out then his jump attack has the hitbox to hit my lowered state irrespective of however I try to time it.

This immediately takes away my secondary AA, because I love the cr.MK (usually into fireball or whatever) AA strat for whenever they’re jumping from further out. It has become more common for my opponents to use the shallow, big range jump-in approach method to get around my AAs.

With both cr.MK and cr.HK losing clean to his jumping roundhouse, the Ultra buffer basicly just becomes a naked Ultra and at the said range with their jump still active, it’s a toss-up that’s likely against Akuma to attempt.

With them extending their reach like this, an SRK is still an option to beat them but I face the two following problems when using it:

  1. I’m playing this online. There’s a combination of their micro jump, their jump attack range letting them pressure with the attack to get the hit or block much earlier in their jump, and the factor of any online latency all working to give me a window to respond within that I’m finiding very small. If I attempt the SRK, it must payoff because if my response perhaps wasn’t on point in speed or there was a delay factor from online properties, I’ll get hit out of the SRK motion and eat the jump-in combo.

  2. Despite me being able to hit their extended limbs from outside SRK range, if they jump empty here, I fly off up into the air and give them a big window to damage me.

Consequently, I’m frequently stuck blocking this jump roundhouse attack which is not something I want to allow because he’s gaining this ground and offense unchallenged. Even though he can’t use his crouch jab strings and usual ticks from here, on either hit or block he can still go with the low sweep after the jump attack (interupts me trying to reverse btw) or inch forward a little bit and throw me. It’s basic and difficult to defend against (online at least).

Given you have regular practice vs. Balrog, it’s curious that you hadn’t quickly acknowledged this difficulty he can give Akuma’s AAs. I’d like to see these matches and pick up what I can from them when they’re available. In the meantime, could you recommend any substituting AA tactics or perhaps just reassurances for challenging this jump-in style?

[Edit] Going over this in training, I was being too condemning of the Ultra buffer. It does still work to beat these jumps, but the lowered hitbox isn’t really a factor for these so you don’t get to open up your timing window with the evasion as you usually would do.

Reaction Shoryu’s do seem a lot more possible in offline training. I guess my response time and execution need to brush up… or I could be an 09er and blame online. (honestly, I really do think it’s online though)

I maintain that Balrog makes it difficult to AA, but there’s probably more hope than I made out. SRK is feasible but you cannot afford to be slow or late at all (lag). Low hit box tactics don’t work though and the threat of the huge range aswell as the ridiculous active frames of his jump attack together with his tiny jump means you can’t sweep the jump if he whiffs it out-range.

Hmm ive also noticed cr mk/hk-ultra gets beat out a lot by balrogs jumping downward death attack, but ive seen ed ma get under one in a tourney match with his arm going through him, i guess you gotta just try and do it earlier in anticipation of this jump in?

Can I just chime in and say I’m pretty sure rainbow roll doesn’t armor break in the startup, it’s just if it’s reversal? Granted, they shouldn’t be rainbow rolling at point blank other than reversal, so I’ve never seen the situation so maybe I’m wrong.

It’s actually not that hard to anti air balrog, but the internet can easily fool you into thinking it is.

The only range where it’s tricky is at the tip of his jumping fierce, since if he jumps from there and presses nothing dp’s will whiff and he will be too far to c.mk demon(he will be able to jump). Just don’t be at that range, not hard to take a step forward or back. If he does jump from that range just teleport somewhere.

You know who rapes me online, is honda. I have no idea how to attack the dude with akuma online because I have to constantly be holding DB in case he does one of those internet unblockable random headbutts. It’s not hard to jump over them and punish offline but online if you try you get headbutted out of jump frames every time, so you have to just guess, which means he can just headbutt you when you are landing from your random jumps. So basically offline I rush the shit out of him but online I hold DB petrified like a little girl and even the scrubbiest honda owns me. It’s embarrassing. I have to sort of turtle alot more against him online which is way harder for me because I have a major phobia about throwing a fireball at someone that can take more than half my life off a jumpin with no meter, and it seems like all my air fireballs are just free headbutts. If anyone has some advice on how to deal with some of those problems I’d love some input.

we should summarize all these things an put them on the front page in the boxes of duggish reply
so that anybody who want to take notes about a specific matchup dont have to read all the 17 pages to get the info or maybe read everything and find nothing about the matchup =)

only a suggestion !

I read everything else in the thread about Abel. So, from what I understand rushdown on him aside from when he gets Ultra, and if he screws up a roll punish with Raging Demon when possible? Can anyone tell me some other really helpful things regarding him? My friend mains him and I want to make sure I can be at my best when I face against his Abel.

Yeah that’s the idea…life hit me hard and I was busy with it for several months, but I was just coming by to say…

…that I’m good now. Got a new job lined up and I’m pretty sure I can work on this there (that’s how I used to manage this thread…) so gimme a few weeks to set in, and I’ll have this shizz up and running again…sorry for the hiatus. Love all the discussion going on in here, keep throwing new ideas around and keep it up! :smokin:

that sounds great
nice that you make it back to the akuma forums =)

Just a few things to contribute:

Dhalsim:

  • Observe his play style if he always does a j.hp & hp again when he lands, you can do a light shoryuken the next time he tries to do the ground hp. You will score a knockdown n an opportunity to close up using a dive kick. This will probably work maybe once per match after he adapts to you. But if you see him start going back to his muscle memory, feel free to punish him again and get a free opportunity to get close
  • Observe him when he does his jump. If he used an attack anytime during his jump, he can’t teleport anymore. Otherwise, be on the lookout! He might teleport when close to landing.
  • If you always fall victim to his teleports and backstab tactics, then work on step 2, and if your reaction is not fast enough to react to his teleport, just hit a c.hp when u hear the teleport sound. You will score a free hit and he will think twice before attempting the same trick again.
  • Abuse dive kicks upon wake ups.

Ken (I’ve not fought much Kens but this is the tactic i generally use, correct me if i’m wrong ^^ ):
Strategy
Ken will seek to get up close to you and use his rushdown to keep you guessing all the time. His combos have good dmg and good stun. Ken’s normals have a lot of priority especially his kicks, and they beat Akuma almost everytime. To keep him away, you must know how Ken will advance on you. He will either jump in when you are in close range for a cross up or j.attack. Or he will get close to you using his all powerful m.kick, and other tools.

However, Akuma has various ways to keep Ken away. Using focus attacks and EX fireballs are key to this match. Therefore, you must charge your meter at every opportunity. First, you have to eliminate the use of his jump in attacks. Use c.HP and well timed shoyu’s to knock him out if he attempts a jump in. Once he knows your AA is too good for him, use HK to keep him away until you find a pattern in his attack. Then you can use focus attacks and EX fireballs when he gets near n punish respectively.

  • Don’t spam too much shaku’s, as Ken is unlikely to engage in a fireball fight with you. Use air fireballs instead. Normal fireballs can be used as extended range pokes when he is too scared to jump in.
  • Don’t be afraid to use ex-fireballs, when he tried to approach you from the ground.
  • Learn to focus his attacks.
  • His shoyuken has more priority than Ryu. Becareful if you attempt a jump in or dive kick.

Sagat:
I don’t like to have a fireball fight with Sagat. No idea why, but its much easier to pressure Sagat into a corner and when he is in a corner he will panic.

I just follow what Daigo did in this video to close up the gap: [media=youtube]KBzp2mwr0z4[/media]

Basically, u duck high tiger shots, and block low ones. Once you are just outside poke or footsie range, Sagat will get all nervous and he will do all he can to get you out of there. From there it is very safe to jump in, or you HK to pressure him into making a mistake. Feel free to use dive kicks to cross up as well, and EX fireballs to put him off just a little bit. c.HP will beat any of his jump ins at that range, and constantly put him under defensive.

I found a sick strat against Blanka!!!

I found that cornering Blanka and doing NOTHING but crouch block at a small\medium distance will bait many moves that you can easily punish with good reaction.

So you knock him down in a corner right? Then sit on a crouch block doing NOTHING? What can he do? Lets Run it Down…

  1. BLANKA BALL in a corner is easily punishable with st. RH + your combo of choice or Demon.

  2. JUMP IN’S get stuffed with cr.HP or Srk to knock the bitch back in his place.

  3. ELECTRICITY IN THE CORNER? sweep him or fireball of any kind. Watch the distance tho. Backdash if youre too close.

  4. BLANKA SLIDE? you’re already ducking and blocking, thats a free demon or SRK waiting to happen.

  5. ULTRA? Block and take the chip, and punish, or fireball him out if your confident and distane enough, or teleport out if youre unsure how to block it.

  6. THROW? this is the most difficult part where good reaction comes into play, if u break it he’s still backed in the corner, he can either try again or do the other futile strats I just listed.

  7. AIR BLANKA BALL is the only way hes getting out, but as he lands, leave a parting gift with a demon or a combo of your choosing. You can maybe even back throw him as he lands, then push him back into the corner, or near it at least.

The object here is to do nothing but sit on your ass as hes in the corner, not pressuring him at all but making him pressure himself and you reacting to everything he does.

Easier said than done I know. But this works with good timing, skill and reaction and can be extremely useful.

Hope it Helps.

Ex Rainbow will send him sailing away as well, that and his hop shenanigans can turn the tables in a corner.

Yea i forgot to mention that. Is that the crossup blanka ball or just the ex version of the Air blanka ball. my bad i dont know the exact names of the moves. But even ex can still be punished even with its faster recovery. im not familiar with hop shenanigans unless youre talking about his jump ins.

my question
and dont know if you guys got a problem with bison but i do =)
especially the rushdown bisons i dont know what to do against them
like everything i want to do gets beat by bison

any tips guys ??

which bison are you talking about?

Boxer or dictator?

Dictator’s anti air is total crap, abuse that using crossups and demon flips. Also like the guide said, watch for his jumps. If the jump makes a noise, its not a normal jump. Backwards jumping HP always beats his stomp unless you’re in a corner.

Don’t spam too much ground fbs, but use more airfireballs. Don’t fireball when you’re at the top of your jump too much, esp if Bison has EX stock. You’ll be eating a scissors kick or psycho crusher but do it closer to the ground.

After his scissors kick, play safe, and don’t use any pokes unless you have 2 stocks to focus out of whatever non-safe move you’re doing. Usual follow ups from bison would normally be focus or more pokes.

Lastly, watch out for the range of his standing MK. Its ridiculously fast, far and damaging.

As for boxer, i’m having much problems too. Teleport don’t see to help much, as they always wait around 3/4 distance waiting for any action from me, and i’ll be eating EX rush punches. Jump-ins will get snuffed out by headbutss, and air fireballs are not safe either.

Rainbow is his back forward kick ball, the vert ball is the down up kick. EX Rainbow ball allows you to control the trajectory of the jump, and goes in an arch much like the rainbow suggests. He could basically fly an entire screens distance in a short amount of time that way.

His hop if forward or backward+KKK. He can hop through you and and is invulnerable in the hop. He usually uses this to set up throws or two-in-ones with punch -> ball.

s.HK is like god son. One of the best anti-airs on planet earth. Just walking backwards will beat headstomp and purple hand. Even better if it’s auto-tracking EX version, since you can land a fat c.MK combo afterward (not to mention c.MK buffer AA demon).

i was talking about the dictator
that you for the tips but if has meter its difficult to cross him up he will always to psychocrusher or scissorkick to escape

then let him escape, you’re ain’t eating any dmg anyway, and he just lost 1 meter. Now you can fireball all you like without fear of ex scissors or continue to pressure using dive kicks knowing now upon wake ups he doesn’t have EX moves.

Yeah, and always watch for his MK. So irritatingly powerful n fast.

are there any good normals beside cr.mk that i can use against bison ??
because its seems to me that nearly every normal of bison beats mine

c.MP and c.HK are pretty much the best pokes he has, c.MK is also good. You’d be surprised at how often crouching strong counters pokes.

hi Lord, sry i missed this post.

Thanks for what you’ve said. i’ll make sure to try more back dashes when he does his stomp. Somehow I auto block when he does stomp, so I don’t move back at all.

Gotta say I thoroughly enjoyed your very nice vid on tube… :slight_smile: