wow that hk tatsu thing seems quite helpful. Pretty much beats everything on his wakeup. Only problem is though, what if he blocks on wakeup or does nothing :X
free combo for bison?
No that’s why it’s an option select. If you time it right, if he blocks nothing comes out.
I was doing some testing, OS HK tatsu whiffed on EX PC, EX DR and EX HS, does it really beat it or am I doing it wrong?
Because if it just whiffs (both get no damage), I don’t see the point of using HK tatsu OS much, you want Bison to be afraid to use his tools to avoid getting damage so you can finally mix him up on his wakeup, if it whiffs on what I think are Bison’s most used escape options (EX PC and EX DR), he’d keep on using those options to escape for free. As for demon, after forward throw for example, double dash DF palm into demon should catch Bison if you knew he was going to EX PC out of the situation.
Looks quite random against EX PC. I had mixed result…sometimes it’d stuff his ex PC (hitting only once and doing shitty damage tho) and sometimes the PC would go right through him.
no decent bison is ever gonna do that…yeah yeah i know you probably saw tokido or eita (can’t remember) doing it, but really, it won’t work 90% of the times. When you have Ultra bison is gonna use EX DR most of the times.
Here is my write up on Ibuki from both playing as her and playing other Ibukis on SRK.
Ibuki is actually build somewhat like Akuma in the way she plays. She has a very slow walking speed, but he other movement options are more than fast enough. She has a command dash capable of moving through a target and both her forward and backward dashes are exceptional. Because of this jumping at her can be hazardous because it is easy for her to dash under and punish you from the back side.
Ibuki relies heavily on her vortex for pressure. Her vortex is actually quite dangerous for Akuma because her neck breaker is able to punish any and all teleports nearly on reaction. She is one of the few characters that can consistently keep Akuma in her vortex. Also her vortex can be set up from any combo whether it be a hit confirm or punishing combo. Her neck breaker does not go under Akuma’s fireballs unless it is the EX version so stop throwing fireballs when she has EX and also be careful with airfireballs as any thrown at the peak can be punished with neckbreaker. Ibuki’s option select makes it easy to punish any teleport. She does have resets that come from her target combos, but these are rather easy to defend against since their follow ups are super jumps or command dashes.
Now on the flip side, her wake up options are total crap. Her best option is the EX Rising kick (What ever the specific name is) which can be safe jumped (5 frames). Other than this her options are to block and back dash. Both of which can be punished if predicted. If your attacks are poorly timed she can use the command dash or neckbreaker to escape, but there is no invincibility on this. Her anti-air options aren’t that great, but still respectable. She has a couple of normals that can be used (c.HP, back+MP, HK), but these options lose out to the dive kick regularly. Though her air to air options are dominating. Her EX Kunai, air grab, and HK will knock you out of the air if she catches you up there. So it is recommended not to jump when you see her jump.
Overall the first one to get the vortex gets the upper hand. Both sides are able to efficiently keep the other in the vortex. You will have to learn how to fight out of it and only teleport if you detect a mistake. Once you get her in your vortex she is going to take a lot of damage if you properly use it.
For Honda safejump OS hp srk will beat out every option he has except EX sumo splash and he’ll get to punish.
For Cammy safe jump OS sweep and punish properly, you can also do a properly timed df kick and you’ll get to combo
This video might help with the Honda problems [media=youtube]gKq_QGV84CE[/media]
Balrog. I didn’t totally get crushed by the guy I had two sets with but it’s a very daunting matchup. I’m hesitant about getting close because of his range and strong normals. Dude I faced placed himself about a bit closer than where you are at the start of a round. Seemed risky to do FBs because he could jump right over them and punish. Plus he’s at the range in which he can heabutt right through FBs. I keep him out but at some point he gets in and spaces himself to that I can’t teleport out and using FBs is risky. Sure I can block his normals all day but if I’m losing I’m going to need more than that.
The only thing I really did more towards the later matches was use more crMK to try to bait him.
Try figuring out what they’re thinking. I know it sounds remedial, but if they’re holding down/back they’re looking to land a dash punch. If they’re walking back and forth they wanna hit that roundouse button.
Just wanted to make a post about something that I noticed in training room last night using Akuma’s U2. Basically against Rufus, using U2 somewhat shuts down his EX Messiah game and his U2. Here why:
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You can use U2 after he does the messiah kick inbetween his follow up (of his overhead, flip kick and sweep). But really this isn’t the most reliable U2 punish (as someone who is airtight with there follow up you won’t get the chance to Ultra). BUT what is reliable is after they’ve done there follow to the messiah kick (or even if they don’t do anything and decide to block) Akuma’s U2 will catch rufus on his recovery frames regardless! You basically just need to buffer the input during block stun and it’ll come out.
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Secondly, when it comes to rufus U2 if he get an untechable knockdown and tries to chip you for the K.O., you can do Akuma’s Ultra 2 AFTER rufus says “transform”. Its kinda tricky but once you practice it does work.
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Lastly another thing I noticed that works is, lets say the rufus player is about two characters lengths away from you (basically the distance where the both of you are standing at the start of a round) and decides to do U2. Well when he says “transform”, you can immediately do input for akuma’s U2 and it will have priority over rufus U2.
So hopefully you guys can try this out in training mode and see what you think. Personally, I really think this helps out with the rufus matchup because it’s pretty much a guranteed Ultra after a messiah kick. Plus as bonus, it hits twice so you don’t have to worry about giving rufus any meter from it! :bgrin:
When a rufus is stupid enough to try to chip me with his U2 i simply teleport towards him and raging demon his ass for 500+ damage.
Seriously, what rufus are you playing? Doesn’t he know that Akuma has a teleport?
I’ll try the messiah punishing, that seems interesting, but it’s also quite easy to make him whiff the messiah (like when you do a cross up tatsu and he goes the wrong way) and ultra him with U1 on reaction.
Need some general tips versus Ryu, please. Since when does his friggin’ Tatsu go through fireballs? WTF.
… since forever? lol. Playing against ryu is basically NOT jumping, winning the footsie/spacing war, getting some meter when he is at a distance, punishing random tatsu’s as hard as you can given your circumstance, and mixing him up on wake-up while being mindful that you can’t actually safe-jump him. Basically beating ryu means outfootsie-ing him since you can’t completely bowl him over off one knockdown unless the opponent can’t block cross-up tatsu. Just look up some videos of good akumas (not to be rude, but avoid the stuff from the recent Aussie tournament) playing against Daigo and you’ll get some good basic match-up help against ryu. Also, you need to be able to anti-air jumpins. Its not a very “explainable” match because ryu doesn’t rely on gimmicks to win and he has no reason to ever use an unsafe move (except SRK, which 2 meters make golden). Its a lot more about understanding akuma’s ranges and punishing the ryu’s mistakes hard.
I was really surprised when his tatsu went through my FB, in ST/HDR it only went through Sonic Booms. Isn’t that a bit too much for him? He already has the best fireball in the game.
I have to say, WHY THE HELL DID CAPCOM BUFF BISON SO FREAKING MUCH!? Sheesh he is a pain to deal with. He has a million safe options and normals that have insane range for how fast they are. He was a solid character in SF4, but they felt they needed to buff him?
So I am just about ready to throw my arms up in disgust because he went from a good match to a freaking nightmare in my book.
i have to deal with so many bisons its ridiculous, including big badass marcus who beat marn and wolfkrone and almost took valle to last round of last match.
OS hk tatsu: beats ex pc, beats teleport, beats backdash, ex headstomp and DR whiff
can someone empirically confirm that OS hk tatsu does such wonders as described above?
There is variance with almost any OS. Maybe you attack a frame later/earlier. In most of my attempts the tatsu won’t beat the PC but that doesn’t mean it won’t ever work.
as i said a few posts ago, it almost looks random…sometimes it’ll stuff the ex pc but most of the time it’ll pass clean through it.
OS’ing a jab srk is a better option in my book IF he has an EX stock…If he doesn’t he’s probably gonna block (good bison) or teleport all the time (scrub) so it’s better to OS hk tatsu, just in case…
Yeah the thing about OS’s is that they eliminate most options. In this case if you get a good read on your opponent you can put most of your eggs in one basket. You can figure out their tendencies and pinpoint their wakeup much more accurately.
LP DP is the better one in general, as it takes away more options, but HK tatsu will be correct in some situations too.
os tatsu against bison is the best. i can’t see why lp dp os is any good for akuma. its not rewarding at all.
OS hk tatsu: beats ex pc(nope pc whill whiff if u time it correctly), beats teleport, beats backdash, ex headstomp and DR whiff but you can after that do crouching demon after when they land most likely or even c.mk o/s shoryu
OS Hp shoryu: beats ex pc(nope, pc will run away), beats backdash, i think it hits ex devil reverse(not all the time if anything both lands safely), whiffs on ex headstomp and he can punish you, and teleport beats it.
OS lp shoryu: TRADES with ex pc(nope), beats backdash, hits ex devil reverse, ex headstomp whiffs and you can punish, teleport not sure who recovers first(almost the same).
if anything
OS lk,mk,hk tatsu variably pick your best choice.
lk beats pc but can’t deal with dr and teleport.
mk beats pc and teleport but can’t deal with dr that well because when u recover their dr will mostlikely have to be blocked.
hk doesnt beat pc but beats teleport+free dp fadc shakunetsu, dr will whiff but watch them land when you are ready on the ground getting punished by crouching demon.
btw, o/s tatsu doesn’t have to be perfect. if anything if you are already on tatsu it will beat ex pc and free st.hp into anything btw even beats his ultra 2~
How did I know this was coming?
Yeah, Bison is buff as fuck, especially when the player sticks to his strengths and just spams those. Theo only time I had success against Hindu Hammer is when I just stood my ground and kept him out with low forward. If he gets in it’s tough, you have to do a lot of guessing.
So yeah vs. Bison: Safe jump all day and try to keep him at mid-range, without just walking back. Stand your ground.