Chun and Ken shut out most of your options. As soon as either of them gets one stock, there go your Slash Elbows (which cover most of your distance). Her jab stops almost everything safe that Alex can throw at her. Best advice I can give you is to try and outwit the Chun player. Make her play your game. And for God’s sakes, don’t get any bit predictable.
Ibuki…I’ll get back to you on this one. I need to play against Tom’s Ibuki some more.
Nah, I didn’t go to FFA that day. Wanted to, but bullshit work. Hopefully if things go well, I’ll head out this Saturday night. If I do, I’ll let you know.
Edit: Yeah, things are looking good for me to go to FFA Saturday/today. Another day for practice and getting my ass kicked, whoo.
I haven’t fought too many Oro’s myself, but what’s worked for me is trying to keep away from being hit by his standing HK. Parry it, and if I do, free headbutt. Jump in MK works pretty good for me.
Maybe I should try to find some Oro players and see what I can pick up.
Of course he’s talking about the normal headbutt…Stun Gun is near useless against Oro. All he has to do is dash forward and he escapes. Considering dashing back and forth is all Oro does any ways…yeah. Stun Gun still has start up and if Oro recovers before Stungun closes in on him…dash under it…GGPO Alex. This is also considering that Oro will be mixing this up with s.MP and s.MK and both moves recover faster than s.HK.
b+HP is good for punishing parried Oro normals. If Oro didn’t have such a stupid huge stun bar (beats me why he randomly has a huge stun bar) it would have more of an impact. It’s still a crap match up but playing a smart Alex can still get you wins. Being able to take hits well helps but Oro really just destroys your poking game and doesn’t have too much trouble jumping in. You have to really outsmart him and even if you try to stun him he can play runaway and reduce his stun gage. Meaning you really want to try to stay on him when you get him down.
That’s what I’ve learned playing against my friend who uses Oro as his main.
Since the Fierce flash chop has 3 hitting frames, it may be possible if you land the extra meaty version (which should get you two extra frames for the strong chop).
Then you’d potentially have:
meaty deep fierce flash chop -> strong flash chop -> standing strong xx EX flash chop xx SA II (dizzy opponent) -> meaty fierce flash chop -> strong flash chop -> standing strong xx EX rising Knee
Which, at least on paper, is relatively safe since the initial flash chop is +2 frames on block.
Yes, but that is for combo videos, mate. If that ever gets pulled off in a real match, I’ll buy you a beer. I don’t care who does it, as long as both players are competent (it can’t be Daigo beating on some scrub).
How often do you guys bust out The Boot? I find Akuma really hates getting Booted out of fireball recovery.
Well…I find it works well against Ken players, I think if you time it with his jump he eats it no matter what he does? I’ve beaten out hurricanes, jumping MP, FP, the one thing I haven’t tried it against is EX air hurricane. That’s just too scary for me. Oh, and it trades with ground hurricanes, which against Ken you want to do. Against Ryu, it’s not as good of a deal. Against Akuma, if it still trades, it’s a steal.
you can boot him out of his air spinning kick or a dive kick that fell short. if it’s a pre emptive boot anyway.
I land if plenty, but its also like 1 out of every 6 attacks.
you can punish boot by blocking and then just doing something that sends you across the screen. like EX tackle, or kens super, or ibukis steven seagal, or chuns SA 2 etc. it’s not a great move, but the spirit damage after landing one is amazing. they get all turtly and shit.