Anybody know a good anti air for Gen? His jump is low and quick, the angle makes c.mp unreliable.
If you expect a jump, in my experience LP/MP Snakestrike smacks him right out of the sky. But I haven’t really played a lot of GOOD Gens, and he can punish it easily if he isn’t jumping. If they’re just jumping all over you, though, toss out a few.
how in the fuck do you fight a fuerte as rufus jesus christ
Good idea, I know what you mean I very rarely get to match up with a good Gen.
LOL, hahahahaha, I used to feel that way too. There are a couple of things you can do to make things a little easier. First make sure to use Down Forward MK, you know that quick little roll he does. It will shorten the distance between you two and ruin his timing as well as his spacing. It sometimes catches him in the middle of his run, poking him out of it and/or rolling under his over head attacks completely. Also utilize Snake Strike in this match up; well timed it will counter overhead and off the wall attacks. El Fuerte relies on good spacing and mix up games. If you crowd him and R.T. S. D. him on knock downs the match begins to be less of a guessing game. He really only has one true anti air move and that isn?t even an offensive move. Cross over Dive Kicks will miss if he anti airs on wake up, but stay on him. Immediately do jumping FP to punish and begin your assault all over again. His Ultra is an anti air and will inflict a lot of damage so be aware of his meter.
(Whatever you do, don?t sit back and wait for him to come to you.)
Oh’ and I also forgot to add jumping FK into Ex Snake Strike is another healthy option whenever he leaves his feet.
my problem with fuertes is that the ones that turtle and do that stupid run back, flip onto your head throw
whatever i do to close the distance whether it be d/f+mk, GT, or dive kicks, i eat that stupid move all day
If I’m understanding correctly Snake Strike should beat that out clean.
Having a really hard time against dictator, I’m not quite sure how to approach him and once he has me in the corner I can’t see to do alot once dictator begins the whole short > scissors loop. The only thing I’ve found to get around this is a s.mp but it only works if he throws out another short or jab if he scissors again I get knocked down. What’s the best way to deal with this sort of thing and overall what’s the best way to approach him and keep him locked down.
Haha… This Fight is funnn. I’ve had alot of experience against this match-up so… ill tell you what I do.
To get close to him you can use the Roll or GT or DK like everyone else. Problem is, his HK beats out each one of those. Personally I use the Roll and DK the most. Keep the DK’s high and low sometimes, if the Bison doesn’t time the kick exactally right… free combo for you plus the distance is closed in. I use the roll if were all the way away from eachother, it closes about half the distance then the DK distance covers the rest. As for being locked down in a corner… He can only do TWO LK, LK scissors before you can do something. So remember that. If your not in the corner back dashing works well. when I get caught in the corner I look for an opening to use a Roll or a Short DK… Just look for that opening and your finneee. When your close in the Cross up DK Is your best friend, it ruins his charge and can mess him up sometimes. Mixing it up with those and normal small DK’s into throws/ combo’s youll do great. IF he has no Ex, hes yours to play around with as you please… None of his moves can do jack to anything of yours. Now if he has EX and uses a EX Crusher, a Cross up DK will knock him out of it. If he uses EX scissors… Block and do one of the following.
C.LP, EX GT
C.LK, EX GT
C.LP,EX Messiah
C.Lk, Ex Messiah
remember that… its your best friend against that move. As for Close HK’s you can focus and kick then dash back or just dash back. If you need any other suggestions on this match up ill be glad to help anyway I can. Also after a GT Combo that is blocked by him BE SURE TO BLOCK. His LK Sucks you down, beats your LP and sometimes beats your LK. Just mix it up, sometimes block other times throw out a move.
S.MP beats out Fei Long’s CW both close and far.
Ya Corner traps suck; I usually burn a meter and Ex Messiah my way out then go back to work on my offense after knock down. If you don?t have or don?t want to burn meter then you just have to time it. He can only really do two back to back before having to charge again.
So after he does two short scissors how much time do I have to do something, I wasn’t aware that he had to gain charge again I would have thought he would have gained it during the 2nd scissor. Apart from that thanks alot for the suggestions.
I?d probably go with C.lp to discontinue his loop after the second consecutive Scissor, but I?m not sure your understanding. Any player can do a move continuously but not without opening themselves up with an opportunity to be punished or countered. You can answer back after the first Scissor but the move you select needs to have more priority then the second Scissor he?s attempting. (Like an Ex Messiah) When I said he has to regain charge I meant the window for opportunity is larger after the second consecutive Scissor Kick. (It?s still a very small window) In my experience most opponents fill this void with pokes. Scissor, Scissor, jab, jab, jab Scissor, Scissor, etc. rinse and repeat. If he pokes between charges then pick a move that will out prioritize them, if he just spams the same move (minus the pokes) then you should do the poking.
maplemaniac:
If you’re getting thrown immediately after divekicking and trying to combo then you must be doing it too high. Do you do dk, s.lk, shp or dk, s.hp? It doesn’t make any sense. He shouldn’t even be able to mash EX TT much less just throw you. Does Abel have a weird hitbox like Rog? I never noticed a big problem comboing on him.
Are Honda’s headbutts punishable? With what/how?
MP Headbutt can be punished on STANDING block with Ex GT.
HP Headbutt can be punished on STANDING block with EX GT or on any block with c.HP.
Random question…
Whenever I hit my opponent in the air with a jumping RH and I have an ultra, I will ultra. However I noticed that some players will proceed to do a dive kick instead, even when they have an ultra meter. I’m thinking it can be a setup for another mixup however isn’t it more useful to just use the ultra? What are the benefits of hitting that dive kick?
THanks.
It’s just a call you have to make depending on where the match is at. For example if your ultra meter is only %50 full and the opponent has 90% life, you might go for the reset dive kick.
This is an acceptable strategy/risk since you still have momentum and you are putting your opponent right back into a guessing game and potentially pushing them to the corner(where Rufus is at his strongest). Given the number of ways Rufus has to land ultra you will also be able to use it later to kill your opponent rather than using it to even up the match.
This is why I would do it anyways, there may be other reasons.
If he’s talking about blocked divekicks (didn’t read it >_>) s.lk s.hp is not a real blockstring and could be tornado thrown out of.
Yeah he’s talking about blocked stuff. I’ve heard people saying that s.lk, s.hp isn’t really a block string but it never really occured to me why since it combos. I realized that it’s because it creates enough hitstun to combo but not enough block stun. 4 frame reversals make me sad.
So yeah, I suppose what was said earlier is correct. Against that Abel mashing TT and EX TT, keep on divekick reseting until he stops. EX Messiah should work fine too.