Lots of characters can combo from Poisonās DP tag cancel. With some itās easier than others. For example I run Poison X Ogre, and itās super easy for him since he has UF + LK.
PS - With Elena, Cr. LK OS Slide is legit for catching backdashes. I won a match on that last night and it was super-satisfyinā, man.
Elena defintiely beats Asuka in the neutral. Asuka canāt realistically get in on Elena (unless sheās instilled the fear in the Elena somehow, but thatāll take some serious guts). Elena can kinda walk towards Asuka until she reachers Far HK range and just chill there. Her St. MP and St. LP beat all of Asukaās jump-ins, and her Cr. MP and St. MP beat basically all of Asukaās āpokesā, if you call them that. St. HK is nice once in a while to catch Asuka sleeping, but donāt redictable with it. The main thing is that Elena can pressure Asuka safely from outside Asukaās poke range and bait counters and reversals. Sheās got the potential to remain at -2 or better all the time from this range as well.
A bonus that the Upkicks > EX Upkicks shenanigan does NOT work here. Upkicks is -5, and Elenaās St. LK is 3 frames and reaches far enough to punish (as well as her 5-frame reversal Super if youāre trying to send a message).
Now I will say Elena doesnāt do well under pressure without meter. She has an excellent backdash, in the same tier as Chun-Liās IMO, but Askuaās F+MP overheade chases it down for a ground bounce. LK Scratch Wheel only has upper-body strike invincibility and loses to grabs. Elena has to block all Asukaās mess until she has two meters, where EX Scratch Wheel Tag Cancel is pretty safe on block and gives a combo opportunity on hit. Still, itās risky since itās easy to punish on whiff.
Bottom line - stay in control, and Elenaās got this, but things could go south if Asuka lands a knockdown.
Edit: And yes, I agree LordWilliam has one of the best Asukas I have played online. I also play a scrubby Asuka but should probably practice more for certain matchups
Lol, Iād be more inclined to see them as a team if it werenāt for Balrogās Japanese win quote against Cammy in SF4 which implied that heās a would beā¦ummā¦rapist ^^;
But, Iāll play innocent, and see them as a team. Y-yeah. Go team!
Thank God for Dudley. Restores my faith in Capcom.
You can block it crouching, so if you canāt properly AA it, you donāt have to risk standing and blocking. Not sure about the command one, but the drop from the flip doesnāt hit overhead.
Sheās a true blow up char. Either keep her out and sheās never worth it, or they get in and itās TOTALLY worth it. Once I got better with the match-up, I started seeing just how much Asuka users could struggle just to land a hit.
LIES! You can back dash out of her pressure, but NOT on wake-up and not at excessively close ranges. Do that and she scores a ground bounce or a juggle state for hitting with Heron Dance (special normals cause auto-juggle states).
You donāt know how many times Uppercuts have gotten me in HORRID situations. One thing this forumās gotta work on: Uppercut isnāt a perfect solution, much like a counter isnāt for Asuka.
Elenaās got them āpositionsā though. Never know when a handstand comes in fist- erā¦āhandyāā¦
Iām clearly the bravest. I hold forward/up forward at the start of every single round no matter what. Come at me bro! And Sakura has ridiculousness. That tatsu is broken and sak otoshi is +5 on block. I just launch people after it, lol.
My absolute favorite thing to do against players who wonāt stop pressing stuff is to walk up to them and DP into Nina. 500 damage because you just gotta keep pressing cr. tech, right? I love it.
Why do you have a Sakura icon but Iāve never seen you use her EVAR?
I wish we could fight. Me and you are the complete opposite. I RTSD no matter what (except against Zangief/Bison. I canāt do much to those two characters, so I just put Akuma in there).
FTFY.
The only team I used on PSN was Lili/Sakura. And why would you ever drop her? Sheās the best. My cousin has been playing Lili/Sakura since she was available and is now a 30000+ player. He never switched. Your team is fine and they can win just as easily as any team.
Just keep sliding and doing buttons/elbow drops/bushin flips. I hate this character so much. No one plays footsies with him, they just slide. Point blank, unsafe, neutral jumped, it doesnāt even matter. They just do it. Good thing Nina/Akuma donāt have to deal with his bushin flips/elbow drops. Sakura has issues, but if youāre quick enough you can jump forward strong xx tatsu it.
Not sure if it will help much butā¦hereās the stuff I use.
There are two main hard knockdowns with Lili that she can take full advantage of: They are:
:f:+:mk: > :hp: & Sunflower Lance ( :qcf: +Any Kick) assuming all three hits connect.
Off of these you can do the following. Some work with Sunflower Lance better than they work with :f:+:mk: > :hp:. Experiment if you so wish to do so.
j.:mk: easy to use cross-up which is pretty ambiguous if spaced correctly.
j.:lk: > j.:mk: Air target combo. Hits twice. Useful when mixed up with a regular j.:mk:
Off of both of the jump ins you can option select :f:+:mk: in them in case they back-dash on their wake-up allowing you to float them and put them in the exact same situation as before. (3)
Divekicks (most notably :mk:, :hk: and EX) are pretty ambiguous as well. A common tactic after a knockdown with Sunflower Lance is to do a :qcb: + :lk: spin over them to prevent them from rolling forwards and then doing a :mk:, :hk: or EX divekick on their wake-up for a 50-50.
Empty jump cr.:lk: or st.:lk: is good if youāve conditioned them to block your jump-ins most of the time.
j.:hk: is good as well because you can get it to cross-up with the correct spacing (really hard but easier if theyāre crouching on their wake-up after conditioning them with a couple empty jump lows)
You can also do a :f:+:hk: overhead on their wake-up once youāve conditioned them to stop pressing buttons and fear your offense.
Then thereās if they roll on their wake-upā¦
You can do a little trick with someone rolling on their wake-up where you can press +:hk: on their wake-up and you time it so that itās meaty such that if they donāt roll theyāll wake-up into it. If they do, her :f:+:hk: overhead comes out and hits them whilst they roll.
You can also mix this up with cr.:mk: into whatever special you like to create a high/low mix-up on rolls.
Due to her faster walk-speed you can also walk back and throw the opponent into the same situationā¦again.
Sorry if this all comes across as a bit of a brain dump, if anything I forget to implement like a good half of these into my own game myself. Thereās probably more that I havenāt even mentioned and/or forgotten myself.
I canāt Balrog because heās a villain(yes, I know Akuma is a bad guy as well, but heās just evil. Not like Balrog who wants to ruin people, Akuma just wants a fight to de def) and he has no eye brows. Like wtf is up with that?