Scrub “tactics”…it’s not even a 50/50 situation, more like 10/90 in favour of the opponent, if you try catching normals like that.
I’d bet my money on AA U, FA U, wiff punish or SAFE guaranteed ultras.
I should clarify…Bison’s rarely throw a scissors after another scissors unless you are in the corner (spacing and bait reasons they like to walk back a second to see what you do tele/air tatsu/mash dp and punish it just to go into another scissors if you don’t) because yeah alot of attacks including command grabs beats it but a cLK->scissors is beastly…just block and tele backwards…between sMK and sHK alone with scissor pressure there is no real reason to be near a (good) Bison unless you are gdlk at footsies and can sweep anything they throw out on reaction…Oh and yeah cMP is 4 frames…my bad…still 4<3…so yeah…just don’t play the up close gamewith bison…it’s not worth it…akuma has too little life…
Well you can’t stuff Ryu’s or Akuma’s DP. As for Viper I find she needs slightly different timing than Sagat. Aim for the kneck but hit it just a bit earlier. May have to do with how tall each is.
^yeah you can stuff ryu’s and akuma’s it’s just really different spacing and timing…the only dP I have trouble stuffing on wake-up is ken’s MP dP…it’s like ken’s hit box doesn’t even exist for that shit…but yeah stuffing ryu dP after a sweep into a cMPx2 hit confirm BnB is sooooo satisfying…Alos against viper…shin is right you have to do it earlier…but really you can just grab her out of all of her TK’s (except ex…I think)
You can’t stuff the HP dp’s. If you stuff a Ryu/Akuma DP it’s prolly because they did a jab version. Both Akuma and Ken have 6 invincibility frames on their DP’s. (HP for Akuma MP for Ken) Ryu’s is 5 I believe.
could you guys give me some hints about the guile matchup?
here are my problems:
is there any setup after e.g., forward throw to safe jump his flash kick, besides dashx2, jHK/jMK? something that looks similar to the obvious forward throw, dashx2, MK demon flip dive kick? (thinking about dashx1, palm strike whiff or something)
how do you attack a guile after an untechable knd, when that guile is able to see if you go for anything else than that throw, dashx2, MK flip and punish with late FK?
and how the hell is akuma supposed to deal with guile LP sonic boom walkup?
guiles airthrow beats out air tatsu and demon flip,
if guile is close to his SB, he can punish teleport with a backdash just before the SB reaches you,
or he can wait for his SB to be blocked and use that frame advantage for his mid/low mixups.
this setup is a nightmare for me. i already tried everything i can think of (started 5weeks ago with akuma), but can’t seem to find something reliable in this situation, except blocking the damn SB, and blocking/teching guiles following attempts and look for an opening to teleport out. if a guile is abusing this setup, it’s hard to score knockdowns.
perhaps any of you can link me to some guile/akuma matchvids, or have any tipps how to work around guile SB walkup?
I practiced this matchup the last days and this is what i got:
Learn to block and watch for the Throw Tech. Wait for unsave moves like c.hk or f+lk.
Or throw a (EX)FB before to nullify his SB.
If he’s too close for that, try a neutral-jump EX.Airhado.
Try cowardcopter, he has to anticipate it to catch you with his airthrow.
Don’t use teleport. Only sometimes when he fadc’ed his SB and is right next to him (looks like it’s surrounding him) PPP-teleport works. But I think it’s too risky, nonetheless.
You can even try jumping over his sonicboom and use j.d.mk divekick. It can stuff his c.HP.
So just defend and look for an opening. You can go in the offense but this takes some risk (n.j.ex.airhado seems safe but needs a stock), so don’t become predictable with your efforts and don’t use them, when you’re low life.
nice to know, thanks.
so the best thing to do when guile is walking up to you, following his SB is to turtle, don’t try to attack or escape?
i also try to zone him out, but starting from full screen distance, if he forward jumps over any hado, the next hado is close to unsafe (even if guile can’t connect his jHK in that distance, he often catches me with empty jump cHK in my fb recovery). i do have problems with zoning in general. i know, this is hardly matchup dependent, but where can i get help for boosting my zoning game and footsies? if i can’t beat guiles walkup setups, i want to zone him out at least.
After a sweep at max range, hk flip kick always beats ryu’s fierce srk or makes it completely whiff if done correctly.
I also noticed that after a f.throw a single dash and immediate hk demon flip delayng the kick will result in a “safe jump”. If ryu pulls out an srk you’re gonna land on time, if they option select throw you’re gonna hit them at the tip of their feet with your df kick.
Think of what he can do. He has pretty limited options and no good special. He can try to tickthrow, be ready for that. After you teched you’re both neutral.
He can try to end his combo with sb->fadc->poke further/throw. Just block and OS/tech.
Watch for overhead (f.mp) and c.mk patterns, if he likes to use that.
Anything else leads into unsafe stuff. You can punish his c.HK with a lot of moves, even Ultra. Or simply jump out of the corner/cross over.
If he ends his blockstrings with flashkick go for the big damage.
I’ve been having trouble surprisingly with the El Fuerte matchup. I imagine that’s because I never really play any that are good.
In normal games I try to avoid St.HK unless it’s used for punish, as my main matchups at SJSU are against Rufus / Ryu, but trying to jab hit-confirm against Fuerte either moves him into a Ex-Run bomb / slide mixup, and from there, it’s guessing and trying to get away. Should I play more aggressively with the St.HK? Or just try to zone all day every day.
In my experience with fuerte the best thing is to zone him first… Because most likely he’s gonna want to jump at you from the wall…Get a knock down…And do your way better vortex…Try to recognize a pattern and start focusing his splashes and slides…Teleport out of there…and he’ll mostly slide when you do. Focus the slide and proceed to take away 50% of his health :tup:…Though beware of anti-air ultra…He will do it when he’s knocked down while you are demon flipping in front of him…GL!
If he reads the teleport, he can actually follow you with a slide and punish, so it’s not as foolproof as one would like. Still, I was just in a funk earlier. I just have to play super defensive against Fuerte, until the time comes to beat him down.
Not sure if this has been covered…
Do not throw out your super/ultra behind seth’s super. It will not connect. It happened to me just awhile ago online and went to training mode to verify and it’s consistent. Behind Seth’s Super, you Demon will not connect. Just a heads up in case nobody ran into that yet.
EDIT: Upon further testing, I figured out the Demon DOES connect. But you have to wait awhile for the ending animations of the Super. Like around when he’s closing his hands to be exact.
Correct me if I?m wrong but one thing I haven?t seen about Blanka posted is that you can punish straight balls by dash in sweep. Don?t even remember last time I played a Blanka offline so correct me if you can?t.
^Only if you just frame dash and you only can do that to vertical ball.
In my experience with Fuerte it is generally who can get their mix up game going first. He has a miserable time with the vortex so long as you are careful not to get ultraed. If you can successfully knock down Fuerte get on him fast and pressure him because he doesn’t have great tools to get out of it! Sometimes if I see he is trying to go off the wall to punish my fireballs I will throw one and FADC cancel backwards to bait the wall jump. Usually you can at least get a sweep if he takes the bait.
Also I might add careful not to become predictable with your teleports because he can punish you and punish you harder than most characters. He can pretty much Ultra you on reaction to any teleport and his Ultra hurts. He is mobile enough that he can pursue predicted teleports rather easily, so once in a while it is worth it to fight your way out of his mix up game to keep him honest.
I went to training mode and put Ryu in a constant DP reversal mode (I tried jab, strong and fierce SRKs), after sweeping him, I could beat all of his wakeup SRKs with Akuma’s DF dive kick if timed and spaced right(it’s strict, but not as hard as DF grab).
Am I doing the recording wrong ? (I actually see that it says “Reversal” when Ryu does the SRK on his wakeup though) or unlike normal safe jumps (I know you can’t safe jump Akuma’s and Ryu’s DPs) maybe Akuma’s DF dive kick can hit it because it avoids the DP’s hitbox and hits them right after the 5-6 frames of invincibility?
Any confirmation about this would be great, even if it’s always risky to eat an ultra from Ryu, it’s nice to know that you can beat his non-ex SRKs with a well timed DF dive kick.
point is, a good player isn’t gonna “constant dp” spam, he’s actually gonna time it and it’s a lot different.
You can dive kick on Ryu on his wakeup but your kick isn’t going to beat his DP, rather it will avoid it. (you’ll go behind it)
I have heard that it may be possible to beat Ryu’s fierce DP, but I know it doesn’t happen off the double dash setup. Perhaps you found the sweet spot?