Bokkin you ever play TVNs Rose? He’s crazy good at rushing down with her.
Justin Wong’s feelings on the rufus match up
Derreck Halladay Question
This is a match up that I have a difficult time being consistent in. While I feel Akuma has the tools to deal with Rufus, it is difficult working so hard only to use over half of your life off of one mistake. I recall when you went to Japan that you said the Akuma players there surprised you more than any other characters. Assuming that you used Rufus, what were some things they were doing over there? Were they just playing a cleaner, more disciplined match free of mistakes, or is there something more? Lastly, Id like to ask why you dont think Rose can compete, LOL.
JWonggg Answer
Akuma vs Rufus is def a match in Rufus favor because Akuma needs to play perfect while Rufus does not. The Akumas in Japan played nearly perfect but I still manage to beat Tokido or Yu (with the star) because of Rufus damage and health. But they were a lot more cleaner and every time they did a combo, it was the best decision combo to make. Rose can compete, but its definitely very hard to win with her. They didnt give her the tools she had in Alpha 2. She doesnt have her great Cr. MP. She doesnt have her multiply super and her Cr. FP isnt that good.
Hi Akuma users this won’t take a minute.
I have a few survey questions for Sakura Forums Research.
WE are keen to know the opinions of the vs Sakura match up across the character forums.
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[]What’s the best approach to beating a average/good Sakura player?
[]How do you beat a defensive Sakura and how do you beat an offensive one?
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sakura from my experience has no answer to runaway zoning style. the best approach to beating sakura is to not even let her get close. bait the ex jumping 3 punch thing (sorry don’t know the name), and punish. when she is in close, teleport away from her mixups. say she lands her ex hurricane. can teleport away. sakura’s i see tend to crouch fp for anti air. demon flip kick and dive kick owns this. i don’t think i ever try to do any other air to ground move. Last thing of note is sakura’s tend to fa a LOT. bait that, punish.
Beating defensive and offensive both for me has always been the same. zoning and air fire balls. Sakura’s moveset :
crouch fp
crouch mk
ex hurricane
jumping rh
jumping mk
standing roundhouse
focus attack
ex shoryuken.
jumping 3 punch thing (Ex mainly)
That’s all i see, and just punish /bait them. or teleport from her poke strings into safe hurricane/throw mixups.
Really it’s all about teleport. She has no answer from my experience. Can still lose to her, but she has to be up close to do dmg. Just don’t allow her to get close and you win 99% of the time.
Hope this helps you. good luck
i saw a post about that ryu matchup there.
I had a lot of trouble with that matchup, but then i realised ryu needs to be played in a completely different way than most other chars.
For one you need to keep your zoning on point and keep him just out of his CR. MK range. Any good ryu will keep nailing you with that inside of that range.
what works for me at that range (taking a clue from momochi) is to jump up neutral and throw a MP fireball on my way down. Now this tactic can be beaten by a fireball fadc shoryu into ultra, or a fireball xx super. but with an ex built up you can escape the super and by knowing your opp you can most likely tell when he will try to get tricky.
but for the most part its just waiting it out in that space and not eating fireballs from ryu by either jumping and MP fb on the way down. throwing one back (i prefer to chuck an ex they dont expect and gain KD), or waiting for the right moment to swing in real fast and get some dmg on em
when in doubt mash that tiger upper into ultra for like 70 percent of my opponents health lulz!!!
Thanks so much! God bless. I am taking your comments with me to our forums.
Is there a comprehensive post addressing the Ryu match up? That’s probably my hardest match up so any info would be great, thanks in advance.
Yeah I don’t really agree with most of this…Luffy086’s Rose RUSHES YOU DOWN, and he doesn’t always throw off the slide, if you’re playing a good rose it’s going to mean that you’re playing a smart player basically, so he’ll notice how you react to i.e. slide and maybe backdash after the slide to bait something, or do cr. mp cause that shit is good, or he’ll try to throw, but he won’t ALWAYS throw.
Alright, normally I don’t resort to posting stuff like this because I like figuring out matchups on my own, but I have a huge problem right now against Balrog. I do the turtley thing, and they simply don’t take damage from fireballs. Slow purples, light purples, red fireballs, they jump over them all unless they’re the slow purples, which they focus through. I might get ONE fireball to chip, the better Balrogs that I play against whore the fvck out of jump and they use that standing fierce thing to help them out (like Honda I think). They also simply don’t use EX moves or TAP to go through them (if anything they use headbutt…), so I have no reliable way of getting uppercuts or anything to punish. They’re the ones who will probably take some chip damage though, and so obviously they will decide to come in. But my point is they won’t let me do this forever so I can’t rely on it to gain lots of chip damage all round or to punish them (because they’re smart about turtling).
But basically when Balrog decides that he wants in, how do I prevent myself from getting cornered? I can’t avoid footsies forever, and while zoning is safe and reliable, it’s a low risk/low reward scenario, he has to really drop the ball to lose out against zoning, so… when he is in my face what do I need to do? Balrog’s jabs are too good, seems like… and when I’m in the corner, everything goes to hell.
Irony…
You can’t always play the run away game all the time, you have to go on the offensive sometimes too, if they like doing dash punches to chip you and then don’t use EX then keep them out with cr. mk xx fb, if they do use EX then do cr. mk (holding df) and buffer an srk (with shortcut motions :df:,:d:,:df: with it because if it hits them and they keep going than the srk will beat their dash punch…that’s one of the things i use the most against rogs who are dash punch happy.
But yeah, don’t play run away the whole time, Rog is quick and he has numerous ways to get around fbs so he can pretty much catch up when he wants to.
Also abuse their wakeup, his wakeup game is alright (he can do ex punches, maybe headbutt, and maybe backdash) if he does EX punch on wakeup well timed grabs usually work, headbutt is just block and punish, and far roundhouse/sweep beats backdash.
Nah nah man, when im talkin about the jumps im talkin about when hes avoidin fireballs at long range… when im talking about the uppercuts im talking about them making mistakes w/ dash punches or TAPs through fireballs… thanks for the other tips below that though, its such a retarded hard fight for me lol
The rush upper is usually never a mistake, they whiff it on purpose to get in close and set up a mixup. Not sure if that’s what you’re talking about, but if it is…yeah.
Well, like when they try busting through fireballs with EX moves… i try to uppercut on reaction, but they almost never actually do that to me anymore so its hard to get free damage like that…
What to do vs E Honda? Seems pretty hard to zone to me, air fireballs= headbutt, ground fireballs=jump closer and closer with that neutral fierce. Honda takes a little chip damage with the occasional blocked fb while I tp around until I make a mistake with a bad fb. SRK seems risky as a trade with the neutral fierce is way in Honda’s favor. It doesn’t help that jump in fierce+HHS+hk is 1/3 health gone.
Rushdown bison also gives me trouble…teleport=slide or hk and eventually in footsies range pokes into scissors has me on lockdown. how to punish unsafe (2 hit lk) scissor kicks? seems anything i throw out after blocking a scissor gets blocked.
LK scissor’s should always be safe, but yes. I agree that Honda is a difficult matchup. One mistake really kills 25% of our life.
Nah, a very deep AA SRK is crutial to the honda match-up IMO. Obviously more for jump-forward fierces though. Just make sure you go into crouch before you SRK so that lets you hit it at the last possible second without trading. (d/f, d/b, d/f+HP).
Honda: Dive kick stuffs all HB’s including ex if you do a deep/cross-up one.
Bait HB with nuetral jumps and punish how you wish.
punish neutral fierce with f.dash-late HP.dP.because of the invincibility frames or sHK to get close ->demon.
Bison/Dictator: far HP does work on bison against his sMK because it trades and it beats sHK. Don’t get in cMK range and you don’t have to worry about scissors. Play footsies with sweep.
You can’t punish LK scissors don’t try just get away.
Back PPP teleport if they slide-dP or demon on reaction-this shit is free.
Punish all psycho crushers with demon and ex scissors if you block both hits.
cMK ducks devils reverse and purple hand HS follow up and hits->combo (I just either ex tatsu or grab mix-up)
how the hell do you beat Seth? i fucking hate fighting him with a passion, i don’t care if he takes damage like a baby. the only advice i get from the first page for fighting him is basically “lol watch out for shit”
Every Seth I’ve played has a pattern, be it sonic boom > j.hp or sonic boom > fadc > teleport.
Go to training mode, record these patterns and get comfortable punishing them.
Punish EVERY dive kick he does with SRK and try to predict his SB and ex df to take away half his health.
Be patient and don’t immediately rush,wait for an opening to get in his face.