Updates
**- Jan. 29th: **Akuma section completed
Well, I said I would at least get this thing started this week, so here we go. I’m gonna try to provide some insight on dealing with every character on the roster in detail, analyzing Chris’s strengths and weaknesses against the cast. I’ll be going down in alphabetical order, but if you’d like to request a match-up, I’d be more than happy to skip ahead. This can also become a place to ask questions about a match-up, no matter how specific, and get feed back from other players’ experiences.
You can write up a piece for a section as well and I’ll credit you properly. I’ll be doing my own write-ups for the whole cast regardless if people post up information or not. If you do, our write-ups will just coincide with each other, which is the goal of this thread. If you want a piece added to the OP, just make sure it’s well thought out and proofread and also be sure to read my entry if I have already posted one, to avoid overlap.
Alright, enough talk, let’s get it started.
Akuma
Overview
In my opinion, this match-up is 6-4 in Akuma’s favor. If your opponent knows how to handle the character, Akuma can shut down many of Chris’s options. He can also approach him relatively safely. With certain assists, Akuma can also deal some nasty pressure involving teleports and overheads, and once he’s in range for a Tatsu, every gun fire and grenade is a risk. Still, if you’re aware of what makes this match up difficult, it can help you make better decisions and properly anticipate what’s coming. Learn to respect and avoid his strongest tools and sooner or later, all of your stray hits/chip will pay off, since his health is so low. Before we get into some general strategy, let’s go over the specifics of Akuma’s moves and how to deal with them.
Specifics
[details=Spoiler]Medium Tatsu: Akuma’s safest tatsu at +3. If they’re using this version, they know this and it will be pretty difficult to deal with.
- Corner: Akuma can only combo from here. If all three hits connect, push block the second hit and get a free cr.M. Generally safe if the first hit whiffs in the corner. There are situations where you can punish if the second spin hits first and you push block, but it’s iffy and may result in a whiffed cr.M. Best option is to push block and then super jump away from the corner in this situation.
- Out of corner: You must push block the first hit, so generally safe as well. No punish on second hit push block whatsoever. No advantage either (don’t throw grenade or guns, another tatsu will beat all).
Spam: If all three hits connect, push block the last one and then neutral jump and fall with an S to punish the whiff. In any other case, push block the last hit and then back dash. Dash in and punish the whiff after the move ends (14 frames of recovery, very easy).
Heavy Tatsu: +1 on block. No punish if last hit connects.
- Corner: You must push block the second and fourth hit to land a cr.M punish, which makes it generally safe since reacting to the second hit is very difficult. Push blocking the third hit will cause the last hits to land, remaining a block string. Same for push blocking the fourth hit. There are some scenarios where you can punish if the first hits whiff but it’s risky and should not be tried. Respect this move when you’re cornered. Push block and super jump away.
- Out of Corner: Push block the third hit for a free cr.M. The timing is tricky but just head to the lab and record Akuma doing it and it’ll start to click.
Overhead: If your opponent is getting happy with overheads, you can always mash throw in between his normal and the overhead. If you’re in block stun, this obviously won’t work, so my best advice would be to try to react to the overhead (watch Akuma intently) instead of guessing when it will come.
Jump Fireballs: Respect these. Akuma is +11 on these and they come out in 10 frames, which is quick if he throws it as soon as he jumps. Chris doesn’t have an answer to this besides dash back Flamethrower, which gives up ground but is your best option. If he’s two jump lengths away, go for a Flamethrower into Land Mine. It’ll nullify the Fireball and then give you some cover. Remember to always push block the Fireballs and if you had an Incendiary Grenade thrown, be ready to convert if he gets hit by it when you advancing guard.
Super Jump Fireballs: This is going to be Akuma’s best approach against you, especially with an assist call beforehand like Drones. If you’re full screen, you can jump and time a shot gun to hit him, but anything closer than that is dangerous. Instead, try to have a land mine down when he jumps. You will still have to block the fireball and assist but Akuma has to block on the way down which means he can’t capitalize on the momentum. This is assuming he uses the Hard Fireball for full screen and the Light Fireball for anything else. Super Jump Light Fireball has a very odd trajectory and covers him very well, so many Akuma players will use this version to gain space. Don’t try to air throw him because the Fireball will prevent it. Dash under air throws can be teched by Akuma as well, but they’re a great challenge if he isn’t calling assists with this.
Teleport: If your opponent is using this, it’s probably paired with an assist for a strong mix-up. Just remember that Akuma needs some normals to connect to make this set-up strong, so keep him out with cr.m to avoid this. Remember to always anticipate as well, it can come at anytime but if you know it’s one of his options, it won’t be as difficult to block.[/details]
General
[details=Spoiler]Alright, now that you know the specifics, it’s time to get a little more general. For this match-up, you want to be outside the range of the first hit of Akuma’s Tatsu at all times. Never be in that range unless you have momentum or it can mean trouble. Akuma has no worries doing a Tatsu and beating the start-up of most of Chris’s attacks (8 frame start-up) and plowing through grenades and gun fire. Remember he destroys both of those so be weary of calling an assist and shooting. It’s a good tactic against other characters but with Akuma, a Heavy Tatsu can hit from pretty far away, since Chris takes so long to recover, and it might even lead to a happy birthday. Another thing to watch out for here is the corner. This probably goes for a lot of match-ups but just try and push block and then super jump out as soon as you can. Also, make sure you keep your opponent in check with cr.M if he starts getting dash happy, as Akuma’s normals are awful range-wise. Take the time to get by your Incendiaries as much as possible and try to only throw grenades when Akuma can’t body them with Tatsu, like after connecting a Magnum for example. If you stay aware of Akuma’s Tatsu, this match-up can become easy when you start reading patterns and punishing when you can. Oh, and one more thing, if he has more than one bar, please watch your assists calls. Akuma can snipe out assists like no other, but if you let them try to make a read and waste the bar, you’ll be in good shape. Don’t call assists as you’re tech rolling backwards as Akuma players love to super jump and do a super in anticipation.
As for the assist, there isn’t much to say about it. It’s one of the best in the game and destroys everything in it’s path. If you can plink dash, start plink dashing backwards in anticipation of it to avoid blocking, as it deals some nasty lock down. Also, remember that it’s the Medium version of his Tatsu, so It does three hits. Keep in mind that you can always X-Factor and punish Akuma after it ends. You’ll have to practice the timing but it’s good to use if you see a pattern developing and you know your opponent is going to press a button along with Akuma’s assist.[/details]
Amaterasu
[LEFT]Overview[/LEFT]
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[LEFT]Specifics[/LEFT]
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[LEFT]General[/LEFT]
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Arthur
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Specifics
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General
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Captain America
Overview
Specifics
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General
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Chun-Li
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General
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C. Viper
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Dante
Overview
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General
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