hmmm thats weird…I could swear I did it once…oh well, I just tested it, you cant.
Anyone here mention how ridiculously easy it is to do FADC -> RH on Bison? :lol:
So on the dudley match up tatsu > sweep isn’t left blank, it’s a no.
and also I tried out the el fuerte tatsu > sweep and couldn’t get it to work although it’s listed as a yes. Is it possible?
I believe it’s possible if you tatsu pretty far away, so c.lp, c.lp, c.mp xx tatsu, sweep should work. s.hp tatsu doesn’t work.
All 3s characters are no, while Elf is very distance specific
Akuma friends there is hope! Pick ultra II , and this matchup becomes slightly easier. Why?
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headbutts are punishable
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blocked splashes are punishable
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see fucking 1 and 2
I was experimenting with ideas after an xbl loss to a 15kbp honda, and died cuz i ate like 3 headbutts in one round. (silly me w/e).
Went to training mode for some ideas. Anyway long story short, if you smell a headbutt , teleport ultra 2. IF you block a close splash, teleport ultra 2 , (in some cases can do it straight up iirc). if there block string of jump in hands , to more hands isn’t tight, ultra 2 wins.
Anyway some of you try it out, let me know how it goes. I have been using it exclusively now, and it makes life easier. Whether it’s due to unfamiliarity with choosing this ultra or not, i don’t know. I have been able to land it though sooo much more than i ever landed ultra 1 on honda. Really shuts down the headbutts to catch your jump , or whenever they feel they can toss it out.
I was using it in some endless vs a 4k pp ehonda , and after a while he stopped headbutting once i got ultra. So i was able to zone a lot more freely. and win easier. The threat of it was to good, cuz i used to land it nearly every round i had it.
If this is old news , sorry i didn’t see it anywhere, and i did look through this thread. And hey , it ain’t old if it’s new to you right? Try it , and let me know wsup.
About the C.Viper match up, I barely have any experience in it, but how important is U1 vs her? Vipers usually don’t use her focus attack much since it’s pretty crap as far as I know, it’s difficult to anti air U1 her since she can easily change her jump’s trajectory with burn kicks (I guess you can punish her burn kick’s recovery frames with U1 if you see her land right infront of you though), because U2 can punish her option select ex thunder knuckle, which makes it a bit easier to teleport away from her mixups, a couple of those and Akuma’s stunned.
I’ve asked earlier in this thread about how to counter Viper players who mash lk burn kick during your strings (don’t remember getting an answer though), which will make you eat the burn kick if you went for a tick throw, I messed around a bit in training and this string has worked well for me so far:
cr. lk, st. lk, far HP
It’s basically Akuma’s kara setup, but without canceling the far fierce into throw, if the Viper player was mashing burn kicks during the string, she’ll eat a counter hit far fierce punch (150 damage/250 stun) which is pretty damn good! It’s only -1 on block and has a good hitbox to hit crouching opponents so it should be safe, I think it can work as a frame trap to beat late crouching techs as well.
i don’t think you can punish blocked headbutts with teleport > U2.
Also buttsplashes are all safe on block except the hk version which no decent honda uses…hence you cannot punish them on block with teleport > U2.
Doing a teleport > U2 after their hhs isn’t that much different from mashing your U1 (or any ultra in the game) hoping they miss their s.hk or jab link.
You might use it as a punish to headbutts on reaction but that’s need crazy reflexes…also honda’s hitbox is mad stupid and sometimes U2 tends to whiff even if it shouldn’t…I was trying to bait headbutts on wakeup by doing safejump OS back teleport > U2 and i had very mixed results…definitely not reliable since if you whiff it you’re gonna take a SHITLOAD of damage.
I still think U1 is the better choice, if they try to auto flip an ex headbutt on your crossup tatsu and they end up whiffing it’s a free ultra and it’s also a great AA vs honda…since you can zone him pretty well with fireballs, he will eventually jump sometimes, and doing an AA c.mk ultra is definitely better than a shoryuken.
[media=youtube]m5xRqzcjAlw[/media]
Hmmmmmmmmmm… Nope!
you’re not blocking them, you are teleporting before the headbut hits. and your ultra will land. And doing it on reaction isn’t hard at all if you’re looking for it . It’s pretty good, and to each his own. I never land u1 but once every so often , even when looking for it. On the other hand, ehonda’s headbutt constantly. free 400 dmg every time.
edit: watching that video, he was experimenting looks like, and did it at the wrong times. I wouldn’t try to do it on landing at all. Teleporting gives you time to see if it will land or not. To each his own, but i say try it, cuz it works out really good.
Watch the video just before that one in JR’s list. He was landing DA pretty consistently in his combos so he was more than just experimenting. And each time he whiffed the U2, it was in a combo which he was able to land it in against another character. Honda’s hitbox is just wierd on hit it seems and U2 is not very reliable against him.
Here’s another Honda:
[media=youtube]9xSwQ0UpUiY[/media]
Granted, he wasn’t the best I’ve ever seen, but if he does HB at random intervals, it’s not so simple to react to them, much less “anticipate” them so you can TP xx U2 them… If it was that easy, why not just DP them on reaction instead? You woulnd’t have to wait for U2 stock and could deal a good chunk of damage to him in the process. The best thing to do against Honda is to knock him down and rush him. Cross-him up a few times if he tries to butt-splash reversal out on wakeup and now you’ve taught him to block instead, seting him up for a nice throw mixup (DF throw, tick throw).
Also, the less FB you throw at Honda, the better you mess with his gameplan which is to just Jump HP them to lock you down in place and push you towards the corner.
To be fair, most of those DA attempts by JR were DF Palm cancels into “I hope this works” Ultras. But yes missing it in combos off Honda is stupid. And especially it missing Honda as he whiffs an Ex Ochio.
But of course in the later rounds he lands a random “I hope you are hitting a button” Demon, so it evens out
ima just say i disagree, and it works for me. w/e works for you. I still say try it. ima leave it at that. Cuz the video of you and that ehonda was horrible on both you guys, so i understand why you say you can’t do it on reaction.
edit : not to say you’re horrible, just that was a bad game for both you guys. take care, and i hope others of you have a more open mind. Wish i could post videos, don’t know how.
I use U2 a lot though opt for demon on Honda because U2 whiffs on Honda in combos.
However, this teleport on reaction to headbutts into U2 I find interesting. Thanks for the tip, I’ll be sure to give this a try.
If you think he’s gonna headbutt (yeah good hondas headbutt from fullscreen) then why don’t you just jump and demon him when he flies past.
What do you guys prefer for wakeup options/OS against Bison? And can Akuma recover fast enough after DF grab to punish a teleport?
Wow… So you don’t have any proof other than what you wrote about something you did in practice mode? And to top it off you write me off by saying I suck? Well then, I’d like to see your brilliant play then so I can learn from a master. Heck, JR can’t punish random headbutts and he’s got the reflexes of a cat, but you can better him apparently.
Tell you what, I’ll offer you this: save up a couple of replays of you against a good Honda and using U2 to punish random headbutts. When you have a couple of these, send me an invite to your Replay Theatre through XBL. I’ll join you and record them with my HD PVR. Then I’ll upload them to Youtube so everyone can have some footage confirming your findings. Sound hot? Give it a thought and let me know.
Or, like I said above: why not just DP those headbutts if you can predict them? Why go to all the trouble of getting hit until you have Ultra meter, then have to predict a HB so you can TP xx U2 him? Doesn’t make sense…
Cr.mp on reaction. Sounds better than all these psychic dp’s.
Ok, here’s the deal…I can pretty much match up with any other character in the game. No single character is a bad matchup for me because I’m usually pretty good at spotting my and Akuma’s weaknesses (vs a particular character) and then heading to training mode for an insane amount of hours until I figure out counters to certain moves or whatever it is I need to figure out. But Adon I cannot seem to get a grasp on. His Jaguar Tooth is entirely to fast for me to react to and it KILLS me every single time. I’ve spent at least 30-40 hours just fighting Adon in training trying to get a feel for his style of play, what I can counter certain things with but I just cant seem to get a handle on him.
Now to clarify, I know WHAT moves counter certain moves of his, its just that he does them so fast that I’m not able to counter them on time and it leads to him hitting me about 90% of the time in my start up frames. He’s just so fast at everything. He even wakes up faster than most characters so even if I knock him down I cant efficiently vortex him and ALWAYS eat a DP. It is really getting frustrating at this point. I fight people online and sometimes I can read his kick off the wall and lets say I’ll DP it for instance, great right? Yes for that ONE instance but he’s so fast that I find myself committing, waiting for that Jaguar Tooth off the wall and end eating a sweep or something. After countless hours I said to myself, “Maybe your reaction time is just super slow and you need to work on that?”. That very well may be but I have no problem hit confirming and doing anything reaction based on any other character…just Adon. I’ve done online reaction speed tests and have looked through tons and tons of posts here on reaction speed and time and after different things I’ve tried my reaction time is a little slow but not too far from the average. He is just a very tricky character to begin with and then his speed just messes me all up.
So like I said earlier its just getting frustrating and was wondering if anyone had any strategies I could use to counter his kick moves or just his speed in general. I find that standing hard punch will counter his Jaguar Tooth but it has to be done in advance because the speed of the move, DP will def counter but in order for me to catch the kick I sort of have to constantly buffer which leaves me open to sweeps and other things and standing jab I found counters very well and is what I have used with the most success interrupting his wall kick with. And the jab in particular is so fast that I can actually react to his Jaguar Tooth late and still have a successful counter. Only thing is that it has to land on the tip of my jab and if it doesn’t I get the full effect of the kick which kills me and leaves me open for a combo. HELP
i’m kinda doubting the teleport xx U2 reaction to headbutts. it’s interesting, and i’ve seen players pull that off against other characters, like balrog’s dash punch (kudos, richard nguyen), but honda’s hitbox is kinda shorter, and you know how unreliable U2 is against short characters.
the only way i could see this working is if you bait the honda to ex headbutt after a knockdown with a safe jump OS into a teleport… good hondas should know better than to do fullscreen headbutts.