why not much anti-yang strategy out yet?
Imo yang is 2nd most dangerous match-up after yun. but i guess yun too OP that yang’s get overshadowed most of the time.
good yang’s with all those gimmicks and tricks are really annoying to deal with.
why not much anti-yang strategy out yet?
Imo yang is 2nd most dangerous match-up after yun. but i guess yun too OP that yang’s get overshadowed most of the time.
good yang’s with all those gimmicks and tricks are really annoying to deal with.
Probably because Yang is so much easier to fight than Yun, so nobody is focusing on him yet.
vs rose use stand short to avoid the drill and then punish watck tokido http://www.youtube.com/watch?v=kfp8FjQUH9E
It’s because Yang doesn’t quite have the same BS Yun does. Yang is a strong character, but one that Akuma can face without too much deviation from his normal game plan.
Does ibuki have a different wake up speed? I’m real inconsistent when it comes to safe jumping her.
She wakes up a frame faster after forward throw so x2 dashes j.hk won’t safejump her ex upkick, pretty sure her wakeup after sweep, DF palm & throw is normal.
Question: is there difference in wakeups? I mean, how does she wake up faster after a sweep (compared with a throw)?
Kazegiri EX btw starts in 5f, so we should also be able to safejump with sweep, followed by normal divekick.
Some characters have different wakeup speeds depending on how you got your untechable knockdown, here’s a list that I’ve made for SSFIV that I posted here recently mentioning characters that had abnormal wakeup times:
Adon’s wakeup is fixed in AE, but so far the rest seem the same, I still haven’t checked all of them, will do so when I get my damn TE working on my PC SSFIV AE lol.
Yeah I know Ibuki’s EX upkick has 5f startup, forward throw x2 dashes j.hk will safejump 5 frame reversals, but since she wakes up a frame faster you won’t be able to do that. On the other hand if a character wakes up a frame slower after forward throw, x2 dashes j.hk will be able to safejump 4 frame reversals which isn’t possible normally, such as Dudley’s EX jet upper (the jump time is the same, you just have to delay inputting the roundhouse so you would be still within it’s crappy active frames time).
Sweep > normal d+mk dive kick as soon as possible (like the first possible frame in the air) will safejump even 4 frame reversals if a character’s wakeup is normal (such as Guy’s EX tatsu reversal).
Can anyone confirm this for me? I was looking for balrog’s options against safe jump demon palm option-select U2, and it seems that Capcom changed the vulnerability frames for air buffers. So in Super when you did the safe jump palm O/S U2, if boxer did headbutt you’d either block it, or the U2 would be activated and you’d be safe. In AE, it seems as if the time between when you land and when U2 comes out, Akuma is vulnerable and considered standing.
For example, if you do a safe jump palm and buffer sweep, and rog does a reversal lp.hb, Akuma gets hit (no CH), if I do an mp.hb, he gets hit (CH), and the sweep trades with hp.hb. Delayed sweep still works, and if there’s an ultra freeze you still block, but otherwise the O/S is beat by lp.hb. (in my tests). I did a safe jump from cr.hk, delayed lk.df-palm O/S sweep. I attempted the fwd.throw double dash, but I couldn’t get the palm to hit meaty with lk.palm.
Could someone else confirm and post their findings?
Have you tested this with another person? Training mode can be flaky and you may be getting hit because it won’t record your block attempt.
haven’t tested with another person. I’m almost 100% positive, because if you do anything with an ultra freeze he blocks, its just the attacks that don’t have ultra freeze that have invincibility on startup. The CH proves that the O/S does work, and if you backdash the O/S is still activated, it’s just if you attack in-between with an attack that has <10f startup (roughly), it beats the O/S with no CH or activation of the buffer. Again this ONLY seems to occur with air buffers.
Try it in super in training mode, then try it in AE. I have a recording on my youtube channel with one of Balrog’s O/S, showing that the O/S still works with the exception of certain invincible attacks that startup in less than 10f. (@ work so i can’t link it).
Something has changed with the inputs from Super to AE, I pointed it out day 1. However even so I haven’t noticed any changes to my OS’s during actual gameplay.
I suggest testing with another player to be sure. Training mode is useful but I wouldn’t trust it 100% especially considering that they changed something yet we haven’t been told what it is.
I need help with sakura and juri matchups. Those are two matchups i don’t have much experience in. How would you escape sakura pressure from a corner? Its almost like bison where she can do some normal into lk tatsu a few times and you can’t do anything about it. Does lp.srk work between the blockstrings?
I also tend to focus a lot which i shouldn’t because her os normals into srk blow it up completely.
Juri is also annoying as well, can’t really do much when she corner pressures you. What do i do in those situations?
Usually once i get going with a knockdown it isn’t so bad, but their normals counterhit me all the time, so i just dont press buttons when they are near me.
I haven’t fought a single Juri so far. But I would try to get out of the corner with teleport. I’ve read that Juri can O/S a jumpin with senpusha to punish teleport. But then you’re out of the corner. My second attempt would be to use U2. Then teleporting is somewhat safer, but I don’t know if it actually beats Juri’s senpusha.
Did you try this already?
And I think I didn’t fight very good Sakuras so far, too. Because I was always able to teleport out of her corner tatsu gimmicks or simply block it if you see it coming. As always don’t get too predictable with your teleports. Sakura only has this Otoshi move to cover a distance quickly enough I guess. I don’t know if it’s worth to O/S it for her (I’ve never seen it in my matches).
A good OS for Juri is after forward throw. dash forward, whiff cr mp, then hk demon flip palm os Ultra 1. Covers all her escape options.
I think i’ve figured it out (or realized it). It seems as if the buffer window for O/S in the air is pretty big, so you can actually delay the input and it carries over until the point where you hit the ground. For example, do a demon palm safe jump and do the input for U2 at the moment you hit the opponent. You’ll see that it still beats backdashes, but loses to some 9-10f invincible reversals without activating. If you do it at the moment you press the button, then it’ll be activated far sooner, so it should beat 5f reversals and above.
I’m sorry, but what do you mean with “at the moment you press the button”?
From your explaination I take that if we activate it (press KKK) the moment the palm is supposed to hit a blocking opponent, it will lose to something like Rog’s EX Headbutt.
Then you say:
When are we supposed to activate this then? I don’t get it…
Theres no need to delay button presses on invincible OS’s.
Please could someone give me a bit of guidance on the Dhalsim matchup? It’s driving me fucking crazy, no joke. I lose about 60% health trying to get that UTKD, and when I do get it they always find ways out so fucking easy. Fair enough in the corner but sometimes they even find a way to get out with the Yoga Drill thing, I really need help in this matchup because its the ONLY one I can’t fight properly. I can deal with every character apart from Sim, and it’s driving up the fucking wall. Capcom should nerf the stretchy bastard even more so his normals only do 10 dmg.
Faz, I don’t know that match-up very well either. All I can tell you is if he’s airborne watch-out for teh fast teleport. c.HP beats it clean. Also, you can catch his teleports with a Demon if you buffer it into flip palm or flip kick. Besides that, don’t focus fireballs and block standing when he jumps back because he’s probably going to throw out a quick, safe overhead.