i think he means blocked
other wise like superlollo said c.mk xx shoryu or c.hk xx ultra
edit: nvm ex were -1
i think he means blocked
other wise like superlollo said c.mk xx shoryu or c.hk xx ultra
edit: nvm ex were -1
:tdown: The only reason you think Cammy is Akuma’s worse matchup is because the tier list on Eventhubs says so. The matchup isn’t that bad. I’d say Honda, Blanka, or Rufus (such a braindead, lame ass character, fuck everyone who plays him, RAGE RAGE RAGE) are tougher.
uhh sure.
hmm.
i do not give a damn about cammy match-up as most of my games are arcade based.
the most trouble some opponent are.
1.Blanka (Nightmare)
2.Honda/Bison/Rufus (these guys makes me hard to be aggresive…turtle away)
3.Ryu/Sagat/Chun (because they are just tough too handle)
so can we discuss about how to deal with blanka?
what are the strings to be used?
what kind of spacing/zoning required?
is it good to safe jump blanka?
what are the rules required to dash sweep a blocked horizontal roll?
i am hearing from a grandmaster sagat that akuma vs blanka matchup is now 5.5/4.5 in akuma favour. anyone reckon this is true?
i have matchup problem against blanka mainly because i’ve hardly have a chance to play the best blanka in melbourne or any blanka at a high standard. but in tournament i randomly face them and died like a *** not knowing what happen.
just tries extremely hard to turtle blanka out and managed to score a 2 in a best of 5.
whos this “grandmaster”?
i dont think its in akumas favor at all but then again im no grandmaster.
i think in this matchup u have to rely on footsies more.
i don’t really want to name anyone unless they are top 50 players as their opinion might be slightly wrong moreover he is not an akuma player. if its momochi or eita im talking about i won’t mind naming them.
still can we define “footsies” against blanka specifically?
i am wondering is it a mental issue that i find myself mind blocked that i forget to dp their jump in alot.
playing furthest range fireball doesn’t really bother them and air fireballing seems to get slide alot when they predicted well.
doing air fireball at the last minute makes it hard for them to slide but it might trade and still at their favour…
you will when ssf4 hits the shelves lol
lol, i will worry about it till then along with new characters and makoto…her extra rushdown and damage will tear akuma like paper.
If you don’t dP jump ins thats a real problem even worse if you don’t demon them…you are asking for free HP electricity strings…and or big combos…
other wise cLP beats blanka ball and use cMK and cMP for any other poke…
garh…bokkin sama.
don’t point out my mistake…i clearly know it…building muscle memory on dealing with blanka jump ins…
apart from my mistake that i’ve known and you’ve quoted which i am trying hard struggling to fix. what are the other go to hints that i should refer too…
im wondering at how you guys are dealing with blanka and is there anyone of you that deals with blanka like breakfast,lunch,dinner,supper attitude…
Blanka is less of a nightmare if you know how to play him properly. You will find he really doesn’t have a lot of options against Akuma if you know how to punish his moves.
Though Online Blanka is a character I absolutely hate just because he is probably one of the biggest benefactors of lag in the whole game besides Gief. Offline I have no problem with him.
If you shut down Blanka’s jumps you make him have to either do hop shenanigans…cMPor he has to turtle/walk back/try and poke…walk him into a corner and blankas will get desperate…punish hard…but it all comes down to not allowing Blanka have free jump ins/pressure/confidence in your weakness…by just not doing that one thing you put yourself in a loosing match-up…sometimes it comes down to one important thing…since you can’t jump at blanka you have to force him to play a ground game…then it comes down to a spacing/footsies game…work on your main problem because honestly if you play while not punishing jump ins and you are playing a shoto…what’s the point?
Of course all of the above refers to in person higher lvl play not online…online random happens and is no real place to work on match-ups but rather situational experience (punishing properly on whiffs and blocks) and execution…yeah I’m pointing out the one mistake…I’d expect anyone to do the same for me…I’ll have 7 matches comin up from the playoffs of the Seattle team tournament series we have and I get crushed in one of them by a chun…I know the match-up but just completely lost composure…I’ll expect people to be pointing out everyone of my mistakes…all 3 rounds…
Having trouble with Rufus…
I can’t seem to handle the dive kick cross-up pressure or the incredible poking that Rufus has. I lost to a Rufus today 10-1 and need some serious advice. Any help would be appreciated. FYI…if all you’re going to say is ‘learn your matchup’ or ‘practice more’, then keep it to yourself. Thanks in advanced.
^most people panic when pressured (Myself included) I just try and remember…I have a teleport…I should use it…when I remember as of late the rufus match-up has improved… Also late tech grabs with cMP~LP+LK so that if he dive kicks again it will hit him…but you have to tech very late…
learn your rufus match-up better and practice your links and combos Hank.
Has thread “owner” not been updating this or what? I guess its hard to but it always seems even after taking a while off from playing sf due to school, friends, girls, etc. I cend up coming back to ppl asking the same questions… or am I just crazy?
Anyway, for rufus… if you are starting to feel too much pressure from his divekicks so that you aren’t sure if he is crossing or not you have a nice option of teleporting and trying to play some more spacing games. He shouldn’t be getting close enough to cross you up with the dive kick if you are spacing him well enough with c.mp (c.mk sometimes gets jumped by moves so its safer to poke with the c.mp a lot of the time), fb, and backwards tiger fb. And if you are using hk as a poke against him I strongly recommend that you do so only when you have an ultra in case he tried to focus or go bigger than a c.lp as punishment of the hk.
Similarly to how its a good idea to c.mp and SRK viper’s flames on reaction the same technique can work against rufus dive kicks up close… which takes out worrying about the cross-up at all but requires you to already being aggressive with controlling the spacing. And if you are spacing him correctly he should basically be at a range where if he jumps in he will get SRK. If he gets into HIS range… then all you can do is teleport and/or learn the distances at which its more likely for the dive kick to cross or not remembering its safer to block normally. So really its about spacing as it is with ANYONE that can cross ppl up.
Another option if you are worried and have the health (and for some reason are worried about the teleport being baited for an ultra or something) is to start jumping a little bit when he starts dive kick pressure. j.hp or j.lp have a good chance of beating out late dive kicks if you are both jumping and even if it doesn’t and he hits you get better spacing and a chance to teleport away instead of worrying about taking a huge cross-up combo. Of course this isn’t the recommended way of doing things for the most part but if you are having spacing issues then this is a decent option.
Rufus doesn’t have THAT great of pokes. His monkey fist shouldn’t be a problem because its slow and should really only be something that keeps you a little more defensive at range. And if he is trying to overuse monkey fist then its easy enough to focus crumple him or at least focus dash combo/grab. As for c.lp… its just like anyone else with a mash fast lp (balrog…). You just need to learn to work on your broken block strings using c.mp/hp and sometimes j.mk (usually for a cross). As for basically any other poke you don’t want to be in that sort of range unless you are in a block string or something anyway and if you are for some reason then you can either teleport out, look for an opening, or try and land a c.mp while slightly outside of his c.lp range in an attempt for a counter-hit c.mp, trip… which of course lets you start your wake-up game on him. And as long as he doesn’t have meter you can just go crazy on him. with meter its more reading your opponent but cross tatsu performed right works and a quick read demon flip palm or fake jump-in works too.
in short… dive kick and pokes are the same as almost almost any other character’s… spacing spacing spacing.
OK that’s alot to chew on ,but anyways, c.mp has been working a little better for me in this matchup. Didn’t know it was so useful for the dive kick pressure. I tested my blocking of the crossup dive kick and each crossup, no matter which way I blocked (left or right while standing up), i still got hit. What does that mean?
I’m not sure what you meant by “Work on your BROKEN block strings…words words words” Care to explain ‘broken block strings’? I don’t think I mentioned anything about me missing or botching my block strings against Rufus. Unless I’m totally misinterpreting what you’re trying to say. Overall I have trouble just being agressive against Rufus because of his easy ass Ultra setups and his triangle jump defense.
I got torn apart by a good blanka at a tourney and he gave me some tips on how to deal with him. this is basicly what it came down to… stay away, make him come to you. dont let him mix you up with jump ins. if he has no ex, fireball him from far. “PUNISH ALL JUMPINS” make him think twice about jumping in at you. if you have ultra and he jumps, anti air ultra it and he will feel so flustered he wont be able to think straight.
a broken string is basically when you purposefully don’t combo when you have the chance to combo in the attempt to fish for a counterhit/reset by putting your jab a little later than it normally should be to be part of the string. So taking that into what a block string is… a broken block string would be doing something like c.lp, c.lp, c.mp so that the c.mp is not actually part of the block string. The point is that you are delaying your hits at some point in the string so that the opponent has a space to START the frames of a move but not enough time to actually have the move get into its hitting frames. Now… srk on block kills this as do other specials with invincibility… but against better players or against characters that don’t have SRK or an equivalent (only EX messiah works against this 100%) it works because people will try and throw out a poke during/after your block string in case you miss something (such as c.lp for rufus). Because of the frame data though if you did a c.mp lets say, you get a bunch of + on block which means you can either perform a block string off that… or you can delay a c.lp or do a c.mp in a manner such that the opponents poke will start to come out, but your poke will beat his every time because his move never gets to a frame where its actually able to hit anything… only to a frame where it is starting and can be hit. This scores you a counterhit as well giving you more damage and a chance to combo in places where you normally couldn’t (such as c.mp (CH) HK).
In short… its using + frames on blocked moves to get the opponent to try and poke you. I’m sure if you want more specific info you can search the site really quick and either find a more in-depth comment by me or someone else on the subject.
don’t use broken block strings when he has 2 bars of super or more… don’t even attempt really once he has 3 as an EX messiah into ultra isn’t fun. with one bar its a mixed bag, but the broken block strings are part of the game plan… not the staple (spacing, SRK jumps, and c.mp are the staple).
So GATOR, your trying to say if u do a broken block string using C.MP, its possible that you can (CH) your opponent and act according to it?
That makes a whole lot more sense now. Once I figure out HIS range along with what you said above I’ll feel a lot more confident in my approach. Thanks for the advice.
So what do you do up close against chun? i faced a rushy chun earlier and got raped in all rounds, because i was always cornered, the best i could do was try to block all the pokes and hazanshous but i always got hit. Anyway i know counterpoking does not work, so other than trying to zone (which works a bit better) what else can you do? I tried to go for tick throws but the guy kept using legs/ex. legs i guess while he was in blockstun which stuffed my throws.