Remember to Post Here, we dont discuss one major character, rather we discuss everyone. Just pick up on the information. It will obviously be posted up here on the first page so you can come back and see it. As for how to post, if your posting about a match-up try to make it look nice and pretty so I can grab the needed info
READY SET GO!
vs. ABEL
[details=Spoiler]Close/(maybe) far St.mk beats out Wheel Kick. Jab SS beats out wheel kick randomly. St.HP as well.
Abel can block Rufus cr.HP and punish with Ultra. Can punish Messiah (all) with Ultra.
Dive Kick shenanigans aren?t great against abel unless you mix it up.
You can ultra Abel’s wheel kick on reaction (If you can predict it…go for it, other wise just block or far mk it)
Can be crossed up with j.mk
U1 Is better for this then U2, not to much to really punish with U2 that U1 cant punish, not to mention you can combo into it.
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vs. ADON
Spoiler
Coming Soon
vs. AKUMA
[details=Spoiler]EX SS if he jumps and does air fireballs (requieres good timing)
EX SS if he Demon flips (doesnt matter which followup he uses, EX SS has enough invincibility to beat all of them)
cr.HP his tatsumakis
This match-up feels like it’s in Akuma’s favor. I suggest U1 since U2 is just to hard to land…
Whoever rushes down first pretty much wins… But we have a higher chance of coming back then he does :).
Now that we got the idea of how the fight works off of that one sentence lets get down to business! We will go one step at a time; then, we will give idea’s of strategies, finally we will give pointers on good pokes and final notes.
At Full Range~ Mid range:
To be honest… This is Rufus’s WORSE place in the fight… We can’t do late divekicks without getting hit with an SRK. If we jump in he can SRK us and his projectiles to keep us out… But fear not! We can get in, it just takes time!
To get in you’re really going to need to be patient…FAing the Projectiles will get you closer, short Dk’s will get you closer at well… It’s much harder at mid range then it is at far range… But you get the point.
Rolling at them when they’re standing is an excellent tactic. It gets you close and even if they block you’re right next to him… and that’s where we all want him Insert random Pedophile smile.
Try to remember to NOT jump unless he can’t uppercut you… Cause not spacing those jumps will only cause you to lose life and allow him to win quicker… All I can say is “PATIENCE YOUNG ONES!” Rufus is fat cause he’s suppose to be patient until it’s his time to own!
Alright so let’s all assume that you found your chance and now you’re moving in for the kill… so what do we do next!?
Close range/RIGHT UP NEXT TO HIM!:
Well we all know when someone is right up next to us we win… But Akuma has more options then most do. When divekicking we have 3 things to always worry about with him instead of just one!
option 1. He uppercuts… If we press a button he hits us… DAMN!
Option 2. He C.HP OS techs. I haven’t watched anyone do that, but you just have to watch out for it…
option 3. He… teleports! This is an issue with me for the sole reason that if you guess wrong and crouch block… he will get a free getaway or maybe just take 100 damage (from a cr.HP) So… then we’d be back at square one! Which sucks… But wait! there is an option to this!!! So lets explain my friends.
Vs. Option 1. The best ways to get rid of this is blocking… You have got to catch them in a pattern or a lucky guess… This will also work against option 2! I can’t give to much info on this specifically… Sorry!
Vs. Option 2. You can’t Divekick multiple times vs this… If you do you eat a free CR.HP… Thankfully I haven’t ran into this, But A way to avoid it is by doing a deeper divekick to cross them up! It gives you a free combo and a free fear point. (Fear points stops them from doing stuff… Scare them mentally and you win the fight.)
vs. Option 3. Alright… So you divekick, then divekick again and… He teleports. There’s many options you have if you didn’t down block.
- Divekick again
- Roll
- J.Fierce.
- If you blocked roll or C.HP
It’s a great idea to block after so many divekicks or in a pattern, even if they teleport you can roll to them and keep the pressure!
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vs. BOXER
[details=Spoiler]St.MP is your best poke here.
Tri Jumps whiff on standing boxer
Crossup dive kick is great against Boxer.
Can combo GT > Ultra anywhere on screen.
can get all the hits of EX SS after messiah, lk FADC
Hard times against Boxer? READ THIS!
The thread above gave me these good idea’s:
Bait out the J. Firece, if you do you can EX SS, especially when your DK pressuring, itll make boxers think twice about jumping
When you do your DK, Lk,Lk Combo or something, do the first lk, stop and delay a Ex Messiah, itll get a free CH combo. This actually works on everyone that crouch tech’s as well, thanks to the option select.
If you know he does EX dashes on wake up, throw him.
Jabs beat out the poor old Dash punches, including ex ones. Id say you should jab and buffer a tornado (ex perferred) Or you can just Ex Tornado when he does it since it armor breaks.
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vs. BLANKA
[details=Spoiler]Cr.MK xx EX Tornado to punish electricity.
Block Blanka Balls standing. Walk forward a little bit, and use Cr.FP to punish.
Meaty cross up dive kicks can punish electricity on wakeup.
J.HK into either Ultra or EX Snake Strike on blocked Rainbow Balls.
Ex GT slides if you need the damage. Cr.MK xx EX GT if he is close and slides.
You can EX Messiah Kick Blanka out of his Ultra as long as he is still rising.
Focus attack if he tries rainbow balls for crossups…just use focus everytime he uses them
If blans does ultra on point blank. Cr.mp trades when he?s coming down, its better than be chiped to death. (if you have meter use EX messiah or EX SS to escape if you are very low on health)
U2 is really good here, Can punish pretty much EVERYTHING on block, U1 you can punish it either rising (after the very first low hit, buffer the ultra then he will land right into you.) Or after his U1, its a little harder, just delay a little then use it. If you mess up he will either block it/ youll only get one hit off of it.
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vs. C.VIPER
[details=Spoiler]Overhead kicks goes over seismo
Cr.mp beats burning/flame/blaze kicks
cr.mk/cr.mp xx thunder knuckle, on block can be interrupted with EX messiah
j.hk if she super jumps towards you
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vs. CAMMY
[details=Spoiler]FA is a godsend here.
Blocked super/ultra = walk a bit, far HKx2, Ultra
EX hooligan combination = EX SS
Punish drills with st.HP xx HP tornado or launcher > ultra
This match is definitely in your favor. The way her tools work are very similar to your own except you do more damage and have more health. You can?t be too reckless on her though purely cause of her DP. I try to play this match by just advancing forward to a point where you can dive kick without making large jumps that can be easily DP?d on reaction. She will want to jump as much as you do for her dive kick so return the favor and just anti air with s. hp or c. mp. Trading with a s. hp is still a loss for her so just keep at it. Once you have your rush down going you need to judge your opponent and try to bait a DP if you feel they?re getting a bit mashy with it after your dive kicks. On blocked DP there are a couple ways to punish. If you?re unsure you could always c. hp, but if you blocked it deep you can dash twice and hp xx hp tornado, target combo to ultra, etc. To continue your offense on a knock down you might realize that her DP is a bit more difficult to cross up than others. Start your jump for meaty cross up dive kick from a little farther back and you can pretty much guarantee a stuffed DP if they attempt it. The biggest problem for Cammy is her very limited ability to cross up with her dive kick. In fact, the only times it ever crosses me up is in the corner (from my experiences anyways). With this said you can easily deal with her by holding down back and jumping back out of dive kick attempts to escape. The last bit of advice I can offer is to be careful with your EX Messiah?s when she has ultra. Cammy?s ultra can be reversal?d before you can even use the hk follow up to try and go over it.
Cammy Tricks to Look Out For
The most annoying Cammy trick imo is the guaranteed Hooligan Combination grab. If you get knocked down and tech recover, a meaty Hooligan will grab you guaranteed.
She can bait throw attempts just like you can. Same mind games apply as many of your own.
There are certainly ranges for safe Canon Drill (Spiral Arrow) that can set you up to bait invalid punish attempts. They especially love DP attempts if they have 2 bars. Many Cammy?s can?t do this or straight up don?t know but they can easily hit confirm a counter hit standing fierce to ultra. A lot of them like to fish for these opportunities by baiting your option select throw tech attempts.
Focus hurts her pretty badly since her only AB is that spinning backfist. Blocked Cannon Spikes can be hard to punish since she lands so far away. c.hp is ok. Walk forward slightly and sweep is better since you get the knock down. The most damage I can get punishing it without ultra is 200 with a walk forward far s.hk into nj.hk. With ultra, you can get walk forward far s.hk, forward j.hk, into ultra or 2 far s.hks into ultra. Punishing with just an ex GT also works if you’re having trouble with any of those.
One thing to remember about the hooligan combination throw is that it cannot hit you when you are crouched. Anytime you see a cammy throw out a hooligan combo just stay crouched. If you know it is coming the EX Hooligan can be EX SS on reaction. Usually I will just anti air it with c.mp. If you try to jump back roundhouse or fierce you will get thrown. If you stay crouched and don’t do anything, similar to Akuma’s EX demon kick facepalm, cammy will end up behind you. I use to hate Cammy’s but it’s now become a pretty easy matchup
Thank you Katterimari and bja_eh
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