Hi everyone, since the previous matchup thread was getting long, and great information was being lost, a few people felt it was time to update the matchup thread, with the hopes that this one will be updated and kept current.
As I said in my original post, thanks to everyone (dtheboi, loyalsol, west, shinakuma204, richard nguyen, superlollo and several others) for their work and contributions!
Abel
[details=Spoiler]Abel
LK Tatsu>Sweep - NO
Fs. HK hits twice on on low block
Guaranteed Demons
Blocked Wheel Kick - Super
Blocked Super/Ultra 1 - Super/Ultra
Blocked Change of Direction (first hit only) - Super/Ultra (Ultra only if second hit comes out)
Ultra 2 (reaction)
Effective Options Selects
Demon Flip palm o/s sweep on wakeup
Demon Flip palm o/s throw on wakeup (if Abel is blocking on wakeup)
Demon flip palm o/s U1 on wakeup
Offense Tips
Abel’s roll is a throw or Demon opportunity
Standing HK is an effective pressure tool
Abel has no good reversals so vortex him hard
EX Hadouken is a good way to get a knockdown (combo/cr. MP frame trap ender)
Defense Tips
Almost always avoid both ground and air fireballs (except combo enders/option select cr. MK-Hado) when he has either Ultra - both can easily punish fireballs
Be careful using teleports to escape pressure when he has either Ultra
Neutral jump or backdash out of block strings (both Akuma’s or Abel’s) if he’s using Tornado Throw often - punish whiffed throw
Do not backdash on wakeup (Akuma’s or Abel’s) if he has either Ultra
[/details]
Adon
[details=Spoiler]Adon
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked/Whiffed Ultra 2
Jaguar Tooth (Reaction)
Effective Option Selects
**Offense Tips **
Normal Vortex mixups don’t work because Adon gets up really fast
Adon can be safe jumped, but he wakes up faster than most characters so timing is difficult
U2 can be useful in this match - if you block a cr. MP, do a teleport and if Adon does a Jaguar Tooth, cancel into U2
When Adon dive kicks, hit fs.HP or jump toward/back and HK on land
Jaguar Tooth can be Demon’d on reaction
**Defense Tips **
Get to know Adon’s st. HK range - it can be focused near the end of its range
Avoid fireballs (especially Shaku) when Adon has Ultra 1 - it can punish a fireball from nearly fullscreen
Avoid high air fireballs - Adon can dash under them and punish
Try to avoid getting chipped by Adon’s Super - it does up to 126 chip damage
Adon can make an AA DP whiff by suddenly doing an air Jaguar Kick - watch out for this.
[/details]
Akuma
[details=Spoiler]Akuma
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Shoryuken
Ducked LK Tatsu (Kara Demon)
Blocked Demon Flip Sweep
Blocked LK or MK Tatsu
Blocked HK Tatsu (Super only)
Dash Under Air Fireball
Effective Option Selects
DF Palm o/s HK Demon Flip on wakeup (should punish teleport - do dive kick late)
Offense Tips
If opponent does close air fireball, EX DP through it
Defense Tips
Work hard to not get cornered - teleports can be punished with Demon
Avoid using Demon Flip Sweep
Do not get predictable in fireball wars, especially if opponent has meter for EX Demon Flip
If teleporting is important, select U2 so your teleports can’t be punished with Demon
[/details]
Balrog (Boxer)
[details=Spoiler]Balrog (Boxer)
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Dash Straight: Super, must hit deep
Blocked Dash Low Straight: Super, must hit deep
Blocked Dash Overhead: Super
Blocked Dash Upper: Super/Ultra
Blocked Dash Low Smash: Super/Ultra
Blocked TAP: Super, must hit deep
Blocked Headbutt: Super/Ultra
Blocked Super/Ultra I: Super/Ultra
**
Effective Option Selects**
Flip palm o/s late sweep on Wakeup (Beats anything except block - will lose to headbutt if sweep is not delayed)
Flip palm o/s U2 on Wakeup (Beats anything except block)
Cr. MK o/s DP for Dash Punches (incl. EX)
Cr. MK o/s LK Tatsu for Dash Punches (incl. EX)
**Offense Tips **
Getting a KD is crucial in this fight
After knockdown, a good starting attack is DF Palm o/s sweep
When Rog starts blocking the DF Palm o/s sweep, mix in DF throws or whiffed palm into tick throw
Buffer Demon while throwing fireballs - execute if Balrog dashes/focuses through
cr. MK can beat his dash punches cleanly if timed correctly - o/s fireball or DP for extra damage
Rog can be grabbed out of EX dash punches for a KD
HK beats TAP or armored dash punches, as long as it’s done close enough to hit twice
End BnB combos with sweeps instead of DP to continue vortex
Crossup tatsu is not an effective wakeup attack - whiffs on headbutt
Rog players become more hesitant to TAP through fireballs when Akuma has U1 loaded
Reversal Whiff Setup: After landing c.s.HPxxLK Tatsu>Sweep, walk forward a bit and then do LK DF Throw. Headbutt should whiff.
Defense Tips
When Balrog jumps, he has ~1 second before he can headbutt again
When Balrog moves forward, he has ~1 second before he can dash punch again
Advance forward in small increments - be constantly blocking when trying to move forward
Be careful with throwing fireballs at less than 1/2 screen - EX dash punches and TAP go through fireballs
Do not jump in to begin an attack - Rog’s AA normals and headbutt/Ultra are too effective
The only ‘safe’ fireball string is HP>Hado - he can headbutt, Super or Ultra through others
Only sweep when they’re ‘guaranteed’ to land - his st/cr. HK is too good otherwise
Rog’s j. HK will usually beat AA cr. HP, cr. MK and sweep. DP is a good option if Rog is close (i.e. close enough to get hit even if he doesn’t hit a button). Going air-to-air or doing an air fireball for him to land are viable counters.
Be mindful of his incredibly long sweep distance - focus attacks can be used to close the distance
cr.MK causes headbutt to whiff, which makes it a good attack to use following a blocked/FADC’d DP, blocked s.HK, blocked focus or following a cr. LP (frame trap)
Do not overuse jump back fireballs - EX upper punishes them
Corner escape tatsu or teleport is punishable by autocorrect U1
[/details]
Blanka
[details=Spoiler]Blanka
LK Tatsu>Sweep - NO
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Slide (Super only if far, Super/Ultra if close)
Blocked Blanka Ball
Blocked Up Ball
Blocked Rainbow Roll
Blocked Super/Ultra 1
**Effective Option Selects **
Offense Tips
Patience is key in this match - mostly boils down to baiting moves and punishing mistakes/jump ins
Sweep or cr. MK are good ways to punish electricity, but some space between Blanka and Akuma is required
Upball is punishable on hit with a sweep (assuming you’re grounded when it hits)
On wakeup, try doing a DF palm whiff that lands just outside of electricity range to bait electricity
After a sweep, if Blanka has no meter, immediately do a MK Demon Flip kick - it should beat everything but block or FA
Mix tick throws into block strings if Blanka is mashing electricity during blockstun
Command dive kick stuffs electricity
Blanka can be safe-jumped, but it’s a 1-frame window
Defense Tips
Teleport when Blanka activates Ultra 1 unless you can afford to take the chip damage
When Blanka activates Ultra 2, forward jump for the first ‘hit’ and demon on landing. Another counter to Ultra 2 is to EX Demon Flip (or non-EX, if at the right distance) dive kick into BnB or cancel into Demon
Be careful throwing fireballs at less than 3/4 screen - EX balls go through fireballs and his slide hits from almost a half screen.
Don’t do air fireballs at the top of the jump arc if Blanka is within a half screen - reaction slide can punish
Focus Attack rainbow rolls (especially EX) if they look like they’re going to hit you - this avoids crossups and can get Akuma a free punish
Do not use jump-ins to begin attacks - electricity beats air attacks and does a lot of damage
If Blanka moves forward, he has ~1 second before he can Blanka Ball again
If Blanka is doing the command hop, he’s likely trying to get in for a throw/mixup, so teleport toward him
[/details]
Cammy
[details=Spoiler]Cammy
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
**Guaranteed Demons **
Blocked cr. HK (Super only)
Blocked Spiral Arrow (Super for far, Super/Ultra for close)
Blocked Cannon Spike
Blocked Super/Ultra 1
Spin Knuckle (cr.MK/cr. HK kara)
Effective Option Selects
Cr. MP o/s throw tech on dive kick pressure
Offense Tips
s.MK beats far Spiral Arrow
Focus Attacks beat everything except for close HK Spiral Arrow and Spin Knuckle
On wakeup, try Demon Flipping over Cammy (just outside of DP range) to bait Cannon Spike
Safe Jump setup: After a sweep, immediately hold up/forward and do command dive kick.
Safe Jump setup: After a sweep, immediately do a HK demon flip - it should cross her up and any reversals should whiff
Wakeup DP is not effective on Cammy if she has meter because EX Spin Knuckle will make it whiff
Defense Tips
This match requires Akuma to play defensively and patiently
To deal with dive kick pressure, do cr. MP o/s crouch tech - MP will come out if they miss a block string, throw will get teched
Dive kicks can be DP’d or Focus Attacked on reaction
When she’s applying dive kick pressure, hit jump back fierce as soon as she jumps
Avoid teleporting when Cammy has Ultra 1 loaded
[/details]
Chun Li
[details=Spoiler]Chun Li
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked f+MK (Super)
Blocked SBK (Super)
Blocked Hazan Shu (Only if it hits deep)
Blocked Super/Ultra 1/Ultra 2
Effective Option Selects
Demon Flip palm o/s DP on wakeup
Demon Flip Throw o/s delayed sweep ion wakeup if they’re not doing reversal EX SBK (slightly delay sweep, or sweep will be hit by reversal)
Offense Tips
EX SBK is safe-jumpable and can be beat cleanly by Demon Flip Dive Kick (delay kick in the air) if it hits in the middle or df palm o/s shoryuken
After a tatsu>sweep, step forward and do a MK Demon Flip to be put in a position just outside of EX SBK
Defense Tips
Her aerial target combo has two overhead hits, so don’t immediately block low after the first overhead
Many Chun Li players like to end block strings with Hazanshu, which must be blocked high. Learn to focus these attacks.
[/details]
Cody
[details=Spoiler]Cody
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block (close)
Guaranteed Demons
Blocked/Whiffed Ultra 1/2
Effective Option Selects
Demon Flip palm o/s Sweep on wakeup (only use if Cody has no meter for EX Zonk Knuckle)
Demon Flip palm o/s EX Tatsu on wakeup (beats EX Zonk Knuckle)
Demon Flip palm o/s Ultra 2 on wakeup
Offense Tips
Use fireballs liberally - the rocks can’t keep up and he doesn’t have easy punishes
A good zoning strategy is to throw LP fireballs from nearly full screen, step forward and s. HP if Cody forward jumps over the fireball - it will often connect due to Cody’s large hitbox
Cody lacks good AA so pressure him on wakeup with Demon Flip mixups
Wake up EX tatsu beats all wakeup options except block
Cody is at frame disadvantage [-3] on hit when his overhead attacks connects on a crouching opponent - if Cody is close enough, this should leave time for a st. LP or cr. LP into sweep/combo.
EX Criminal Upper is throw invincible
Defense Tips
Try to keep Cody away from the knife
Be careful of Cody’s hop kick during footsies - it will punish low attacks
Both of Cody’s Ultras work as AA, so don’t jump in when he gets Ultra unless it’s safe
If Cody has Ultra 2, do not try towards jump air fireballs
Teleport is a good defensive wakeup option until Cody has U2 loaded
Do not neutral jump at less than half screen - Cody’s Ruffian Kick punishes it.
[/details]
C. Viper
[details=Spoiler]C. Viper
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
f+MP (Super)
Blocked MP Thunder Knuckle (Super)
Blocked HP Thunder Knuckle (Super/Ultra)
Blocked Super/Ultra 1
Effective Option Selects
Demon flip palm o/s Demon on wakeup
Demon flip palm o/s SRK on wakeup
Offense Tips
Demon flip dive kick is a good wakeup attack - delay the dive kick slightly
Exploding Heart Technique stuffs her reversals effectively (and makes EX uppercut whiff)
It’s possible to do cr.MK kara Demon to punish a Burn Kick
For DF dive kicks, slightly delay the dive kick (wait until Akuma is above Viper’s head) to beat EX Seismo, HP TK and reset backdash and Burn Kick
n.j. HK stuffs many aerial attacks, according to Viper players (requires verification)
Reversal Whiff Setup: After landing c.s.HPxxLK Tatsu>Sweep, walk forward a bit and then do LK DF Throw.
Defense Tips
A good block string to avoid getting tagged by mashed reversal burn kicks is cr.LK, st.LK, fs.HP (i.e. Akuma’s kara throw setup)
Be careful with using fireballs to zone - Burn Kicks and Seismos can punish fireball recovery, and LP TK can go under air fireballs
Viper has good stun output, so don’t engage her immediately after getting hit by a combo
cr. MK can avoid burn kicks
Do not become predictable with crossup air tatsu - these can be punished with Ultra
Do not overuse teleports - jump in attack o/s EX TK punishes teleports. Having U2 can protect against this.
Use cr. MK instead of cr. MP for crouch tech so that instant burn kicks whiff
[/details]
Dan
[details=Spoiler]Dan
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Koryuken
Blocked MK or HK Dan Kicks (Super only)
Blocked Super/Ultra I
Blocked Ultra II (mid screen or closer)
**Effective Option Selects **
Offense Tips
When you crouch block a Dan Knee (esp. LK), quickly tap back to fool the opponent into thinking you’re trying to punish the blocked move. This is an effective way to bait out Koryuken.
Defense Tips
Don’t use fireballs at a close distance when he has either Ultra
Stay on the ground - do not go air-to-air
Dan’s LK Knee can cross up Akuma at close range, if Akuma is crouching
AA Demon only works if Dan has already thrown out a move in the air - otherwise he can change his direction with Dan Knee
Dan’s knees are not really punishable - MK/HK are only -2 on block, and LK actually gives him frame advantage, depending on where it hits
[/details]
Deejay
[details=Spoiler]Deejay
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
DRS (Reversal Super)
Deep Low High Kick (slide)
Whiffed Upwards Kick
Blocked MGP (Super)
Effective Option Selects
Offense Tips
Meaty attacks (cr. MK) on wakeup are effective - he doesn’t have any fast reversals
Deejay has slower-than-average wakeup, so exploding heart technique or forward throw,double dash, jumping HK will barely whiff on his wakeup. This is good for baiting wakeup moves.
To safe jump, do a forward throw, double dash, tap down and then do jumping HK.
HK Demon Flip whiffed palm is a good mixup tool in this match
Use LP Shakus to mess with his fireball game
Demon Flip Kick beats his AA special at the right angle
Start wakeup attacks with a meaty cr. LK to beat most of his defensive options
Defense Tips
Be careful attacking from the air - Deejay has good AA and his Knee Shot is a very good air-to-air
Slide beats Demon Flip Kick clean
Slide punishes air fireballs (neutral or towards jump) at close distances
[/details]
Dhalsim
[details=Spoiler]Dhalsim
LK Tatsu>Sweep - YES
Fs. HK hits only once on low block
Guaranteed Demons
Blocked Mummy deep
Blocked Drill deep
Blocked Drill shallow (super only)
Blocked Slide
After being hit by jump back HP
Blocked point blank Super (Super only)
Effective Option Selects
Demon Flip palm o/s HK Tatsu (catches teleports)
Offense Tips
Patience is the key in this match - Sim wants Akuma to recklessly rush in and get hit by normals
Slowly advance close to apply pressure
When Akuma steps closer to Sim and is in normal range, hit focus attack and dash forward if Sim doesn’t attack.
End combos with sweep instead of HP SRK to continue the vortex - keeping the pressure on is vital
St. HP beats many of Sim’s pokes - if Sim moves forward a bit and is at normal distance, hit HP
If Sim hits Akuma with an instant jumping HP, and is just outside sweep distance, he can be Demon’d
EX Demon Flip is a great way to punish Sim’s fireballs
Sim’s can slide out of dive kick setups, giving Sim a throw/punishment opportunity. If the Sim player is using slide to escape the vortex, try using DF Palm o/s sweep
Defense Tips
Teleport out of Ultra 1 setups
Be careful with jump-in attacks - his AA knee will stuff everything
His Ultra 2 can punish teleports
Dhalsim’s fireballs do not travel full screen
Sim likes to slide+throw, so if Akuma has 2 bars, do HP SRK on the slide (block) to catch the throw attempt. Cancel if they block.
Do not jump at Sim unless he does Yoga Fire
Air fireballs are unsafe - closer FBs can be punished with his slide, and distant FBs can usually be punished with teleport > punch
[/details]
Dudley
[details=Spoiler]Dudley
LK Tatsu>Sweep NO
Fs. HK hits twice on low block (close only)
Guaranteed Demons
EX Machine Gun Blow
Blocked Ultra 1/2
**Effective Option Selects **
Offense Tips
Use crossups liberally - Dudley does not have effective reversals
cr. MK beats many of his rush punches and has better range than most of Dudley’s fast normals
Try to keep Dudley on defense - keep up the pressure
Buffer HK tatsu and HP Hado into cr. MK to apply pressure
Defense Tips
Don’t press buttons during Dudley’s block strings - it’s difficult to reversal him and not generally worth the risk
Try not to get cornered in this match
Backdash out of his strings
Teleports are punishable by EX MGB in either direction (Dudley can delay the input to punish Akuma for teleporting ‘towards’ him on a jump in) - don’t rely on teleports if Dudley has meter.
Dudley likes to hang out just outside of Akuma’s cr.MK range and basically wait for us to do a move to punish. Jump-ins, fireballs, tatsus and standing roundhouse are all punishable from that distance.
-Dudley has a setup on Akuma that makes MP/HP/EX DP whiff. The setup is back throw>LK Ducking>j. HK. The setup loses cleanly to LP DP, however, and can also be blocked.
[/details]
El Fuerte
[details=Spoiler]El Fuerte
LK Tatsu>Sweep - YES (Difficult, only feasible from certain distance)
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Quesadilla Bomb
Blocked Run Slide (Super)
Blocked Super
Back Jumped Ultra
Effective Option Selects
Offense Tips
Standing HK is effective on El Fuerte
Defense Tips
Teleport out of mixups
Do not throw fireballs at less than half-screen; he can EX Run or Ultra through a fireball
[/details]
Evil Ryu
[details=Spoiler]Evil Ryu
LK Tatsu>Sweep - ???
Fs. HK hits ?? on low block
Guaranteed Demons
To be updated
Effective Option Selects
To be updated
Offense Tips
To be updated
Defense Tips
To be updated
[/details]
E. Honda
[details=Spoiler]E. Honda
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Butt Splash (Super only)
Blocked ex Butt Splash (Super only)
Blocked far Super (Super only)
Blocked close Super
Blocked Ultra I
Blocked Ultra I (between hits)
Whiffed Ultra 2
Effective Option Selects
Demon Flip palm o/s MP SRK (should beat buttslam)
Offense Tips
TK Fireball into mixup is a good pressure tool
AA consistently - don’t let Honda jump in
Cross Honda up on wakeup - buttslams don’t defend against this if Akuma jumps early enough
HP headbutt can be punished by walking forward a bit and sweeping - headbutt must be blocked high (difficult timing)
U2 can be helpful in this match - teleport cancelled into U2 can punish headbutts on reaction
Defense Tips
Be careful with jump-ins when Honda has EX or Ulta 1
Focus Attack buttslams to avoid crossups and possibly getting a free combo/Demon
Don’t advance too quickly on Honda - nj. HP beats out most jump attacks and headbutt is fast
Headbutts (except HP) and buttlslams (except for HK) are safe on block - try to get some distance after a blocked splash to avoid being thrown
Don’t throw fireballs at less than half a screen - Honda’s j. HP covers an amazing amount of distance
[/details]
Fei Long
[details=Spoiler]Fei Long
LK Tatsu>Sweep - YES
Fs. HK hits twice on low block
Guaranteed Demons
Blocked double kick (deep)
Blocked Rekkas (Super)
Blocked Flame kick
Blocked Super/Ultra
Effective Option Selects
Offense Tips
Rekkas are unsafe on 3rd hit (blocked) - punish accordingly
HP and cr. HP beat Chicken Wing
Standing LP beats rekka
Fei can be safe jumped - Flame Kick is a 5-frame move
cr. MK kara Demon on reaction will punish Chicken Wing
Crossup tatsu on wakeup often beats Flame Kick
U2 can be useful in this match - it can punish Chicken Wing and Flame Kick
Defense Tips
Concentrate on zoning for this match - Fei has superior footsies
Only sweep at far range - blocked close sweeps are easily punished by Rekka
[/details]
Gen
[details=Spoiler]Gen
LK Tatsu>Sweep - NO
Fs. HK hits twice on low block
Guaranteed Demons
Blocked Gekiro
Blocked Mantis Super/Ultra
Whiffed Crane Super/Ultra
Blocked Crane Ultra II
Effective Option Selects
Offense Tips
Punish blocked waterfall kicks
Apply constant pressure to prevent Gen from changing stances
Defense Tips
Watch out for crossups - Focus ambiguous attacks
n.j. HP should beat most of Gen’s off-the-wall dive kicks
[/details]