this was the first thing that came to mind - [media=youtube]uMOwOis-FpU[/media]
if he’s a good gief though he’ll probably be moving in/out while lariating, which makes it a bit trickier… i tend not to jump in on giefs myself, for the most part
this was the first thing that came to mind - [media=youtube]uMOwOis-FpU[/media]
if he’s a good gief though he’ll probably be moving in/out while lariating, which makes it a bit trickier… i tend not to jump in on giefs myself, for the most part
Blah, I wish it wasn’t a guessing game, but I figured that was the case. Just gotta pray when I hit the ground I guess. See that’s one of the reasons I stopped playing Gief too…such a bullshit way of playing, ha ha. Even I felt bad knocking people down and watching them guess what super high priority attack I will do next.
But yeah, I know I SHOULDN’T be advancing on him, having played him for so long myself. It’s just so irritating to have to change your whole playstyle around on one character, and that’s how Ryu plays IMO, very rush down. Also :tup: on the hadou strats, I ALWAYS throw hadous/ex hadous on every cr.forward/cr.strong to work dat chip damage! Glad to know I’m not the only one who thinks it’s very worth it.
Heh, yeah I know those little holes in his lariat having eaten counters like that myself. The problem though in my particular fight with my buddy is that he doesn’t just throw lariats unless:
1.) He is in my face during wakeup, trying to get me to guess wrong.
2.) I jump at him, in which he will CROUCH, so he can get the deepest possible lariat to hit me, which trades with my j.roundhouse, and in his favor.
#2 is the bigggggest issue and the reason why I and simply trying to realize that I cannot jump at him in this matchup unless he is already doing something that leaves him vulnerable.
I really shouldn’t complain in a sense though, because Gief sort of has the same problem. Every time he jumped at me, if I didn’t st.roundhouse, I would shoryu, and I would either hit or trade. And it’s the same thing, if we trade, I get advantage with ex hadou, or better, ultra/super.
You can also bait out a lariat, and ultra him at the end animation of the lariat.
Never jump in on zangeif. Stand at a distance where if he advances, you can c.mk -> haduken, if he jumps you can srk, and if he turtles you haduken. Patience is key in this match.
If he green hands, you can block, and srk i believe. If you’re at the distance I mentioned you can do psychic lp srks if you expect green hand, and generally be safe by the time you land.
If he starts doing his wake up game, just wait and see what he does when he lands. If you see lariat, crouch block and sweep (or c.mk -> ex haduken), then get out. If you dont see lariat, you can jump out because he’s probably going for pile driver.
If you arent doing it already, use quick get up as much as you can against zangeif to avoid his wake up games.
Also while this is unsafe and shouldnt be used a lot, sometimes a tatsu will hit his neutral jump, so look out for those.
ex green hand is punishable, regular isn’t. But if u have meter you can always go for srk/fadc just to be safe. I love to bait it out.
Uhh… Every green hand is unsafe on block, and the regular versions are unsafe on hit, with the lp version being the least unsafe at… -5 on hit.
This man is right.
Go here for more info on the Gief matchup:
The second set of Arcadia Concept matches is online, Daigo kicked butt(lost only to Shiro)
Here’s a link to all of the videos [media=youtube]adQdxB49nzc[/media]
You can find the videos individually in higher quality as well.
I learned a new combo that can be done against Chun-Li when you land a lvl 2 or higher focus attack. f.HP > c.Mp > c.Mp > c.Mk xx tatsu.
It’s really tough, but if you can master it you will get her into the corner from almost anywhere on the screen. I believe it is 407 damage without the FA if I remember correctly from practicing last night. (it’s also great for building meter)
Be warned though, even when I managed to connect the first and second c.Mp more often then not I had pushed chun too far away for the c.Mk to connect.
I think f.Hp > c.Mp and c.Mp > c.Mp are two frame links and you have to hit them on the first frame for the combo to work.
great thread…should be stickied
guys iv been having a problem with a butt stomp spamming e honda after the knockdown i know how to counter it otherwise ( c.hp )
SRK and FAs work too (Be mindful of which side he’ll land on for the latter, though). If you can make it whiff (Usually by dashing), then it’s also very easy to punish.
Does anyone have a counter to Akuma’s air EX-fireball on wakeup? Like, I’ll get knocked down, and Akuma will jump up and throw the EX-fireball on the way up. Even if it’s not meaty, it still suppresses me into a block, leading into a mix-up game as the opp closes in.
is he jumping towards you / backwards / neutral?
you can do ex srk, or super or ultra
Just throw a fireball yourself. Youll win in the trade. If you have ultra, you can use that too (spacing dependant).
Sorry DarthPaul. Thanks for the reply, but I think you misunderstand what I meant. I mean, I will get knocked down by Akuma when he’s up close, like a sweep. He’ll jump forward, and throw EX-Fireball on the way up while I’m on the ground, and then I wake-up into two fireballs. I pretty much have to block, because fireballs on the ground don’t cancel out air-fireballs. Also, there are two of them coming down from the air. I have to block, and while I’m blocking, Akuma is free to observe how I block and create a guessing game.
I’m asking whether there’s a counter so that I don’t end up in that guessing situation.
EX dragon punch is a very high risk option, but its invincibility frames will get you through a meaty fireball - otherwise sometimes blocking really is the best option.
Oh,ok, jumping FORWARDS. This is actually a pretty dumb thing for Akuma to do.Its a mindgames, but most of the times Ryu can win big. This is also highly spacing dependant and so is hard to answer
** If he hits you as he’s on his way UP**:you can ultra. It looks like it wont hit,but most of the timeit will (actually, I think the hitboxes are messed up on this, it leaves Akuma floting in the air on top of an ultra… interesting)
If no ultra : you can use an EX SRK if you use the shortcut SRK motion (by which youre always ducked). leave a very slight paue between getting up and SRK… the first FB will miss and you go through the second.
or just block
If he FBs at the top of his jump: pretty certain he can only hit you with 1 of his FBs here. you can jump over if it and stuff him with j.mk, watching for his ultra.
You can lp Super it.
Dash out if not in corner. You may still have to block his FB, but the distance will ruinmost of his mind games
If he FBs whilst coming down. In my experience, if you duck here, only 1 FB is going to hit. That means you can SRK through it, or ultra Often you can sweep.
For every situation that Akuma throws an EX air FB at you there is an answer. The reason this works so well as a mind game is because its really hard to tell the exact spacing and timing and so choose the right answer. You’d pretty much need to go into training mode to get used to the various spacing/timings, but the possible answers to all are: sweep, FADC out, EX SRK, ultra, lp Super, just duck or block.
Thanks radar and darth. I hate being put in 50/50 guessing games, because it doesn’t feel like I guess right 50% of the time!
yes mate, but once you face more akuma’s you’ll get the idea as how to counter them, the good thing is don’t be afraid to trade hits with akuma since his hp is lower than Ryu’s so you are winnning the trade
the thing about akuma is once he releases his air fireball he is vulnerable, he can’t do anything else until he lands completely
what paul mentioned is probably the best option there is to counter his double air fireball
best is if you conserver your meter so that you can do ex or better super against him
and like paul mentioned, depending on the space you are more likely to block 1 fireball not both
dunno if it belongs here but I figured I would ask. Anyone that plays online, when fighting claw, do you guys have problems blocking crossup ex dive claw? It seems that I block it fine offline, but I have a problem blocking it online…I’m taking a guess that it has something to do with lag…
What Paul said would make sense, except the situation I’m describing has the air Ex-fireballs as meaty on my wake-up. He seems to think I’m describing a situation where I’m standing up when the fireballs are being launched. I’m not gonna throw out a ultra on wake-up to hope to avoid a fireball, and the situation isn’t space dependent since I’m describing a close-quarters situation. By the time I get off the ground, the fireballs are already suppressing (especially if I got knocked down in the corner) and Akuma is near landing on the ground close to me. I’ve only been blocking this so far, and either have to tech a tick-throw, throw out a reversal srk and a prayer, or hope he ends with a fireball pressure-string. An ex-srk sounds super-risky, but I’m willing to try something outside the box!
[media=youtube]yGS5b6SK4FM&eurl=http%3A%2F%2Fstreetfighterdojo.com%2Fsf4%2Fmatchups%2Fryu_vs_akuma.html&feature=player_embedded#t=63[/media]
At 1:04, 2:19, 3:16 this kind of demonstrates the close proximity I’m talking about, except the fireballs are meaty and the Akuma I’m playing prefers to do this in the corner. As you could probably guess, I feel suppressed into blocking, and then Akuma is either free to walk up and play tick-throw/overhead mindgames, or do a 50/50 demon flip.