Useful Links:
Akuma guide from Eventhubs.
Frame Data.
Match-Up Videos.
Raging Demon Info Thread.
[Akuma Combo Thread.](? http://shoryuken.com/showthread.php?t=177247&page=1?)
Abel
[details=Spoiler]Abel
Guaranteed Demons:
Blocked Rekka (CoD): Super only, after the 1st hit
Blocked Wheel Kick: Super only
Blocked Super/Ultra I: Super and Ultra
Roll: if he gets predictable u can either super or ultra.
Tatsu > Sweep?
No
Strategy:
? Always be looking for the roll to get an easy throw/demon opportunity. From there you have an easy jump in setup.
? Use s.HK to apply pressure, but be wary of his meter, EX COD will blow through and put the hurt on.
? His AA got better, so be careful and go to the air accordingly. Its not to say he?s amazing at ripping you from the air but he can if he?s practiced.
? Zoning is fine early in the match, but once he has ultra I or II be careful when throwing fireballs.
? When on the defensive look to teleport out, but again, watch that revenge meter he can throw out the ultra and tag you on your recovery.
? His Ultra II can be used to beat out s.HK so use that carefully if he picks ultra II.[/details]
Adon
[details=Spoiler]Adon
Guaranteed Demons:
Reaction Jaguar Tooth
Tatsu > Sweep?
Yes
Strategy:
? Jump back when he does dive kick and HK him for either combo or even demon.
[/details]
Akuma (Gouki)
[details=Spoiler]Akuma (Gouki)
Guaranteed Demons:
EX flipped red fb (ex flip must be on guess, demon can be on reaction)
Blocked Shoryu
Ducked LK tatsu (stand up and kara it)
Blocked flip sweep
Blocked LK or MK tatsu
Blocked HK tatsu (super only)
Dashed Air Fireball
Tatsu > Sweep?
Yes
Strategy:
? Shaku sparingly.
? Capitalize on damage whenever you can.
? Do not demon flip slide when they have meter you will be demoned.
? Be on your toes.
? Do your best not to get backed into a corner it might just be the death of you.
? Don’t abuse teleports they can be punished by demons even though the window is small don’t give the opponent that window.
? s.HK buffer, or low forward/sweep is a good idea against close enough air fireballs.
? Stay out of s.HK range it will bring the pain if it connects.[/details]
Balrog (Boxer)
[details=Spoiler]Balrog (Boxer)
Guaranteed Demons:
Blocked Dash Straight: Super, must hit deep
Blocked Dash Low Straight: Super, must hit deep
Blocked Dash Overhead: Super
Blocked Dash Upper: Super/Ultra
Blocked Dash Low Smash: Super/Ultra
Blocked TAP: Super, must hit deep
Blocked Headbutt: Super/Ultra
Blocked Super/Ultra I: Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
? Super can punish all of his specials on block.
? Learn to buffer the demon after throwing fireballs, pressing FP only when you see him EX through.
? If he jumps, he lost his Head butt charge.
? If he moves forward, he lost all Rush Punch charges.
? Always be on guard never go forward too long or you’ll risk eating dash punches in the face.
? Be wary of his TAP, only throw fireballs from a safe distance and vary the timing on them.
? Don?t jump in on him, his AA is too solid. NEVER jump in if he?s has ultra or super.
? c.MK beats out his punches if timed right and done well so look for those punches it can lead to bnb or demon.
? All fireballs are punishable by super/ultra except HPxxfireball. Thakn doesn?t mean don?t zone with fireballs, but be careful and see what he does with fireballs.[/details]
Blanka
[details=Spoiler]Blanka
Guaranteed Demons:
Blocked close slide
Blocked far slide (Super only)
Blocked ball
Blocked up ball
Blocked Backstep ball (a reversal is too fast, wait a bit)
Blocked Super/Ultra I (a reversal is too fast, wait a bit)
Tatsu > Sweep?
No
Strategy:
? Don?t jump in; lightning will win.
? Punish blocked ball with ultra when you can.
? Again, watch his movements, and know which moves he has lost charge on.
? Punish slides with sweep if out of range for anything else.
? Teleporting though his ultra is fun and works every time.[/details]
Cammy
[details=Spoiler]Cammy
Guaranteed Demons:
Blocked cr.HK (Super only)
Blocked close drill
Blocked far drill (Super only)
Blocked Spike
Blocked Super/Ultra I
Spin knuckle (can be c.MK/sweep kara demoned since she is airborne when she is spinning.)
Tatsu > Sweep?
Yes
Strategy:
? s.mk can beat a far Spiral Arrow
? FA?s work on everything except for close HK Spiral Arrows and that crappy backfist.[/details]
Chun-Li
[details=Spoiler]Chun Li
Guaranteed Demons:
Blocked f+MK (Super only)
Blocked Spinning Bird Kick (Super only)
Blocked Hazan Shu (deep)
Blocked Super/Ultra I
Blocked Ultra II
Tatsu > Sweep?
Yes
Strategy:
? Demon flipping in while she has meter is risky, but aim for the center for the best results vs. EX sbk.
? The vortex works well on her, just keep that ex bar in mind.
? After a tatsu > sweep: step forward into MK Demon Flip kick, it should be positioned to beat out the EX sbk.[/details]
Cody
[details=Spoiler]Cody
Guaranteed Demons:
Blocked/Whiffed Ultra I
Blocked/Whiffed Ultra II
Tatsu > Sweep?
Yes
Strategy:
? Rocks can?t keep up with fireballs so zone accordingly.
? Knife does chip damage and boosts his normal?s to be better in range so try to keep him away from the knife.
? He can ultra 2 through an air fireball at the right distance try not to jump towards air fireball if he has ultra II.[/details]
C. Viper
[details=Spoiler]Crimson Viper
Guaranteed Demons:
f+MP (Super only)
Blocked MP Thunder Knuckle (Super only)
Blocked HP Thunder Knuckle
Blocked Super/Ultra I
Tatsu > Sweep?
Yes
Strategy:
? Her Thunder Knuckles can be difficult to deal with, try to bait one and neutral jump, or tele out.
? Watch for EX Thunder Knuckle and punish appropriately.
? While she has no projectile to meet yours, baiting her to jump for an AA Ultra will not work since she can easily change her trajectory during the flash by using a burning kick.
? You can c.MK kara demon her burning kicks. Use it to get under the burning kicks and u can avoid some damage with it.
? She can seismo you for big damage if you get predictable with fireballs. So don?t.[/details]
Dan
[details=Spoiler]Dan
Guaranteed Demons:
Blocked Koryuken
Blocked MK or HK Dan Kicks (Super only)
Blocked Super/Ultra I
Blocked Ultra II (mid screen or closer)
Tatsu > Sweep?
Yes
Strategy:
? Be wary of ultra it can go through fireballs at the right distance.
? Do not go air to air with him you are superior on the ground as it is.
? Ultra II while not amazing, gives him some srk fadc options so do not jump in on him as much or use dive kick as much.[/details]
Deejay
[details=Spoiler]Deejay
Guaranteed Demons:
DRS (Reversal Super)
Deep Low High Kick (slide)
Whiffed Upwards Kick
Blocked MGP (Super)
Tatsu > Sweep?
Yes
Strategy:
? For now treat this as the Guile match up since he is a lot like him. More to come later.
? Demon flip kick beats his upward AA kicks at the right angle training mode it up.
? His slide beats Demon flip kick clean. So mix up is important as always.
[/details]
Dhalsim
[details=Spoiler]Dhalsim
Guaranteed Demons:
Blocked Mummy deep
Blocked Drill deep
Blocked Drill shallow (super only)
Blocked Slide
After being hit by jump back HP
Blocked point blank Super (Super only)
Tatsu > Sweep?
Yes
Strategy:
? Teleport out from ultra I setups.
? If you can safely get in close, feel free to apply pressure since Sim?s close game is garbage.
? Full screen away renders his fireball game almost useless and his limbs will not reach.
? Focus Attacks can be a good way to get in after zoning and seeing what his tendencies are.
? Ultra II is anti teleport indef. so be careful teleporting if he picked that one.[/details]
Dudley
[details=Spoiler]Dudley
Guaranteed Demons:
EX Machine Gun Blow
Blocked Ultra I
Blocked Ultra II
Tatsu > Sweep?
Strategy:
? Cross up Dudley his reversals are all pretty much useless.
? Don?t be too cautious his ultra set ups require a hit to start them off so just pressure accordingly.
? This match up seems to make Ultra II viable since u can teleport for free. Use whichever you?re comfortable with though.
? His pokes aren?t as good as Akuma’s so try to frame trap him or basically abuse him.
? c.MK is very good in this match just like with Balrog since it ducks his higher attacks.[/details]
E. Honda
[details=Spoiler]E. Honda
Guaranteed Demons:
Blocked Butt Splash (Super only)
Blocked ex Butt Splash (Super only)
Blocked far Super (Super only)
Blocked close Super
Blocked Ultra I
Blocked Ultra I (between hits)
Backdashed Ultra II (let me explain if its obvious and he jumps at you and you back dash or her nj.'s hoping to get it off then you backdash and punish.)
Tatsu > Sweep?
Yes
Strategy:
? TK FB into mix-up is a hard pressure game for Honda to deal with.
? When he has ultra, be wary of the possible AA use when applying pressure.
? Focus attack butt slams that are on their way down for free meter/combo.
? Forcing Honda to take the offensive is the safest option, as well as being easy to do.
? nj.HP will beat out A LOT so be careful when going up against that move. Take your time to advance and be careful.[/details]
El Fuerte
[details=Spoiler]El Fuerte
Guaranteed Demons:
Blocked Quesadilla Bomb
Blocked Run slide (Super only)
Blocked Super
Back jumped Ultra
Tatsu > Sweep?
Yes
Strategy:
? Standing HK will connect with both hits, and Elf doesn?t have an answer.
? teleport out of mix-ups.
? if you can try to pin him in an area and don?t let him out or make him come to you. He has very limited ways to approach you.
? do not throw fireballs from half screen and closer he can ultra you.[/details]
Fei Long
[details=Spoiler]Fei Long
Guaranteed Demons:
Blocked double kick (deep)
Blocked Rekkas (mash Super, if he stops or delays at any time he will get caught)
Blocked Flame kick
Blocked Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
? Rekkas unsafe on third hit capitalize.
? Blocked flame kick punishable.
? Overhead is very fast be careful teleport to reset if you cant handle pressure.
? Pokes are fast and good be careful he can counter hit you many times.[/details]
Gen
[details=Spoiler]Gen
Guaranteed Demons:
Blocked Gekiro
Blocked Mantis Super/Ultra
Whiffed Crane Super/Ultra
Blocked Crane Ultra II
Tatsu > Sweep?
No
Strategy:
? watch out for cross up its ambiguous.
? blocked waterfall kicks are punishable take advantage.
? apply pressure it prevents him from changing stances.[/details]
Gouken
[details=Spoiler]Gouken
Guaranteed Demons:
Blocked cr.HK (Super only)
Blocked Dash punch (must hit deep)
Blocked ex Dash punch
Blocked Flip sweep
Blocked Tatsu
Blocked Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
? Demon flip palm is your best friend.
? Demon flip throw is your second best friend.
? Pressure him into making mistake and punish them.
? His rush punch is demonable at any distance any time during its animation abuse this.
? Do not get cornered. Corner ultra set up hurts like a bitch.
? TECH THE BACK THROW![/details]
Guile
[details=Spoiler]Guile
Guaranteed Demons:
Blocked Flash kick
Blocked f+MP (Super only)
Blocked target combo (Super only)
Blocked cr.HK (do it between the two kicks)
Blocked Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
? Be wary of his target combo: c.MK, overhead punch. It?s quick and dirty.
? If the Guile you are playing is using the sweep, punish it every time.
? Keep patient, stick to your roots and play very basic runaway.[/details]
Guy
[details=Spoiler]Guy
Guaranteed Demons:
Tatsu > Sweep?
Yes
Strategy:
? Safe jump him a lot to bait his EX spin kick, block and punish. Scare him from using it and then apply pressure.
? Don?t abuse demon flip, his air throw hurts.
? Not a lot of air fireballs his run > slide can go under and punish.
? Be patient and mix up.
? MP & HP hozanto (shoulder push move) are punishable with LP srk.
? Slides can be punished with c.MPxxEX tatsu, run version can be ultraed on block.
? s.HK is very effective in this match up he doesn?t have an answer for it.[/details]
Hakan
[details=Spoiler]Hakan
Guaranteed Demons:
Tatsu > Sweep?
Yes
Strategy:
? Oily Zangief for now.
[/details]
Ibuki
[details=Spoiler]Ibuki
Guaranteed Demons:
Tatsu > Sweep?
No
Strategy:
? Do not get predictive with fireballs she can neck breaker you, but blocking it leads to you epically raping that move.
? She has a hard time getting in if you zone her accordingly and she is one of those get in to do damage characters so be careful.
? Jump ins on her aren?t the best of ideas since she is extremely fast so be wary she can dash under and punish from behind.
? Neck breaker punishes all teleports on reaction MIX THAT SHIT UP.
? EX neck breaker goes under fireballs. Meter = zone less with fireballs.
? She can be safe jumped to hell best reversal is 5 frames.
? Her AA?s lose to dive kicks so training mode it up.
? Don?t jump with her its bad.[/details]
Juri
[details=Spoiler]Juri
Guaranteed Demons:
Blocked Dive Kick Deep
Pinwheel
Blocked Super
Tatsu > Sweep?
No
Strategy:
? EX pinwheel rapes cross ups. Be wary.
? She zones well with her fireballs be careful.
? She builds meter fast so watch meter.
? She has weak wake up aside from pinwheel, so don?t go crazy but have fun.
? Do not get predictive with fireballs it will lead to dive kick > ultra and Akuma cant take that.[/details]
Ken
[details=Spoiler]Ken
Guaranteed Demons:
Blocked Shoryu
Blocked f+MK (Super only)
Blocked LK or MK Tatsu (Super only)
Blocked HK Tatsu
Hit by his HK Tatsu (Super only)
Blocked EX Tatsu (Super only)
Blocked Super/Ultra I
Blocked Ultra II (standing, if you try to kara it with c.MK then your gonna be left behind.)
Tatsu > Sweep?
No
Strategy:
? Be wary of kara throw anticipate it by looking for patterns.
? Don?t get caught in EX tatsu it will hurt.
? His air cross up tatsu can lead to ultra be careful.[/details]
M. Bison
[details=Spoiler]M. Bison (Dictator)
Guaranteed Demons:
Blocked close slide
Blocked far slide (super only)
Backstepped Stomp (Kara the demon)
Blocked Psycho Crusher (any aside from max distance lp/EX)
Blocked MK, HK, or EX scissors
Blocked close Ultra I
Tatsu > Sweep?
No
Strategy:
? Note if he makes a noise while jumping, if so its not a normal jump.
? Check the distances he?s jumping at and whether or not it?s a special or just his jump.
? Backwards jumping HP beats his head stomp cleanly unless you?re in the corner.
? EX Scissor Kicks will go through fireballs at a bit less then max range. Take care when he has meter.
? Light scissor kicks are safe on block. Teleport out to stay safe.
? His Ultra II is a fireball punisher if he guesses correctly so be wary.[/details]
Makoto
[details=Spoiler]Makoto
Guaranteed Demons:
Hayate (super only)
Tsurugi (c.MK kara)
Ultra I
Ultra II
Tatsu > Sweep?
No
Strategy:
? Nothing so far.
[/details]
Rose
[details=Spoiler]Rose
Guaranteed Demons:
Blocked slide (Super only)
Blocked Soul Spiral (Super only)
Blocked Soul Reflect
whiffed AA throw
Blocked Ultra I
Tatsu > Sweep?
Yes
Strategy:
? RUSH THAT SHIT DOWN!
? No fireballs when she has ultra. She can ultra you.
? No jumping in unless you safe jump she can ultra you.
? Her Ultra II can make her normal?s more deadly since its so combo friendly be careful.[/details]
Rufus
[details=Spoiler]Rufus
Guaranteed Demons:
Blocked Messiah Kick (do after first hit, if he flips you’ll still block, so repeat)
Blocked f+MK (Super only)
Blocked Super/Ultra
Tatsu > Sweep?
No
Strategy:
? Teleport out when under heavy pressure
? When zoning, watch how he deals with your fireballs and react accordingly
? Don?t let dive kick pressure lock you down, learn to SRK them
? Messiah Kick can also be SRKd on reaction
? Dont jump with him he can j. Roundhouse -> Ultra you.
? His Ultra II can punish badly placed fireballs be careful at about mid screen and closer.[/details]
Ryu
[details=Spoiler]Ryu
Guaranteed Demons:
Blocked cr.HK (deep)
Blocked Shoryu
Blocked f+MP (Super only)
Blocked Tatsu (Super only)
Blocked ex Tatsu (deep)
Jumped Ultra
Blocked Ultra I (close)
Blocked Ultra II
Tatsu > Sweep?
No
Strategy:
? Dont jump when he has ultra.
? Zoning is very important in this match up stay out of his c.MK zone but do go in if you see an opening.
? Light srk is -17 frames on block, you can do most of anything if you block it close enough.
? Do not try to safe jump him his LP srk is impossible to safe jump.
? Demon flip mix up is essential in this match up.[/details]
Sagat
[details=Spoiler]Sagat
Guaranteed Demons:
Blocked Tiger upper
Blocked close Tiger Knee
Blocked Super/Ultra
Tatsu > Sweep?
Yes
Strategy:
? Make him come to you, you can always win a fireball war
? Don’t fall for his strings into safe knee, mix up the teleports with a j.RH Tatsu to get out of there
? Jumping in is generally not a good idea, since trades are greatly in his favor
? If Sagat has ultra, you must play it very safe
? Forward throw -> 2 dashes -> medium demon flip palm will whiff behind him if he tries to uppercut very useful.
? Make him come to you and destroy him.
? c.MK his knee loop and either bnb him or demon him.[/details]
Sakura
[details=Spoiler]Sakura
Guaranteed Demons:
Blocked f+MK (Super only)
Blocked Shouoken
Blocked MK or HK Shunpukyaku (Super only)
Blocked Ultra I
Point Blank Blocked Ultra II
Tatsu > Sweep?
Yes
Strategy:
? Out zone her.
? EX tatsu can lead to pain so try to pressure her so she can?t do much.
? Fireball is bad abuse your zoning tools.[/details]
Seth
[details=Spoiler]Seth
Guaranteed Demons:
Blocked Super
Tatsu > Sweep?
Yes
Strategy:
? Get in, deal your damage and get out.
? Be careful with your actions when he has ultra ready.
? His Ultra II leads to fadc options so be careful.
[/details]
Vega (Claw)
[details=Spoiler]Vega (Claw)
Guaranteed Demons:
blocked Flying Claw
blocked Flip kick
blocked d/f+MK (super only)
Tatsu > Sweep?
Yes
Strategy:
? Teleport away from his Wall Dives if you?re unsure about how to handle it
? Be wary of throwing fireballs when he has ultra as in don?t.
? Abuse his lack of a good AA to put pressure on and gain the lead.
? Watch for patterns when he uses his dodging flip; bait and punish.[/details]
T. Hawk
[details=Spoiler]T. Hawk
Guaranteed Demons:
Blocked Condor Dive
Tatsu > Sweep?
Yes
Strategy:
? For now a flying Zangief.
[/details]
Zangief
[details=Spoiler]Zangief
Guaranteed Demons:
Blocked far long sweep (super only)
Blocked close long sweep
Whiffed Lariat (hit the recovery, not the Lariat)
Blocked Green Hand
Hit by Green Hand
Blocked ex Green Hand
Tatsu > Sweep?
Yes
Strategy:
? Stay away.
? Sweep his lariats
? Aim for Time Over if you have to
? His Ultra II is an AA but he has to jump at you for it to work but still be careful if he takes to the air you stay grounded and srk his jump in.
? Stay away![/details]
Reserved.
Reserved. 2.
For T.Hawk a blocked Falcon Dive (Or what ever his air dive is called) is a guaranteed demon.
You can demon Adon’s wall dive kicks (I think it’s called Jaguar Tooth), I figured they’d easily stuff the demon like most other dive kicks, but I was able to punish an Adon player several times last night for abusing this move. I didn’t do it on block though, pretty sure those are even safe from SRKs on block.
Also, you can tatsu > sweep Guy, timing is easy as well, it’s not like Fuerte who gives me a real hard time to sweep him after tatsu.
The move itself is actually rather vulnerable to just about everything. Has almost no priority. It is just fast as hell. If you predict it you can punish it hard.
I usually try to HP SRK it on reaction, but I got punished a couple of times when the Adon player didn’t do full screen dives as I expected, I’ll try and see if lp SRK won’t trade with it, it’s safer than using HP SRK I guess.
I have actually come to like jumping back when I see him go off the wall. If you time it right you can either nail him with a j.HK and combo or even land and demon him. Until I see an Adon who can beat this I am going to keep using it.
nice shall be added within the night no more slacking from me!
if the adon does hk.jag tooth, and youre in the corner, can you fwd jump hk/hp? his kick does not SEEM to be active until the very latest; I put a video demoning one on reaction.
When I see an Adon go to a wall I usually press HP as soon as he hits the wall, either he comes at me and loses to HP or he doesn’t and he gets no punish. If you see him shine yellow before he jumps back at the wall you should be able to c.mk demon it on reaction.
just a note for the sweeps after light tatsu for new characters;
all alpha characters
no 3rd strike characters
hakan
t-hawk
deejay
A small quirk, HP reset after a LK.Tatsu does not work on Ibuki. As far as I know she is the only one.
I’ve been jumping forward when Adon dive kicks. So either I jump over him, hit him with a jump in combo, or land within cr. HK distance. I’ve been rushing Adon’s down (thanks to GATOR) and the wall dive went from an offensive tool to a escape tool.
trouble with bison. 2 question.
- psycho crusher l,m,h,ex.
I hate block PC into ex PC/scissor. one of the player is abusing PC against me which i think is not a good idea to do but i fall for it alot.
on block due to distance might be safe am I right? can someone enlighten me up in what are the exact thing happening when block this move?
- scissor knee into
< scissor
< lk
< mk
< hk
< ex stomp
< PC/EX PC
< hold back/backdash/Teleport
what are the solution as in what normal I should use if i guessed right?
i find that akuma need to ban standing HK against this idiot. on block standing HK is 0 and his c.lk is 3 while mine is 4. unless i actually use uppercut which is risky…
3.how to deal with light and EX PC on block? it seems to be extra safe allowing them to continue aggresion with EX scissor/EX PC or even grab. what are the frame when i block light and ex PC at max range? or is it by intuition only?
4.i’ve been told by my friend to block scissor kick standing to increase the pushback, while standing block the benefit is also better chances of blocking a single hit scissor is much higher than 2 don’t know why, also focus attack at certain range will beat scissor kick before 2nd hit even come out?
help appreciated.
trouble with bison. 2 question.
- psycho crusher l,m,h,ex.
I hate block PC into ex PC/scissor. one of the player is abusing PC against me which i think is not a good idea to do but i fall for it alot.
on block due to distance might be safe am I right? can someone enlighten me up in what are the exact thing happening when block this move?
- scissor knee into
< scissor
< lk
< mk
< hk
< ex stomp
< PC/EX PC
< hold back/backdash/Teleport
what are the solution as in what normal I should use if i guessed right?
i find that akuma need to ban standing HK against this idiot. on block standing HK is 0 and his c.lk is 3 while mine is 4. unless i actually use uppercut which is risky…
3.how to deal with light and EX PC on block? it seems to be extra safe allowing them to continue aggresion with EX scissor/EX PC or even grab. what are the frame when i block light and ex PC at max range? or is it by intuition only?
4.i’ve been told by my friend to block scissor kick standing to increase the pushback, while standing block the benefit is also better chances of blocking a single hit scissor is much higher than 2 don’t know why, also focus attack at certain range will beat scissor kick before 2nd hit even come out?
help appreciated.
What’s the timing for lk.tatsu, st.hp reset. The whole reset freaking thing feels like quicksand. 90% it won’t come out. I double tap hp when his feet land on the ground, but its finnicky.
are you mashing or doing things legit?