I am finding that pressuring Yun and Yang isn’t that big of a problem. The problem in the match up is when you are being pressured. Frankly if they didn’t have the command grab they would be exactly the same as Rufus. It’s that command grab that makes you scared to death to just block.
Yeah it’s their pressure that makes me consider U2 in this matchup. At least with U2 you can try to port out and protect it for the most part.
No, because you cannot hit him for one more frame because he wakes up one frame slower…if it’d be like you’re saying then super’s adon rising jaguar should be a zero frame reversal because he wakes up a bunch of frames faster than the rest of the cast. This isn’t the case since you can still safe jump him.
Dee jay’s upkicks ARE a 4 frame reversal even if he wakes up slower. Of course he can still be safejumped with some setups, but saying that it becomes a 5 frame reversal because of his slower wakeup is totally wrong.
Are you even paying attention to the conversation?
DJ by having a slower wake up can be safe jumped with setups that would otherwise never work on other 4 framers. The context of how to safe jump DJ is the entire point of the example. It has nothing to do with your points.
Is goukens blocked palm punishable by any sort of combo like jab > sweep? I’ve had it work online but i dont know if thats just them not blocking or if its truly punishable.
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Gouken
They are all -4 on block or more, so they are all punishable with a jab starter.
Hello there. I’m having problems trying to get in close to a turtling Honda. Any tips? And is there a way to stuff his wake-up EX headbutts?
You can stuff it with properly spaced/timed demon flip dive kicks, a full combo is possible if you stuffed his ground frames, if you do it too late you’ll just get an air reset which sucks.
Another punish would be by option selecting your jump-in attack with EX SRK for good damage, will beat most of his other escape options too.
Ok I have been in the lab almost non-stop looking for anti-Yun and Yang technology. Here are some of my findings.
-You can use c.MK to duck under Yun’s EX Lunge and even punish it if you recover fast enough. Even in some of the worst cases I found I was either even or at an advantage over Yun. Can be moderately difficult, but it provides an option to an obvious lunge by Yun.
-Yun can be punished after all a FADC forward dash from a blocked shoulder of** any** strength! In fact it is a free U1 if you react to it fast enough. At the very SRK will punish it nearly all of the time. Make sure they aren’t back dashing however. I like to buffer the input, but wait to press the button till I see it is a forward dash. I recommend having two bars for insurance.
-c.MK beats out long distance rolls by Yang. Takes some practice reacting to it.
-s.LK and s.MP can be used to stuff naked dive kicks by both twins. I have had good success with both. s.MP seems to be a better option if you use it correctly. 4 frame start up and never loses to the dive kick if it goes active.
-Yun’s s.MP is retarded. You can use it as a footsie tool, anti-air, hit confirm, and combo tool. Too damn good. If they nerfed that you would see Yun’s power go down instantly.
-Yang is at least +1 after canceling the second Mantis Slash. Be careful!
-Average Yun’s really don’t scare me. Great ones do. Average Yangs scare me a little more though because his options don’t require as much skill.
U2 for Yun and Yang. U1 is also useful VS Yang if you j.hk os demon on knockdown.
I use U2 VS Yun to smash out of ex lunges and also from safe jumps if they attempt to reversal (i.e. f throw, dash x2, j.hk, c.lp, cs.hp xx tele xx U2).
Speaking of U2, during my ‘how to punish everyone’s super/ultra’ research, I’ve found that U2 can be a reaction punish for Sagat’s U2 from an absurd distance away - basically the distance at which only the 3rd hit of HK Tatsu hits, but MK Tatsu falls well short. Considering you can also do crossup tatsu - U2 on Sagat, it may be worth it to arm yourselves with the Demon Armageddon.
After some testing it seems that Yun cannot punish a max range shoto cr mk. Essentially you could use this to apply some pressure and be safe from those retarded upkicks.
Hi everyone, I’ve updated all of the character blurbs with info on how to punish their Super and Ultra 1/2 both on block and on reaction (assuming you’re not in hit/block stun). Please check it out and if you have any more damaging/easier punishes of your own, feel free to let me know.
Also, I played a good 25 games against a pretty fierce rushdown Makoto player, and I can confirm that her buffs have not saved her from our DF Palm o/s Sweep (or o/s Demon once you have it stocked). Dive kicks, however, were getting stuffed pretty much every time.
I have a feeling we’ll be seeing more Seth players after Poongko’s display of skill at Shadowloo Showdown, so does anyone have any valuable Seth matchup info?
I’ve seen Infiltration using U2 vs Seth recently, even though Seth has a good focus attack, it seems like U2 would be useful when he’s close and wants to mess with your head with his highly invincible HP & EX SRKs or command grab mixup, teleport and cancel into U2 on reaction if he did an SRK.
What’s the best counter to Ken’s step kick? Especially spamming.
Bait and sweep?
Like Stanman said, stay just outside of max range step kick and sweep it’s recovery. An easier option might also be to focus it.
Any tips on the Yang matchup? I’m having a harder time against yangs than yuns seeing how easily they seem to punish a blocked sweeped. What’s the game plan?
He was literally spamming it on the way in. One after the other. I mashed out a shoryuken but that doesn’t seem like a good solution…mashing I mean.
As already has been said, it’s best to space yourself so that the step kick would whiff then punish it with a sweep. If your footsie game is as horrible as mine, then that would of course be easier said than done lol, specially online.
Anyway, maybe this info might help you understand how to deal with it on block:
Ken’s forward+mk is -2 on block, but it’s important to know that it has 5 active frames, so if he hit you on the later active frames instead of the first, he can easily be 0 or even have frame advantage on block (if I’m not mistaken it should give him +2 on block if he connected the step kick on it’s 5th and last active frame).
Most spammy Kens like to follow up the step kick with cr.mk, Ken’s crouching mk has good range and only has 4 frames of startup unlike Ryu’s and Akuma’s 5 frame crouching forward. So if he hit you at max range with the step kick giving him frame advantage, I think the best option would be to just block, because his cr.mk will come out faster than all of Akuma’s normals (even jab if f+mk hit on it’s last active frame).
If he hit you with an obviously deep step kick and he becomes -2 on block, I’m pretty sure cr.mp will earn you a counter hit if he followed up with a normal, it’s best to check this in training mode just to be sure that there won’t be any hitbox issues. Mashing SRK would only be good if you have 2 bars and he’ll be in range that you can FADC out even if he didn’t follow up with anything, other than that mashing SRK is way too risky with Akuma.