Duck fierce does work but you need to time it, which can be difficult if you’re playing online.
as soon as u see him jump twards the wall…try a shry…and ofcourse how far away you are will determine whether its fierce medium or light…or maybe im wrong but it works for me =/
cammy strat
Cammy most of the time comes out of the gate very strong offensive wise. block low is the key, punish the blocked cannon strike with shoryuken. blocked cannon spikes follow and throw or shoryuken, all on you. When you see her in the air cr. FP will take care of that. air fb not that good as she will under them with her canon drill.
vs vega i find jumping fierce just stuffs him…but i can’t say i play any good vegas
lol DAKUSHFORDAWIN is a scrub tried going one round 60 seconds and playing runaway akuma so silly it was easy
ummm… relevance? But for vega I might try and see how j.fierce works… but I doubt its a solve all. They probably are just timing their moves wrong and are surprised you didn’t just stand there waiting for them to try and cross you up…lol.
He honest reason I still have issues with vega is 1: my low health so if I make a few mistakes even that pansy can hurt me bad. and 2: His pokes have good range even if they don’t chain and I get pounded with POKE POKE POKE the moment they hit the ground (even if I’m a screen away …minus the getting hit part of course :P).
Also…all the useless jabbing at a full screen away from balrogs is starting to irritate me…lol
I like to use FA all day against cammy. maybe i only play scrubby cammys but she really doesnt have that many options to break the FA she has the two hit elbow thing and then the hooligan throw.
Just started playing Akuma, I need from all the counter-pick situations I was getting with Gief. I’m notcing Vega is giving me an unusually hard time. Most just spam his air moves and I eat them constantly. c.hp works sometimes but not enough.
What can I do to deal with a Vega thats constantly flying off the wall?
Also, what about one that pokes like a madman when he gets into “Oh shit” mode after landing close?
With Blanka what can I punish blocked Horizontal balls with when I don’t have Ultra meter?
Abel Question:
I apologize in advance for not knowing the correct name of Abel’s moves…
Abel has a number of setups that end with his Backfist—>Command Throw (where he rushes forward and flips you backwards).
I’m wondering if there is a consistent way out of this combo between these two moves. Sometimes I can get out with a cr.wk, sometimes I’m allowed to jump out. I played with this in training for about an hour, and I cannot figure out any rhyme or reason to an escape.
Thoughts?
Well if you got the lead you can keep teleporting away. However crouch fierce works well if you learn to time it. Focus attack works also.
If your opponent is an obvious poker you DP the pokes. You could also focus cancel backdash if you absorb a poke.
If you block the first hit, srk is guaranteed.
anyone know the gen fight?
I get raped for free against this guy I spar with online. Since his jump is so low to the ground,
practically every AA I throw at him is traded, or he beats me clean, or I don’t have time to react(if I threw a fb). His close up game is nasty, so I try to keep it long range, but he has so many tools to get in; and once he gets in, I’m fucked. If I try to jump, I get air-to-aired, and from there he can cross me up for free even if he doesn’t get a knockdown. If he does, it makes his job even more comfy. I’m sorry if this post isn’t clear, because I’m just a little frustrated right now.
wow, it’s really neat u merged the demon and matchup threads, i thought of the same idea!
good work, keep it up!!
VS Cammy (not scrub)
Key points:
For cammy, Gouki can fight against her just like ryu does.
His s.mk beats a far spiral arrow and he can trade with a srk vs her counter spike, so as far as priority goes, gouki has the upperhand.
for a rush down cammy, jab/mp is your friend (dugh) and try to stay outside of gouki’s (your) s.mk range for best range/advantage
for a turtle cammy, fire ball game from 3/4 screen distance. if she EX spiral arrow, you are safe despite gouki’s red fireball (any strength)
cammy’s tick throw game is better than gouki’s even if gouki kara
FAs work on everything except for counter spike, 2 hit spiral arrows (close hk version), and her spinning EX back fist (confirm for regular spining back fist).
general strategy:
try to stay at half screen play hodouken games (lp/mp) and for his air hadoukens, only do them going down (sometimes trades if really low, but safer than other stuff)
for gouki’s rushdown game, dont play wake up game because her counter spike will save her 75% of the time. rely more on cr.mk, demon flip for BnBs, tick throws, and punch teleport back. demon flip punch to trade or stuff counter spike.
pretty much anyone vs cammy
FA all day against cammy, she dont got that much of an option cause she only has like one FA breaker.
i got more, just my eyes hurt and i am sick of typing. will edit later.
The match vs. Cammy is apparantly rather convenient for her, what makes it easier?
I’ve played a couple good Gen players, and the first thing that comes to mind is cross up defense. He has that ridiculous jump kick thing that crosses up, and if he hits that he can go cr. lk > super > ultra which is also ridiculous btw, but he will do it.
I believe all (somebody correct me on this if wrong) of his wall dive moves knock you into the air which again, allows him to juggle ultra. So don’t even mess with them, just teleport out. His wall dive head stomp however, can be back dashed into a throw and possibly greater punishment, but I haven’t tested exactly what you can do. If he whiffs it though, a throw is guaranteed.
Basically I would say be prepared to defend a ton of cross ups, and try your best not to get hit by his cr. lk haha.
Haven’t played Gen yet, but as far as I can tell he only has the EX ground roll, jump-ins and walldives to deal with fireballs. You’ll want to keep away from his close game, and taking control of the sky with air fireballs should be important to put up a wall between you and him. When using teleports to keep that distance, I don’t think he has a good answer to this.
His dependance on the aerial approach should be advantageous for you to measure each chance for an Ultra when it’s charged.
Again, as far as I can tell; his best reversal options are his rising step kicks and his rapid punch stings, which are :yawn: at best. Should in theory make him largely vulnerable to cross-ups, which are punishing to his life.
So when punishing him, look to quickly follow up your combos with cross-ups to push for the stun against his weaker resistance.
As mentioned, his combo’ing into and out of his Super is ridiculous, and his stinger jabs shield him from the footsie approach by being safe and difficult to get around. So blocking him with the air fireball seems like the best approach to take.
Like I was saying. She only has a couple of moves, and they can be easily countered. Like anything shes in the air a c. hp of l shor. will take care of it, Do not jump into her, and you will get tossed or spiked, And her canon drill , once blocked can be combo’d or shoryukened. Which also goes into how easily you can gett eh ultra or super off any of her blocked moves.
excusse my spelling
Since we’ve established that c.MK makes Akuma really low, can we use it in slide situations like vs. Balrog rushes?