Hey fellas I was curious what is the best safest way to deal with elite abels who tend to mixup with the following,
A-They gain a knock down, jump for a cross up, which you block, then they either do
1)cross up when im getting up, and I block the cross up he will do a crouching LK into jab into that 3 hit guaranteed combo(forgot the name, hits twice then grabs or low sweeps)
2)cross ups and immediately does his command throw
3)does nothing
Now there are two options, most of the time I am able to quick get up and ex shoryu and catch him, but sometimes it whiffs depending how deep he gets.
Since he has 3 options, my problem is the guessing game, if I have an ex bar I can shoryu after blocking the crossup and if its blocked just dash cancel back, but what if you dont have ANY ex bars?
He is usually at a huge advantage because when I read him, if I grab after his cross up he either grabs or command throws, if I shoryu he will just cross up then do nothing baiting the shoryu then I get punished big time.
If I guess wrong and attempt a grab he will also nail me with the crouching low into his combo.
I was thinking, if I block the cross up when Im getting up, will back dashing stop 2 of his 3 options? Im sure the command throw might still grab me due to the range.
In any case, what would you do? If he jumps deep a teleport doesnt always work.
Try to mix up your teleport directions. Abel will not be able to punish both teleport directions from a setup like you are saying.
Also, you can block the cross up and then mash from :db: to :d: with :3p: and you will be able to block the cr. lk’s and teleport if he command grabs. But this will lose to an empty jump command grab, but that would lose to a reversal teleport. It’s all a guessing game. But these teleports will leave you unable to punish his command grabs and such. So you can take big risks with the random backdashing and neutral jumps when you expect a command grab and punish hard. Go for standing jabs to sweep combo. You want that hard knockdown.
And Akuma should rape Abel harder on his wakeup than him on your wakeup. How are you doing when you knock him down?
Eh I fear Guile’s flash kick more than Rog’s headbutt. Once rog uses it he is committed to it, Guile can FADC out of it. Rog’s headbutt is more of a combo tool than an actually reversal though it can come in handy for some anti-air.
Thanks for the feedback, when I knock him down I usually dominate with air fb pressure on wake, baiting into rolls etc. Its when he manages a knock down on me that gets me into trouble.:karate:
Cody and Fuerte I could believe they have decent wake up options. Dudley has reasonable reversals, but not amazing. Gouken and Makoto? No way in hell. They are so free on wake up.
The first thing that comes to mind when talking about Vega is his signature Wall Dive. There are several ways to deal with this. You can focus and dash forward after for a free combo, meet him in the air with j.mk, j.mp, j.hk, or j.hp, knock him out of the air with cr.hp, DP him out of the air, or simply teleport away. If your opponent is a good Vega player, they won?t try to Wall Dive at you much, but in the case that they do try to switch up your counters. If they know how you will react to the wall dive they can adjust to counter your counter; for example, if you try to meet him air to air too many times, your opponent can do the Izuna Drop input early and potentially catch you with it.
The general strategy in this matchup is to avoid fighting him within the distance of his (and your own) pokes. That range is where Vega is most powerful; his d/f hk and cr.mp are great tools against your cr.mk and sweep. Now, I?m not saying that you never want to be in this range; on the contrary, sometimes it?s a good idea because you can land a sweep and get that untechable knockdown. But he is most effective when he can poke and counter poke you, and you want to play your game, not his game. What you want to do is zone him out using ground fireballs and air fireballs. Force him to react to your fireballs so he isn?t poking the shit out of you. Be quick with your anti-air DP, as his j.hp comes out quickly and has great range. When using air fireballs, be careful on how you space them; he can use his slide to get underneath them and score a knockdown on you. Knowing this, you can bait them to slide and punish by simply jumping backwards without doing anything.
If he gets in on you, be aware that his kara throw gives him a good amount of range on his throw.
If you find yourself in the corner, don?t panic and try to teleport or air tatsu out. He can EX Wall Dive both of these. Instead, block patiently and wait for an opening. If you need to escape the corner, I find HK Demon Flip Palm is the best option since it?s fairly easy for him to react to teleports and air tatsus.
Good use of the vortex is crucial in this matchup. Vega has very few options on wakeup. Safe jump o-s sweep beats his backdash if your opponent likes to use that. You can punish his Backflips fairly easily on reaction. Vega is very vulnerable to the Demon Flip Dive Kick; if timed well he can only block or backdash, as you can punish his backflips on reaction after you land and his Ultra 2 whiffs as you land behind him. If he does whiff an Ultra 2, don?t let him escape for free; use an EX Demon Flip or Ultra 1 if you have it to put him right back into the vortex. His Ultra 2 can be safe jumped as well. Against Vega, one untechable knockdown can single-handedly win you matches as long as you mix up your options.
Palm strike is better to pressure Vega’s wake up than dive kick. I’ve had Vega’s U2 auto correct to hit the dive kick on occasion. Palm simply recovers too fast to be punished.
Hmm, that hasn’t happened to me yet. I do think the palm is a good option on his wakeup as well, since you can time a meaty palm to act as a safe jump.
The backdash avoids the DF kick, so you’re not doing anything wrong. What you can do to punish them for backdashing is do a meaty palm and option select a sweep.
As for the Sagat matchup, a good way to get closer to him is a well placed f.rh. Sagat can’t crouch under the second hit so it’s safe. You should be aiming to get into the range of your sweep so you can score an untechable knockdown and mix him up from there.
d2m, if your other match up posts are anything like your Vega ones, I want to read more. I can tell you know your stuff. Very nice.
What are you guys doing to deal with Bison’s scissor kick pressure? Specifically against the wall. Like…light scissors, c.lk x light scissors. Sometimes I can catch a c.mp on counter hit and get a free sweep, and sometime his c.lk hits on counter hit and I get rocked. Is there any surefire counters? I don’t know the frame data he has off of c.lk like I should. Are you guys just blocking until you have space to operate?
I’d like to know this as well. The general consensus was to " be cool and patiently wait and block his pressure tactics". But wait for what? For him to screw up? How?? At first, I was getting pummeled by these cheap Bison players who did nothing but c.lk x 2, lk scissor kick ad infinitum and pushed me into the corner and kept me there. Now I just jump or teleport away to reset the spacing, but this only works against “decent” to “scrubby” Bisons. Against really good Bisons, I’m sure they’d crunch you with a follow up HK scissor or worse if they see you jump, dash, tp away. There’s not really much you can do to counter this I think, or at least, no one’s specified any sure-fire way of stopping Bison from doing that other than “patiently waiting” or running away.
So yeah… WTF are we supposed to do against this tactic? c.lk or lp doesn’t work. C.MK gets stuffed by a lk. scissor on reaction. C.mp works sometimes, but it’s not really reliable. SRK doesn’t catch him fully even if you manage to reversal him so you eat a nasty counter after. Tatsu doesn’t catch him, though EX tatsu manages to push him away a bit and give you room to breath.
block the c.lk crouching but the scissor kick itself block standing.
not sure if you know that stand blocking pushes bison away further hence he can get less frame advantage and perhaps can only do 2 loop max…
i am not exactly sure of the frame.
but what happens for me is that if i block standing
my c.mk beats his c.lk due to range issue. not sure if im right, and if he goes for scissors and scissor i can go standing roundhouse and own him before his 2nd scissors is out.
but if u block crouching his c.lk gonna own you.
anyway shouldn’t get cornered by bison he is at more advantage but in mid screen its still pretty even.