Been playing just oodles of AE, so figure it’s time for a bit of an update.
Rufus- Here’s a matchup discussion that we’ve been beating into the ground since day one. I got a ton of sets in with the local arcade champ… Kirisuma I think his name was… and I think the number one important thing is to really mix up your AA’s. Moreso than other matches really. I think the s.mk is really the golden boy in this match. I also think c.hp is near useless against a Rufus who knows what he’s doing. Other AA’s I was fooling around with…
- Df.hk: no brainer. Big damage but it’s hard to hit it perfect… but easier to do on rufus than most. If you whiff it or it gets stuffed, then GGs.
- s.mp: needs more testing. Whenever I used it, it seemed to beat everything clean. I would always forget about it though.
- Backfist: Obvious uses. Max range divekick punish.
- c.hk: Ya! Crazy right! There’s a fun little range where if Rufus neutral jumps and divekicks over a boom, you can sweep him clean! This is really cute! Fun to land too!
- b.mk: needs more testing. Seems to beat divekicks clean at the right range.
- j.hk: Ok, I’m putting this as an official statement… In AE, air throw has less range than in Super. It just seems very apparent in this matchup specifically. There were times where I swear to god… he does a divekick, I block and immediately hold up back, he jumps forward, I air throw, NOTHING! Fret not though, because j.hk seems to do the job just as well. One neat trick is to jump back and immediately do a j.hk when rufus has you in divekick pressure. If he predicted it and tried to instant j.hk you for a U1 juggle, yours will win. It also beats re-dive kick attempts. If he did nothing, he can easily tag you with a c.hp, but who really cares?
Also, I’m going to put my money on U1 for the match. U2 doesn’t do enough damage and it’s hard to get rufus to jump without a boom already on screen. While it does counter all EX messiah followups… I think SOMEWHERE, U1 got a phantom invincibility buff. I remember in vanilla, U1 would trade with the delayed LK followup (the backflip) if they delayed it until the last second. It seemed like nothing the rufus did could trade with it. In fact, the delayed lk flip seemed to keep him ground so he got caught by the whole shabang. So, your worst case scenario is he does the overhead followup and it connects for 3 hits… but you still get the last kick and I’m pretty sure that does more than U2… plus you don’t get hit, which is nice.
Also… he was top dog in the arcade… hur hur hur.
MAKOTO: Holy shit. Makoto is a beast in AE. I bet she’s going to give a lot of characters trouble, but i don’t think Guile is one of them. Her up close game is only slightly scary. Since she doesn’t really rely on crossups, most of her frame traps and shenanegins can just be Flashkick FADC’d. She’s pretty easy to outpoke at mid range and if she starts using her axe kick to get over booms, just focus > punish up close or backfist at a distance. I pick U1 because… I guess it’s ok to scrub out on wakeup with. shrug
ADON: Fuck this guy. That is all.
Well, I did learn a bit playing this guy “BOY” in Yokohama. His blanka used to give me fits in Vanilla but his Adon is on an entirely different level. I was able to beat him once out of about 10 matches maybe, but I think I’m getting better at it. What Warahk said is right, less booms is good here. It seems like his DP is “perfect” by DP standards. Perfect auto-correct, super quick startup, great invincibility, FADC ultra, FADC > meterless extra damage. Ouch. This makes his up close game very scary… but then he’s got jag kicks, a super quick jump, and amibiguous crossup, option selects… it never ends.
I think the key to this match is going to be pure reaction time. Jag kicks seems fast enough to where you can’t hit them with anything but a flashkick on reaction clean… all my normals got stuffed when I did them on reaction… but my reaction time sucks. Random backfists or s.hp can stop them, but it just doesn’t feel like solid gameplay. It’s too easy to sweep a backfist or counter-hit a s.hp. BUT… if you land a couple backfists, I think this can do a pretty good job at keeping them grounded, allowing you to poke a little bit more with c.mk and f.mk. Just hope he doesn’t jag kick… or you will lose.
I need to go to the lab and find something consistent to beat re-crossups. I’m used to jump-back “whatever-ing” but it just isn’t a good idea to do that against Adon. It’s not blanka… he can really make you hurt for trying that. C.hp also seems shitty… so… maybe cs.hk? Cs.mk? S.lp??? I need something solid here.
Also would just like to rant for a second on my hatred for Vanilla. I’m so conditioned to punish things with c.mp xx flashkick or just a naked s.hp that I completely forget about df.hk when I’m in the clutch. Blocked light shoryu? S.hp. It pisses me off… my punishes are garbage… all heavy whiffs should be crumpled > combo, and quicker things should be df.hk’d. Bah! Everytime I punish with s.hp a kitten dies.
Oh… the backfist can be combo’d post UDK mid-screen on Yun/Yang easily… FYI.