New matchup thread being made....rejoice!

Her Thunder knuckle strings are not safe so plugging in a well timed dp stuffs them. A good zoning game gets you far but it is alot of mind games. You need to dp her super jumps if on the ground or a well timed air FB does the trick. Alot of empty jumping mixed with air, regular, and shaka FB’s will get her to Seismo alot punish that w/ ex demon flip->combo. lk tatsu sweep works and cross-up tatsu works great, if done right it stuffs up knuckle and ex burn kick also if done right ex seismo won’t auto correct for some combo-ing as well. cHP is your friend until she TK burn kicks then you at best trade. Teleport sparringly because a well guessed SJ->HP->F->Ex sesmo->burn kick->ultra hurts alot thanks to Red Venom for teaching me that. I hate viper it is almost to me either one character dominates either round and close rounds only come from clutch ultras landing and not the trading of blows.

Edit: (Below me) I don’t know but sounds good to me I hate that bitch

Bwah! I just went b ack to like page 10 and worked my way up… copying segments of info vs various chars…17 page word doc o.O

I’ll have my hands full tonight/tomorrow…so yeah, expect a decent sized update. Sorry I took so goddamn long -.-"

Peace

Edit: With Venom gone and Nolander rockin’ Abel, who’s the Seattle Viper atm?

the hardest part of playing against a viper is the feints>grab and that stupid HK. although i havent played many good vipers but those give me a lot of trouble

Some viper stuff:

I find Fierce Tatsus to be alot more useful in the viper matchup especially those who do alot of Earthquakes (forgot the actual name). crossup burning kicks can be whiffed by st.HK to go under them and possibly buffer a kara demon. I recall doing that a couple times. Air tatsus are to be used frequently because vipers usually like to jump and contend for a burning kick but a air tatsu should beat it out.

On her Wakeup, doing a close demonflip mixup gets stuffed by thunder uppercut. so I like to do a medium demon flip so I can go over the uppercut and have time to punish with st.hk combo or a Ultra demon.

Oh and thanks to versatile and trag for givin me some honda insight. Ill be sure to work on it.

Chun Li match advice gives 1/2 and 2/3 screen distances as Chun Li’s optimal ranges, although I would think of correcting this to 1/2 and 1/3.

At sweep range and just inside is where she is really good with lots of mixups and threats and things. To mind, there’s not much I can think of to make her good for 2/3 distance. Against characters without a good fireball, this is where she’d shield an advance with her Kikoken and she has good air control where they try to move in on her. She can jump in here if she gets a good read on something you did and this is a good position for her Ultra to be at to punish things you shouldn’t have stuck out. It’s not really an initiative position for her tools, it’s mostly just responding to opponents moves. With her dash she can move to 1/2 screen from here in a flash.

I feel her effectiveness deminishes as the range between the opponent and her increases. A side note is that I don’t label Chun Li a ‘faulty AA’ character myself. She has lots of options to cover the many AA spaces, it just takes a lot of player experience to be able to put it all together and call on the best tool with the right timing when making the split second descision to AA.

I feel some Zangief talk a bit early would be healthy. The matchup approach isn’t complicated to grasp although I’d like some discussion on how to anti air him as this one is eluding me. I don’t mean standard deep footsie jump-ins because there’s no point in doing that without a knockdown advantage; I mean the tricky ones that he uses to gain a lot of ground cheaply.

That big jumping fierce gives him the huge oval shape in the air and I haven’t figured out how to challenge it with Akuma’s moves. It has more range than Akuma’s sweep and guards him from you moving into try to get some advantage towards punishing him for it. The arch is so small that you already don’t have much time to work with before he’s done and he usually lands safely from trip guard where your sweep or far HK reaches and he can most often just block it or go into SPD or EX Green Hand for silly damage. The jumping fierce can arch to beat trips and low hitbox AA tricks clean while the empty jump from here means he can SPD_EX Green Hand_Ultra a trip style strat that just makes me far too cautious with my timing to try any of these at all.

Consequently he can jump right into sweep range for free. Best moves I’ve found for challenging this jumping fierce of his are Akuma’s standing fierce or a forward j.HP. Standing fierce for Akuma requires correct timing which becomes dangerous when they mix up their timing on their jumping fierce and both this and the jump forward fierce whiff when he empty jumps allowing him a clear SPD or even Ultra. Akuma’s Ultra here is very hit and miss, especially given the empty jump element.

I haven’t yet found a defensive option for this jump that repesents a sensible risk:reward. When Zangief can get away with this you’re just forced to walk back to open up the gap again and can get pushed towards the corner. I’ve recognised that Adeel has had somewhat similar trouble with this when he has played Jan.

[Edit] Duggish, there are is a collaboration of info on the Ryu match up whch was extracted and filtered from a ‘Ryu vs Akuma’ thread. This can be found on page 16 and is a nice base for advice there.

Don’t know if this has been covered but one thing about M. Bison (Dictator): Neutral jump HK beats out Dictator’s head stop clean ALL THE TIME including in the corner. Unlike backward jumping HP, it’s not affected by being in the corner.

I don’t know what to really say about the Viper match outside of just to play. I’m not gonna get deep here, but…

Viper players tend to have a unique style and can be played so many different ways. The best advice really is to play solid.

Like when fighting El Fuerte, Akuma doesn’t have to worry about C.Viper’s cross ups nearly as much as others. Teleporting gets you out of ugly situations.

Do not be afraid to get…uncutre. His aerials are very capable of knocking viper right back where she came from. If you anticipate a burning kick or react to one, FOCUS AND PUNISH. Easy focus bait.

Don’t panic when viper is close wit her thunder knuckle mix ups. Block to the best of your ability and try not to take to much damage. If you got the meter you can try to interrupt with a light srk fadc red hadou, but I would NOT reccomend trying to use an unsafe shoryuken to interrupt her unless you’re reallllly feeling yourself at the moment. Akuma gets stunned so quickly and Viper is great at stunning in general.

Demon flip dive kick beats anticipated seismo attempts, but be careful.

Don’t just sit there and spam hadouken at mid range. A good fighter will light thunder knuckle right under you. Be smart with your fireball.

Just play your game. Be aggressive or defensive depending on the situation at hand. This is among one of the most fun match ups in the game in my opinion.

OH so you’re Zero cOol I was wondering who the hell that was. Also how come your friend DC hustle takes online matches serious? Dude played me in a ft10 and I didn’t even know we were playing a FT10

noted and fixed. thanks

And yeah like I said i just grabbed all the posts from page 10 - current. just gotta sort it and stuff. And ty for the correction on the Chun, I hope that whenever anyone notices anything that’s outdated or just wrong they lemme know; that would be the point of this thread. thanks for all the inputs guys, keep em rolling! …geif seems like a good one to cover

I don’t know about what yall played to, but I don’t see the point in playing if you’re not intending to beat the opponent, offline or on. Online is good practice if the connection isn’t bad.

He heard your Akuma was good and wanted to see what’s up.

I notice no Fuerte Strategy. I main him, but I’m trying to pick up Akuma as a second.

When he has Ultra, don’t even think of doing the slide out of Demon Flip. He gets free Ultra.

Matter of fact, DONT use the slide thing, if he sees it and Focus’ it, you’re eating an RSF.

His Ultra’s best use is as an Anti-Air, but it’s practically useless against Akuma unless Akuma commits to something early. Use a last second fireball, or EX Tatsu to wave that off.

Check yourself on spamming Air Fireballs, He can just run and slide under them for easy knockdowns

his EX Habanero Dash (The run) can take 2 hits, 4 if you make him run back (takes two hits) then he hits the wall and runs forward (two more) dont get desperate to make that life he risked go away, this is a bait attempt. Take your time and chip it.

Fuerte’s Wall Jump is unique (I think Seth has it too), he can control the distance on his, keeping it close to the wall, or going half way across the screen, he can Tostada Press, Fajita Buster, do any air normal, and Air Throw

Slide from demonflip is basically worthless. If you are thinking of using Akuma you should probably strike this from your list of moves to use.

Well aware. LOTS of Akuma players seem to like doing it though… free FA -> Combo for me.

the slide can be good for mix up if you dive kick like hell
and once do the slide believe me it will hit

But the dive kick from a demonflip can be blocked low…so assuming they block low every time then the slide mixup wouldn’t work at all.

Yep you might as well palm into a low attack.

Palm into low attack is always always > slide. Only time I ever slide is if I tried to do a grab too deep and the input lag made it not come out at all.

Devilknight, there is a range where gief can safely jump in with fierce where he is far enough away so that if fierce is not pressed, you’ll whiff your DP, I’m sure that’s the problem you’re having? So you can’t really antiair it safely. It may sound obvious but the best option is to recognize that range, and not stand there. If you are a bit closer, then you could DP, if you were a bit farther, then you wouldn’t be in danger. Akuma moves faster than gief and controls more screen space so you really should be able to dictate the range you want to be at most of the time.

didnt know that
i always thought it depends on the angle you hit…

Regular d+MK divekick needs to be blocked high, but not the divekick out of a demonflip.

lil things i do on some characters

Vega: when he wall dives i do an early low HP to knock him out of the air…not rly sure if the throw beats it…never rly happened to me in a match

Zangief: most zangiefs use banishing flat to gain ground on you when you’re running away…i teleport away and jump back and once they do it i react with a st HK and it leads to big damage with a combo

Also if you happen to try demon flip kick on him but he lariets it properly…a demon flip grab will beat it easily the next time as long as its not early…make it a guessing game for the gief player