Discuss the Dee Jay, Dhalsim, Dudley, El Fuerte, E. Honda, and/or Fei-Long mirror match-ups here. Relevant tips will be quoted in full for the first few posts. Video submissions are very welcome.
We’re going full force here people! Give me all your questions!
On wake-up, tick throw is always a nice option–even if he Techs, he has few options to stop a LP Rekka from driving in his face. Typically, I go for a tick throw since he can’t do much about the Tick portion except block, EX Run (gets thrown if close enough), or escape with EX Leg Throw. Leg Throw is HIGHLY punishable on whiff; you can Rekka him or walk up and so some other combo. In addition, you can safe jump the Leg Throw easily; if you go right into a cr.LK OS Tech, you’ll break EX Run if he tries it.
When Daigo fights this match, he spends most of the time walking forward since Fuerte’s best option there is to do a slide (cr.HK, not the running slide); you can block or FA the slide and be right in Fuerte’s face, but you need to recognize that you’ll probably be at a frame disadvantage if you block the slide due to the large number of active frames he has; if you have meter, DP > FADC to put the momentum in your favor (very worth it), mash OS Tech, or try a reversal CW to thwart a throw.
Using this same idea, driving forward with Rekkas also works very well up to Rekka x2. Fuerte has a tough time capitalizing on Rekka x2 on block since his normals are all pretty slow (far LP is 5 frames!) and the spacing throws them off even more. LP Rekka x1 is completely safe against Fuerte since none of his normals can respond to the -4 frames that you give him on block. Abuse this when you can, even when up close.
For the most part though, stay grounded and walk forward until you see him run. If he runs forward, retreating j.MP can sometimes hit him out of his mix-ups, but back dashing is probably best since you recover in time to punish him.
A couple of things. I don’t see how OS low short rekka will work against EX run? The rekka should only come out if the low short whiffs. If it gets absorbed, you won’t get a rekka if you timed it right I believe. Of course, you could just do a straight up low jab->rekka. But EX run has 2 armor layers… I could be wrong but I thought if you do low jab->rekka->rekka, he can actually grab your second rekka if he turns the run into the spinning air grab.
I think one key thing is that when neither of us is knocked down, I spend this match flailing around like a headless a chicken; specifically I jump back roundhouse a lot to pre-emptively hit his run follow ups or make him whiff. What I’m realizing is that this is abusable by a good Fuerte if that’s all you do vs run; they’ll just start running at you, and wait for you to jump, then do an air body slam and hit you. So it seems you should mix up your response to the run, but I haven’t worked that out yet. Also as you point out it may be best to only try to counter the run when you actually see him running :P. I haven’t actually tried dealing with the run on reaction but I’ll try that and see what happens.
Oh, right about OS not working. I forgot it had two layers; scratch that–I’ll edit to not confuse people.
Other than what I’ve listed, I also find Fuerte to be a total crapshoot. That’s both standing and especially when he’s knocked you down. As far as solid play–I don’t think there’s much else to it other than getting the knockdown and trying your best to lock him down.
There’s a range on EX Sobat where it’s basically impossible to react to; before you breach that range though, you can walk forward pretty safely. I wouldn’t recommend jumping in over Fireballs unless DJ is really far back since he can slide under to trip you or walk forward and so a st.MP (?) to anti-air.
Once you’ve almost got him to the corner, stick to neutral jumping and focus-back dashing Fireballs for a bit to see if you can bait him to drop his charge or become aggressive. If he doesn’t take it, wait for the moment to do focus> forward dash to limit his space. Sit in this space and do nothing. DJ doesn’t have an overhead so he’ll have to walk forward to throw, do a special, jump, or just throw more fireballs. Given a fireball, jump over it while he has no charge; you may be able to stuff his AA normal with j.MP or catch him in recovery as he slides under with cr.HK. If you have EX meter, EX CW would be a great option if you see him walking backwards to hold a charge.
If DJ sits while you’re in this offensive position, inch one step and block; repeat this several times over to put pressure on him. Do safe Rekkas when you’re in range and occasional st./cr.HP’s when you can. These normals do a good job of stuffing/whiff punishing DJ’s pokes. From there, it’s conventional pressure. Just remember that all blocked Sobats can be punished. The lightest version with cr.MK/MP, heavier versions with cr.LP xx Rekkas, all spacing dependent of course.
Any Sim advice, I seem to always get crushed as I will constantly get hit by his st.hp lol. Hard to move forward, I understand that you really have to take your time in this matchup but I don’t know, it’s either i win by a landslide, or lose by one. any tips would be nice.
That’s why a lot of people consider it a 5-5 :lol:
I don’t have a solid gameplan myself, but a lot of it is just reading the opponent well. Sometimes, turtling will even work by giving the opponent a false sense of vulnerability on your part. I’d just advise more blocking (eat the fireball chip!) and less moving though. Pick your spots to jump in and to EX CW; not every opening is a good one and sometimes you’ll have to take 2 steps back in order to get 3 steps forward.
Let your opponent get comfortable and become more rigid in his patterns; all you have to do then is adapt :nunchuck:
Tell me about it. I dropped from 5k to 4k PP after three or so weeks of playing Marvel and going on spring break. I’m trying to get my fingers back into shape, but it’s a process. Lol, it doesn’t help that people are dissing my Fei for being less than their expectations if ever I should lose.
God when does this game get updated already?? I’m losing motivation.
Whaaaaaaa man people are assholes sayin something like that to you. But you are abosolutly right it is a process, I built another stick so im getting used to that (button spacing is way different) So my execution is crap until i work it into my muscle mem.
As far as the update I couldn’t agree more, I have lost motivation myself when it comes to super. I don’t know it just doesnt feel the same knowing that other people are playing AE.
sweet jesus does anyone know a good sim player? I just can’t wrap my head around it b/c once in a blue moon do I come across one and when I do I tend to lose so bad that they leave lol… thanks in advance!
Hey if you find one, let me know. I’m struggling right now to find something solid to implement against him. I hate being random/ultra aggressive to win.
I play a couple of decent sims. Focus dash forward straight into rekka seems to be my weapon of choice, even if I have to eat a few pokes. He’s really susceptible to jab - tenshin also. I personally don’t like staying far away from Dhalsim, it gives him 2 things I don’t want him to have, Meter and Time. The more Sim get’s into a rhythm , the more he get’s comfortable with your lack of idea’s. Sim loaded with Super means you can’t take risks anymore and the round is pretty much his to lose.
I agree with higgins, usually it’s a landslide either way. Very satisfying giving Dhalsim a beating though! Definite fist pump match up.
I second this one. I remember someone suggested crMK destroys Dudley’s footsies (that was back in Super’s time), but now that Dudley got that annoying jumping elbow, which is much more difficult to antiair, I find myself face to face with him most of the time, and at close range he quite destroys Fei methinks. I call this a 5-5 matchup in AE.