I’m sure there’s something like that you can do, but a normal OS won’t work. His run will absorb your attack which is the same as him blocking it. A normal OS won’t come out.
Its a reaction thing unfortunately. You’ll have to learn to react to hitting focus on his wake up the same way you do when someone tries to AA you with focus and you land into a dp. Its not actually that difficult, but unless you go into training mode and put some time in, you’ll be suffering. Just do a regular os and if you hit focus, you can do hurricane and sometimes throw (I miss and hit throw a lot, I’m not sure how it works. Maybe your jump has to deep, idk…) on reaction. His backflip throw has inv frames so if you notice fuerte starts doing that you can jump forward and j.strong to ultra punish on reaction to hitting his focus on his wake up. Be aware that he does have the option to counter all this by just wake up focus, absorb your air hit, release, and counter hit your next attack. Good fuerte’s use damn near everything in the book so be aware of what they are doing. Another thing they can do is simply stop and crouch the hurricane, but it has some slight recovery and tends to get hit a lot if you are on point with your reactions. Try to notice if they have meter or not, that should help you out a little too… Personally, I hate fighting fuerte, but since I tried to use him when they first discovered run stop fierce, I kinda know what he lacks as a character and can help out anybody who has any questions.
I noticed Infiltration was punishing Balrogs dash straight with jab sweep. Can Ryu do this too? BTW has anyone seen anyone other than Infiltration do this (I haven’t) is he the only one with the execution to pull this off? He was owning PR Balrog’s soul with this tactic.
Ryu’s standing jab is slightly better then Akuma’s if you look at the frame data, but that is irrelevant. PR Balrog was using unsafe dash straights (medium and hard), which are -6 and -8 on block. Akuma’s standing light punch has a 4 frame startup, so he can punish those dashes with his jab then link it to a hard sweep. If PR Balrog were using light dashes, those would be impossible to punish unless he was pressing buttons after the dash.
So yes, Ryu can do the same thing on unsafe dashes, but most good Balrogs won’t randomly throw those dashes out.
What do you guys use to you punish Cody’s Zonk knuckle? Played a Cody today that was always zonking and even though I blocked it seemed like he was too far away to punish. One time I tried to punish him and he did ultra right after I blocked and tried to punish.
When you jump it takes 4 frames to become airborn and safe from a grab. Akuma’s ultra starts up in 5 frames. Super demons start up in 1 frame. If you didn’t jump before the super flash, they got you.
What do you guys use to punish Vega’s back flip? I try to sweep and he will block in time or he does the other version that lasts longer and my sweep will just go through him does this move have invincibility or something? Is there a guaranteed way to punish both versions of his back flip?
Does anyone else struggle against DeeJay? Everyone says that character is ass but Deejay players always body me. Once he has meter I can’t throw fireballs anymore cuz he’ll do that ex kick. Then he’ll sweep me and put me in the deejay vortex I don’t know if its technically a vortex but I don’t know where the hell to block. Plus those kicks go over my cr. mk. If he is such a crappy character what are weaknesses that I can exploit? Once I get a knock down I cant cross him up because upkicks beat everything.
You need to get the life lead fast and early. Dee Jay with no meter is a worthless character against anyone. Just pressure the fuck out of him…but do so without jumping in. Get a comfortable life lead and lame his ass out, cause that’s what’s gonna happen to you if you let Dee Jay get a life lead. If you’re behind on life and the Dee Jay is in his down-back position just put down the stick cause you lost.
Optimal distance, outside of his sweep range inside his light sobat range… He can’t react to fire ball and has to ex sobat with guess work which is negative five and punishable by sweep at most distances when blocked.
In optimal distance, light sobat is his chip tool but it no longer goes over lows, this makes bullying with crouch forward much stronger. Crouch forward also low profiles under his jumping knee attacks. You can not only react to his fireball, but every fireball is a free jump in with Fierce punch. He’ll only be able to slide and you will be able to to empty jump punish it, tatsu behind it or stuff it with the fierce if you’re fast enough.
Safe jumping deejay is easy. Use the original safe jump timing you always used. You have to use empty jump crouch tech to ensure that they do not ex upkicks you. Once you punish that and make them not use it, you can start attack during your safe jump. When you see the technical for delayed wake up, you’ll just go from crouch tech to crouch forward. It beats all his options except I think wake up throw and ultra. Once they have learned not to try reversals on Delayed wake up, you switch to medium punch and tick throw or frame trap.
At long range as soon as you see he fireball, just do it back and walk forward. All that fancy focus and neutral jumps shit is sub optimal if you can just react immediately with your own fireball. The only thing you have to fear is a trick I use that I haven’t had used on me yet. When I’m deejay and a ryu just counter fireballs me, I build meter and super cancel a fireball for a big punish. So be aware of that option when they have super.
Deejay cannot vortex you, if he tries just DP him or crouch forward to low profile his knee, crossover attacks set up to make DP’s wiff and push out empty jumps. DWU really fucks up Deejays damage output too…
Focus/Red focus are only for combos in this match up.
Ultra 1 only. If you could anti air with Ultra 2, the DeeJay wasn’t good enough in the match up to matter.
All 2 hit sobat kicks are -5 meaning that you can sweep punish into safe jump all of them.
If you know DeeJay wants to EX sobat your fireball, do the slow one from mid screen or farther.
DeeJays have not utilized dash Ultra 1 yet, but that should become a factor in the match up eventually…
Footsies with Deejay does not use counter pokes. He counter pokes you while you try to corner him. His counter pokes counter your pokes and your counter pokes… Match up footsies will primarily consist of wiff punishing DeeJay with sweep, low profiling and bullying with crouch forward, faking fireballs, or using fireballs to push DeeJay to the corner with chip.
Getting caught outside of optimal distance gives Deejay the chance to set you up with fireball, so work you way in and force him back by sitting in that position or punishing what ever he does on reaction because of you positional advantage…
That’s all I remember for now… But yea, being a DeeJay and Ryu player, the match up goes to the turtle ryu or the zoning deejay. Zoning typically trumps turtling as its execution dependent and doesn’t rely on opponent mistakes so I’d say 5.5 in deejays favor…