Don’t dive kick. Safe palm set ups instead.
Yeah I mean, isn’t the idea behind it that you don’t use it at very close range?
Is it possible for us to update the thread,With a section for “spacing”. I mean dont get me wrong,we have some good info, but there should be a section on how your ground game should be against certain characters…For example facing ken you can step out about a characters length away,And if he spams his Toward Medium kick,you can whiff punish with sweep. Stuff like that… I feel like akuma’s ground game is more important then the vortex…(because the ground game sets up his vortex).
There are only a handful of set ups that put Ibuki out of range for the punish. Her Spin kicks move her really far forward.
Help with Dudley?
This is such a retarded matchup I don’t know what to do when he gets in and how to keep him out. I can’t even tell when hes going to go for a grab because of his fucked up movement.
Eh,dudley is a pretty Easy Matchup…Its pretty simple actually.
Number one, you need to space yourself on the ground and stay out of dudleys Fierce,and Toward Fierce, try to whiff punish those with sweep on reaction. dudley IMO has arguably some of the worst footsie tools in the game, if hes getting in on you that easy,then either your being to predictable with fireballs,and hes just ducking his way in;and in the process backing yourself into a corner, Or your ground game needs work, dudley should be eating all types of uppercuts and Crouch medium kick,and sweep before that remotely even begins to happen,If at all(if your ground game is is better,it wont happen).
Recognize if dudley has Ultra one or not,rolling thunder can punish fireballs anywhere on the screen Except Max range (outside the character names on the screen,You can use that as a reference).
Alot of dudleys Like to Grab after his Duck Strings, just learn to react to dudleys Duck->grab mixups,its just something your going to have to get used to seeing,then it will be easy to re-act to. Its not hard.Better dudleys will frame trap you into oblivion,and go for high low mixups,which you can generally backdash out of,if your not in the corner. Dudley is most effective,when he has you knockdown,and in the corner at the same time.Then its up to make a good read/guess based on the situation.
Dont teleport alot in this matchup. Ex machine gun blow can punish you virtually anywhere on the screen.
Your vortex game works wonders on dudley, he dosent have any answer to akumas vortex,Demon flip mixups work well, Demon Flip Grab (meaty), Palm OS into sweep, standard dive kick; Anything really,just keep switching up your vortex game based on how hes reacting,and hes free on wakeup
Get the untechable knockdown,and go to town on dudley.
Yeah Dudley is pretty easy but DAMN that st.fierce of his is so quick and does so much freaking damage. He can do two of those in such quick succession its not even funny lol.
Regarding sections of ‘Spacing’ for each character - as with past suggestions, my answer is ‘If you provide me the information and it’s good, I’ll add it to thread’. I don’t have the time nor the knowledge to write that section myself, to be honest. If some of the heavy hitters want to help me out with that, or with a more general approach to each matchup in paragraph form (an earlier suggestion) I’d be happy to do my part.
Also, I’d ask that people refrain from referring to matchups as ‘easy’ when people express difficulty in them - I realize that it’s often meant to be encouraging, but the effect on the person asking is usually the opposite. Akuma’s a tough character to master and everyone progresses differently.
No problem.
Edit: And you are absolutely right,its meant for me to be encouraging, but I could understand that everyone progresses differently.
The problem is I have literally 0 matchup experience against dudley. I just started playing ssf4. I dont press buttons against him because I get counter hit A LOT of fucking times. If he really does have that bad footsies I need to watch some videos if anyone has any.
Good stuff Kav, I’d also add:
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Not abusing st.HK against him is golden: his focus attack can get him below it, and you’re gonna eat a fat combo (this guy hits like a truck). Dudleys seem to use focus a lot, so keep this in mind. It doesn’t mean one shouldn’t be using it at all though, just of course be careful of his fierce and toward fierce. Also, his hitbox is pretty big, so st.LP combos with relative ease: it’s a good way to start the vortex since we can’t tatsu > sweep the guy .
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Speaking of Focus Attack, since they use it quite a lot buffering Raging Demon into sweep is kind of a must.
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His EX MGB passes under air fireball and leads to big damage, it’s important not to get predictable. Also, baiting with air normals is cool.
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Cross Counter only works of H, HL moves, so starting combo off cr.LK is usually the best choice, you gotta be careful when going for stuff like cr.LP, st.HP etc. Also, EX one leads to HUGE damage and combos into ultra anywhere on the screen, keeping this in mind doesn’t hurt.
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If you are playing against someone who’s not top notch and is not picking U1, pay special attention to his LP Shoryus. They got no recovery, and they might fish for bad jump ins.
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His overhead is probably the best in the game: damn fast, good range, combos for ridicolous damage. Don’t fall asleep when down backing against his pressure, and try not relying on crouch tech, just tech as late as possible.
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I try to build as meter as possible and stock a Super: it punishes even his LP MGB, which Dudleys use as a pressure tool. Raging Demon should also reversal his fierce one in case they miss a combo.
The thing is, a lot of Dudleys are LOOKING for you to chuck plasma so they can duck under and punish you. Once you realize this, it’s just a simple matter of baiting them into doing it and then YOU can punish them. Then they won’t be so keen on using this anymore and the matchup becomes much easier. Be careful of the online Dudley’s who like to mash EX Jet Upper after a blocked MGB (non-ex) or even Ultra (when they’re desperate).
Blocked EX MGB can be ultra’d but it’s sometimes tough to nail the timing. If you don’t have Ultra, then HP or EX SRK them (mash it out). Don’t be careless with your Air FBs because even bad Dudley’s will catch you with EX MGB from anywhere on the screen if you are.
Other than that, be aware that Dudley can use his Counter Hit special if you try to X-Up tatsu him, so like Kavious said, keep your vortex options varied against him and you’ll do fine.
Okay, anyone have any good Dee Jay experience? Against good ones, it seems like anything I try to play vs him gets punished by his ridiculously good AA special.
Only thing I can really think of is DF’ing my way in from a predicted DeeJay Sonic Boom (or whatever the fuck it’s called) and making sure I can get an UTKD before he can get out. And even if I get the UTKD, I get AA’d out of my shit by his DeeJay Flash Kick. Yeah, I can bait and punish, but when it seems like I think he’s conditioned enough to actually block my meaty moves, I get punished.
Tips?
What to do against Makoto?
Her dash is too fast, many people just do dash > command grab or regular throw. I cant do anything during her frame traps and I keep getting hit by that overhead chop of hers. She is pretty hard to zone as it is and if she has U2 its pretty much impossible. Her dash punch is negative on block but i find it hard if not downright impossible to punish online.
She’s a bitch…end of lol. But nah, be EXTREMELY careful when throwing fireballs. When I played with a friend of mine who has an awesome Makoto, he was showing me how stupidly easy it is for her to get around fireballs. Throw 2 consecutively and you’re bound to get punished. As for the overhead well, I can’t help you there. Even I can’t react to that to block it lol. It’s a pretty sick overhead. Oh, I seem to spam that st.hk a lot against Makoto’s, they don’t seem to know what to do against it.
Question about Rog’s dash punches and TAP: is it even a viable strategy to try to beat them with c.MP or c.MK from a distance? I seem to be able to stop dashes 9 times out of 10 in training but online it never seems to work. It seems like it could be a good strategy because c.MP gives a counter hit into sweep. I dunno, what do you guys think?
Never seen anyone use cr.mp against dash punches, don’t think that’s reliable to be honest. cr.mk does work at the right distances, I’ve seen Tokido not long ago buffering those into lk.tatsu with good success.
TAP is pretty slow and you can punish it with SRK on reaction if you’re looking for it (specially vs online Balrog scrubs who think they can throw it out there anytime they want), as for the rest of his dashes, far standing jab > sweep works great to punish a lot of those on block if they hit deep but it’s a very tight punish vs jab straight dashes. Focus attack is good vs non-breaker dashes and neutral jump mk every once in a while works as well.
Cr.mk is the best, just spam that shit, it always hits the dash punches “if you spam correctly”. If they try to be clever and use an EX armor rush punch just cancel that mk into a SRK and BOOM.
I also need help with bison. The fuck do i do against just scissors over and over. Can’t reversal and cant even jump. you are pretty much stuck in the corner without the escape tatsu now.
First rule, don’t be afraid to block! A lot of bison players will do one of two things. Either get impatient and go in for a grab, or become predictable with their pressure. Read the opponent carefully and watch for what he wants to do. If he is just willing to scissor kick then look for a pattern. Predict what he wants to do and use that as your escape. Sometimes you can even gain damage from it. If the Bison gets impatient then use that as your chance to get out. If you got the meter sometimes a well placed SRK will work wonders.
Outside the corner thanks to the push back nerf, a simple back dash can help you get out of trouble if you don’t get predictable with it. Bison used to be able to OS Slide to catch that, but now it isn’t as solid as it use to be. All of his other options are risky to use.
A general set of rules that will help you with any pressure string is like this
- Be willing to block first and act second
- Understand what your opponents options are as far as mix ups.
- Do your best to analyze what your opponent is trying to do. (This isn’t easy, but you have to do it if you want to make it out without taking tons of damage)
- When you have a grasp on what you opponent is doing then proceed to press that to your advantage.
When you are on the defensive your opponent is in control. You have to find a way to flip that around, but being stupid about it only plays into your opponent’s hands. Remember you only need one good read to get out of pressure. So bide your time and make that read.