yeah… i figured… some wierd hitboxes in this game… but whatever, i will use this one to my advantage
when Rufus does fragrance palm and jump straight HP he has hit boxes on both hands
Against chun li i thought u played well, chun has awful anti airs and u exploited that pretty well. The only thing i do differently than you is save my EX meter, especially against rog cause he can get in your face quick. Like in both matches u FADC ur ex messiah which i only do if its a tight game and it gets blocked, or if i have a decent ultra built up. Also, i saw u throw out a EX GT in ur dive kick->s.lk->s.mp combo that i didnt really see necessary. But overall good job, just stock meter on rog as much as possible cause late game to have the ability to fadc ultra is key in that match-up
Online Seths blow my mind… you can barely bulldog fireballs/jumping stretch arms/standing stretch arms, getting in seems insane, even harder than against Dhalsim… any advice?
I know I have hard problems as well, I think Cr.MP stuffed out his jumping fierce. I dislike the matchup so much he has so many options just to keep you away, no wonder why hes banned in japan rofl.
What, banned? Is he, for real?
Yeah Him and Gouken both are suppose to be banned.
Still too early to ban him in America. Maybe Japan knows something that we don’t.
I can understand the Seth ban, but Gouken is mid tier maybe.
Gouken is supposed to be banned? Grab setup into ultra is kinda wtf, but overall I think that’s pretty weak decision, he’s not THAT hard. Poor lil’ shoto players can’t handle getting zoned out by fireballs or something? :razzy: (I keed, I keed)
So, whats the deal with j.mk crossups?
</seinfeld>
I’ve been searching, but I haven’t seen a whole lot of info on this…
From these pages, I’ve garnered that it works on Sagat, Boxer, and Rufus… Who else, anyone? I swear I used it and crossed up my buddy’s Ken yesterday, but then it didn’t work again. I guess it hit him because he was throwing out a move which whiffed, and aligned him with the hitbox just right? I dunno, I was kind of surprised when it hit… (Ha, it was also surprising when he mashed out an ultra between the hits of my target combo. I never yelled “WTF!!!” into the headset so loud before!)
What kind of distance do you need for the cross up to be successful? Is it highly specific to your opponent? I thought I had read a good breakdown of using it vs Boxer, but then I couldn’t find the freaking post
I just watched that vid posted in the reset thread, where Rufus is using divekick resets after divekick->target combo, followed by j.mk crossup on Sagat and it got me thinking that I should know more about the j.mk cross, as I keep finding myself throwing it out wishing that it would connect (and watching it fail to do so)
Dive Kick reset allows different options, Grab / Cr.MK xx EX GT to Ultra / Crossup & BnB etc.
Ive tested Jump MK on different character, I’ll put up a list soon to say who it works on mid screen and corner.
Just for the notice it works on all J.MK connects on all female characters.
Also for the right spacing maybe you should test out different block-string into J.MK for your mixup game?
Someone give me some tips against viper, I keep getting stunned, really fast.
Cr.MP stuffs her flame kick, another pointer is to keep track on the cancels she can do because she likes to fake out alot onto doing overheads and that. So once you get the pattern down since shes got sick mixup game, FA to crumple and counter attack.
j.hk > super jump
c.mp > flame kick
bait out thunder knuckle
why is akuma even in the game? This is street fighter not runaway fighter. Truley frustrating.
you can also interrupt cr.mk/cr.mp xx thunder knuckle with EX messiah
Id like to add something against blankas ultra. EX SS dodges wit when hes still rising also and cr.mp trades when hes coming down ( when blans does it on point blank. In case you dont have EX meter…the damage is less than being chiped to death)
if someone can please post a video of a rufus smacking up a runaway akuma i would really apreciate it. Evertime i get in he just teleports out and begins spamming bullshit fireballs. god i have never despised anything in videogames as much as a dispise runaway akumas.
I have better things to do than chase someone around while they press up, df.fp all day.
If they are teleporting all day then you should have no problem reading when he is going to teleport.
Ex: You are in his face. You know he is gonna port just walk and sweep. if to far walk and cr. FP.
He has so little health that a 2 of these is about 1/3 health already. Eventually he will stop giving you the free damage. and you should be able to pressure him. If not keep poking those ports.
I have more problems against akuma who smart teleport. They get in combo or block string then port away mixed with a little run away then come in attacking when I think they are playing the away game. This forces me to have to react to him instead of guessing.
Runaway akumas shouldnt be too daunting, but hey, if you dont know how to get around them it works, thats why they do it.
Like he^^ said you should sweep them out of their teleport, and if they ACTUALLY teleport in front of you punish with a GT. Like i heard this one time from another guy, throwing as a punishment(EX: punishing a whiffed shoryu) is just an excuse to NOT do the max damage you could potentially pull off on them. DO NOT jump going after akuma otherwise you are going to eat alot of frustrating air FB’s. Keep a patient ground game and try your best to stick it to him in the corner. Dive kick his @ss to oblivion and mix it up with GT’s and grabs.
Rufus does so much darn damage to akuma, i think stun too since i stun alot of runaways usually. If he does the same thing the entire match of runaway>air fb>red fb ground>teleport when trapped in the corner then it shouldnt be too hard. Teleport>sweep air fb>dont jump and roll under it or block it red fb>vertical jump over it since runaways are like ken idiots where they shoryu you, but if it IS jumping distance(which is most of the time is anyway) then you know what to do.
In the beginning of the match you should FA some of his fireballs to build ultra and be REALLY threatening to akuma if you have it early.
This thread is such a library of godly information.
What are Rufus’s best options to punish Guile’s dreaded cr. roundhouse? Either between the 2 kicks or after them (if there are any options)
I just got wrecked by this move… it was really depressing…
You can pretty much do anything to guile after the first part of Guile’s cr.RH. Ultra, Focus the second hit, triangle dive kick into combo, etc…